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 dpuint64 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, dpuint64 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, dpuint64 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, dpuint64 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, dpuint64 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 %llx\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 dpuint64 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 dpuint64 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 dpuint64 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 dpuint64 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)
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)
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/vid.width, 1.0f/vid.height);
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 dpuint64 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/vid.width, 1.0f/vid.height);
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;
2954 unsigned char *cubemappixels, *image_buffer;
2955 rtexture_t *cubemaptexture;
2957 // must start 0 so the first loadimagepixels has no requested width/height
2959 cubemappixels = NULL;
2960 cubemaptexture = NULL;
2961 // keep trying different suffix groups (posx, px, rt) until one loads
2962 for (j = 0;j < 3 && !cubemappixels;j++)
2964 // load the 6 images in the suffix group
2965 for (i = 0;i < 6;i++)
2967 // generate an image name based on the base and and suffix
2968 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2970 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2972 // an image loaded, make sure width and height are equal
2973 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2975 // if this is the first image to load successfully, allocate the cubemap memory
2976 if (!cubemappixels && image_width >= 1)
2978 cubemapsize = image_width;
2979 // note this clears to black, so unavailable sides are black
2980 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2982 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2984 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);
2987 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2989 Mem_Free(image_buffer);
2993 // if a cubemap loaded, upload it
2996 if (developer_loading.integer)
2997 Con_Printf("loading cubemap \"%s\"\n", basename);
2999 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) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3000 Mem_Free(cubemappixels);
3004 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3005 if (developer_loading.integer)
3007 Con_Printf("(tried tried images ");
3008 for (j = 0;j < 3;j++)
3009 for (i = 0;i < 6;i++)
3010 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3011 Con_Print(" and was unable to find any of them).\n");
3014 return cubemaptexture;
3017 rtexture_t *R_GetCubemap(const char *basename)
3020 for (i = 0;i < r_texture_numcubemaps;i++)
3021 if (r_texture_cubemaps[i] != NULL)
3022 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3023 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3024 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3025 return r_texture_whitecube;
3026 r_texture_numcubemaps++;
3027 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3028 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3029 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3030 return r_texture_cubemaps[i]->texture;
3033 static void R_Main_FreeViewCache(void)
3035 if (r_refdef.viewcache.entityvisible)
3036 Mem_Free(r_refdef.viewcache.entityvisible);
3037 if (r_refdef.viewcache.world_pvsbits)
3038 Mem_Free(r_refdef.viewcache.world_pvsbits);
3039 if (r_refdef.viewcache.world_leafvisible)
3040 Mem_Free(r_refdef.viewcache.world_leafvisible);
3041 if (r_refdef.viewcache.world_surfacevisible)
3042 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3043 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3046 static void R_Main_ResizeViewCache(void)
3048 int numentities = r_refdef.scene.numentities;
3049 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3050 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3051 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3052 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3053 if (r_refdef.viewcache.maxentities < numentities)
3055 r_refdef.viewcache.maxentities = numentities;
3056 if (r_refdef.viewcache.entityvisible)
3057 Mem_Free(r_refdef.viewcache.entityvisible);
3058 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3060 if (r_refdef.viewcache.world_numclusters != numclusters)
3062 r_refdef.viewcache.world_numclusters = numclusters;
3063 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3064 if (r_refdef.viewcache.world_pvsbits)
3065 Mem_Free(r_refdef.viewcache.world_pvsbits);
3066 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3068 if (r_refdef.viewcache.world_numleafs != numleafs)
3070 r_refdef.viewcache.world_numleafs = numleafs;
3071 if (r_refdef.viewcache.world_leafvisible)
3072 Mem_Free(r_refdef.viewcache.world_leafvisible);
3073 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3075 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3077 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3078 if (r_refdef.viewcache.world_surfacevisible)
3079 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3080 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3084 extern rtexture_t *loadingscreentexture;
3085 static void gl_main_start(void)
3087 loadingscreentexture = NULL;
3088 r_texture_blanknormalmap = NULL;
3089 r_texture_white = NULL;
3090 r_texture_grey128 = NULL;
3091 r_texture_black = NULL;
3092 r_texture_whitecube = NULL;
3093 r_texture_normalizationcube = NULL;
3094 r_texture_fogattenuation = NULL;
3095 r_texture_fogheighttexture = NULL;
3096 r_texture_gammaramps = NULL;
3097 r_texture_numcubemaps = 0;
3098 r_uniformbufferalignment = 32;
3100 r_loaddds = r_texture_dds_load.integer != 0;
3101 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3103 switch(vid.renderpath)
3105 case RENDERPATH_GL32:
3106 case RENDERPATH_GLES2:
3107 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3108 Cvar_SetValueQuick(&gl_combine, 1);
3109 Cvar_SetValueQuick(&r_glsl, 1);
3110 r_loadnormalmap = true;
3113 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3114 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3120 R_FrameData_Reset();
3121 R_BufferData_Reset();
3125 memset(r_queries, 0, sizeof(r_queries));
3127 r_qwskincache = NULL;
3128 r_qwskincache_size = 0;
3130 // due to caching of texture_t references, the collision cache must be reset
3131 Collision_Cache_Reset(true);
3133 // set up r_skinframe loading system for textures
3134 memset(&r_skinframe, 0, sizeof(r_skinframe));
3135 r_skinframe.loadsequence = 1;
3136 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3138 r_main_texturepool = R_AllocTexturePool();
3139 R_BuildBlankTextures();
3142 R_BuildNormalizationCube();
3143 r_texture_fogattenuation = NULL;
3144 r_texture_fogheighttexture = NULL;
3145 r_texture_gammaramps = NULL;
3146 //r_texture_fogintensity = NULL;
3147 memset(&r_fb, 0, sizeof(r_fb));
3148 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3149 r_glsl_permutation = NULL;
3150 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3151 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3152 memset(&r_svbsp, 0, sizeof (r_svbsp));
3154 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3155 r_texture_numcubemaps = 0;
3157 r_refdef.fogmasktable_density = 0;
3160 // For Steelstorm Android
3161 // FIXME CACHE the program and reload
3162 // FIXME see possible combinations for SS:BR android
3163 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3164 R_SetupShader_SetPermutationGLSL(0, 12);
3165 R_SetupShader_SetPermutationGLSL(0, 13);
3166 R_SetupShader_SetPermutationGLSL(0, 8388621);
3167 R_SetupShader_SetPermutationGLSL(3, 0);
3168 R_SetupShader_SetPermutationGLSL(3, 2048);
3169 R_SetupShader_SetPermutationGLSL(5, 0);
3170 R_SetupShader_SetPermutationGLSL(5, 2);
3171 R_SetupShader_SetPermutationGLSL(5, 2048);
3172 R_SetupShader_SetPermutationGLSL(5, 8388608);
3173 R_SetupShader_SetPermutationGLSL(11, 1);
3174 R_SetupShader_SetPermutationGLSL(11, 2049);
3175 R_SetupShader_SetPermutationGLSL(11, 8193);
3176 R_SetupShader_SetPermutationGLSL(11, 10241);
3177 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3181 extern unsigned int r_shadow_occlusion_buf;
3183 static void gl_main_shutdown(void)
3185 R_RenderTarget_FreeUnused(true);
3186 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3188 R_FrameData_Reset();
3189 R_BufferData_Reset();
3191 R_Main_FreeViewCache();
3193 switch(vid.renderpath)
3195 case RENDERPATH_GL32:
3196 case RENDERPATH_GLES2:
3197 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3199 qglDeleteQueries(r_maxqueries, r_queries);
3203 r_shadow_occlusion_buf = 0;
3206 memset(r_queries, 0, sizeof(r_queries));
3208 r_qwskincache = NULL;
3209 r_qwskincache_size = 0;
3211 // clear out the r_skinframe state
3212 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3213 memset(&r_skinframe, 0, sizeof(r_skinframe));
3216 Mem_Free(r_svbsp.nodes);
3217 memset(&r_svbsp, 0, sizeof (r_svbsp));
3218 R_FreeTexturePool(&r_main_texturepool);
3219 loadingscreentexture = NULL;
3220 r_texture_blanknormalmap = NULL;
3221 r_texture_white = NULL;
3222 r_texture_grey128 = NULL;
3223 r_texture_black = NULL;
3224 r_texture_whitecube = NULL;
3225 r_texture_normalizationcube = NULL;
3226 r_texture_fogattenuation = NULL;
3227 r_texture_fogheighttexture = NULL;
3228 r_texture_gammaramps = NULL;
3229 r_texture_numcubemaps = 0;
3230 //r_texture_fogintensity = NULL;
3231 memset(&r_fb, 0, sizeof(r_fb));
3232 R_GLSL_Restart_f(&cmd_client);
3234 r_glsl_permutation = NULL;
3235 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3236 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3239 static void gl_main_newmap(void)
3241 // FIXME: move this code to client
3242 char *entities, entname[MAX_QPATH];
3244 Mem_Free(r_qwskincache);
3245 r_qwskincache = NULL;
3246 r_qwskincache_size = 0;
3249 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3250 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3252 CL_ParseEntityLump(entities);
3256 if (cl.worldmodel->brush.entities)
3257 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3259 R_Main_FreeViewCache();
3261 R_FrameData_Reset();
3262 R_BufferData_Reset();
3265 void GL_Main_Init(void)
3268 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3269 R_InitShaderModeInfo();
3271 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3272 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3273 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3274 if (gamemode == GAME_NEHAHRA)
3276 Cvar_RegisterVariable (&gl_fogenable);
3277 Cvar_RegisterVariable (&gl_fogdensity);
3278 Cvar_RegisterVariable (&gl_fogred);
3279 Cvar_RegisterVariable (&gl_foggreen);
3280 Cvar_RegisterVariable (&gl_fogblue);
3281 Cvar_RegisterVariable (&gl_fogstart);
3282 Cvar_RegisterVariable (&gl_fogend);
3283 Cvar_RegisterVariable (&gl_skyclip);
3285 Cvar_RegisterVariable(&r_motionblur);
3286 Cvar_RegisterVariable(&r_damageblur);
3287 Cvar_RegisterVariable(&r_motionblur_averaging);
3288 Cvar_RegisterVariable(&r_motionblur_randomize);
3289 Cvar_RegisterVariable(&r_motionblur_minblur);
3290 Cvar_RegisterVariable(&r_motionblur_maxblur);
3291 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3292 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3293 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3294 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3295 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3296 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3297 Cvar_RegisterVariable(&r_depthfirst);
3298 Cvar_RegisterVariable(&r_useinfinitefarclip);
3299 Cvar_RegisterVariable(&r_farclip_base);
3300 Cvar_RegisterVariable(&r_farclip_world);
3301 Cvar_RegisterVariable(&r_nearclip);
3302 Cvar_RegisterVariable(&r_deformvertexes);
3303 Cvar_RegisterVariable(&r_transparent);
3304 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3305 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3306 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3307 Cvar_RegisterVariable(&r_showoverdraw);
3308 Cvar_RegisterVariable(&r_showbboxes);
3309 Cvar_RegisterVariable(&r_showbboxes_client);
3310 Cvar_RegisterVariable(&r_showsurfaces);
3311 Cvar_RegisterVariable(&r_showtris);
3312 Cvar_RegisterVariable(&r_shownormals);
3313 Cvar_RegisterVariable(&r_showlighting);
3314 Cvar_RegisterVariable(&r_showcollisionbrushes);
3315 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3316 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3317 Cvar_RegisterVariable(&r_showdisabledepthtest);
3318 Cvar_RegisterVariable(&r_showspriteedges);
3319 Cvar_RegisterVariable(&r_showparticleedges);
3320 Cvar_RegisterVariable(&r_drawportals);
3321 Cvar_RegisterVariable(&r_drawentities);
3322 Cvar_RegisterVariable(&r_draw2d);
3323 Cvar_RegisterVariable(&r_drawworld);
3324 Cvar_RegisterVariable(&r_cullentities_trace);
3325 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3326 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3327 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3328 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3329 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3330 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3331 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3332 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3333 Cvar_RegisterVariable(&r_sortentities);
3334 Cvar_RegisterVariable(&r_drawviewmodel);
3335 Cvar_RegisterVariable(&r_drawexteriormodel);
3336 Cvar_RegisterVariable(&r_speeds);
3337 Cvar_RegisterVariable(&r_fullbrights);
3338 Cvar_RegisterVariable(&r_wateralpha);
3339 Cvar_RegisterVariable(&r_dynamic);
3340 Cvar_RegisterVariable(&r_fullbright_directed);
3341 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3342 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3343 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3344 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3345 Cvar_RegisterVariable(&r_fullbright);
3346 Cvar_RegisterVariable(&r_shadows);
3347 Cvar_RegisterVariable(&r_shadows_darken);
3348 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3349 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3350 Cvar_RegisterVariable(&r_shadows_throwdistance);
3351 Cvar_RegisterVariable(&r_shadows_throwdirection);
3352 Cvar_RegisterVariable(&r_shadows_focus);
3353 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3354 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3355 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3356 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3357 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3358 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3359 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3360 Cvar_RegisterVariable(&r_fog_exp2);
3361 Cvar_RegisterVariable(&r_fog_clear);
3362 Cvar_RegisterVariable(&r_drawfog);
3363 Cvar_RegisterVariable(&r_transparentdepthmasking);
3364 Cvar_RegisterVariable(&r_transparent_sortmindist);
3365 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3366 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3367 Cvar_RegisterVariable(&r_texture_dds_load);
3368 Cvar_RegisterVariable(&r_texture_dds_save);
3369 Cvar_RegisterVariable(&r_textureunits);
3370 Cvar_RegisterVariable(&gl_combine);
3371 Cvar_RegisterVariable(&r_usedepthtextures);
3372 Cvar_RegisterVariable(&r_viewfbo);
3373 Cvar_RegisterVariable(&r_rendertarget_debug);
3374 Cvar_RegisterVariable(&r_viewscale);
3375 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3376 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3377 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3378 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3379 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3380 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3381 Cvar_RegisterVariable(&r_glsl);
3382 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3383 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3384 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3385 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3386 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3387 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3388 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3389 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3390 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3391 Cvar_RegisterVariable(&r_glsl_postprocess);
3392 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3393 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3394 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3395 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3396 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3397 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3398 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3399 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3400 Cvar_RegisterVariable(&r_celshading);
3401 Cvar_RegisterVariable(&r_celoutlines);
3403 Cvar_RegisterVariable(&r_water);
3404 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3405 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3406 Cvar_RegisterVariable(&r_water_clippingplanebias);
3407 Cvar_RegisterVariable(&r_water_refractdistort);
3408 Cvar_RegisterVariable(&r_water_reflectdistort);
3409 Cvar_RegisterVariable(&r_water_scissormode);
3410 Cvar_RegisterVariable(&r_water_lowquality);
3411 Cvar_RegisterVariable(&r_water_hideplayer);
3413 Cvar_RegisterVariable(&r_lerpsprites);
3414 Cvar_RegisterVariable(&r_lerpmodels);
3415 Cvar_RegisterVariable(&r_lerplightstyles);
3416 Cvar_RegisterVariable(&r_waterscroll);
3417 Cvar_RegisterVariable(&r_bloom);
3418 Cvar_RegisterVariable(&r_colorfringe);
3419 Cvar_RegisterVariable(&r_bloom_colorscale);
3420 Cvar_RegisterVariable(&r_bloom_brighten);
3421 Cvar_RegisterVariable(&r_bloom_blur);
3422 Cvar_RegisterVariable(&r_bloom_resolution);
3423 Cvar_RegisterVariable(&r_bloom_colorexponent);
3424 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3425 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3426 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3427 Cvar_RegisterVariable(&r_hdr_glowintensity);
3428 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3429 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3430 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3431 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3432 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3433 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3434 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3435 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3436 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3437 Cvar_RegisterVariable(&developer_texturelogging);
3438 Cvar_RegisterVariable(&gl_lightmaps);
3439 Cvar_RegisterVariable(&r_test);
3440 Cvar_RegisterVariable(&r_batch_multidraw);
3441 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3442 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3443 Cvar_RegisterVariable(&r_glsl_skeletal);
3444 Cvar_RegisterVariable(&r_glsl_saturation);
3445 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3446 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3447 Cvar_RegisterVariable(&r_framedatasize);
3448 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3449 Cvar_RegisterVariable(&r_buffermegs[i]);
3450 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3451 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3452 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3453 #ifdef DP_MOBILETOUCH
3454 // GLES devices have terrible depth precision in general, so...
3455 Cvar_SetValueQuick(&r_nearclip, 4);
3456 Cvar_SetValueQuick(&r_farclip_base, 4096);
3457 Cvar_SetValueQuick(&r_farclip_world, 0);
3458 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3460 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3463 void Render_Init(void)
3476 R_LightningBeams_Init();
3480 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3484 if (r_trippy.integer)
3486 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3488 p = r_refdef.view.frustum + i;
3493 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3497 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3501 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3505 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3509 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3513 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3517 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3521 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3529 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3533 if (r_trippy.integer)
3535 for (i = 0;i < numplanes;i++)
3542 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3546 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3550 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3554 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3558 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3562 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3566 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3570 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3578 //==================================================================================
3580 // LadyHavoc: this stores temporary data used within the same frame
3582 typedef struct r_framedata_mem_s
3584 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3585 size_t size; // how much usable space
3586 size_t current; // how much space in use
3587 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3588 size_t wantedsize; // how much space was allocated
3589 unsigned char *data; // start of real data (16byte aligned)
3593 static r_framedata_mem_t *r_framedata_mem;
3595 void R_FrameData_Reset(void)
3597 while (r_framedata_mem)
3599 r_framedata_mem_t *next = r_framedata_mem->purge;
3600 Mem_Free(r_framedata_mem);
3601 r_framedata_mem = next;
3605 static void R_FrameData_Resize(qboolean mustgrow)
3608 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3609 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3610 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3612 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3613 newmem->wantedsize = wantedsize;
3614 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3615 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3616 newmem->current = 0;
3618 newmem->purge = r_framedata_mem;
3619 r_framedata_mem = newmem;
3623 void R_FrameData_NewFrame(void)
3625 R_FrameData_Resize(false);
3626 if (!r_framedata_mem)
3628 // if we ran out of space on the last frame, free the old memory now
3629 while (r_framedata_mem->purge)
3631 // repeatedly remove the second item in the list, leaving only head
3632 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3633 Mem_Free(r_framedata_mem->purge);
3634 r_framedata_mem->purge = next;
3636 // reset the current mem pointer
3637 r_framedata_mem->current = 0;
3638 r_framedata_mem->mark = 0;
3641 void *R_FrameData_Alloc(size_t size)
3646 // align to 16 byte boundary - the data pointer is already aligned, so we
3647 // only need to ensure the size of every allocation is also aligned
3648 size = (size + 15) & ~15;
3650 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3652 // emergency - we ran out of space, allocate more memory
3653 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3654 newvalue = r_framedatasize.value * 2.0f;
3655 // 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
3656 if (sizeof(size_t) >= 8)
3657 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3659 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3660 // this might not be a growing it, but we'll allocate another buffer every time
3661 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3662 R_FrameData_Resize(true);
3665 data = r_framedata_mem->data + r_framedata_mem->current;
3666 r_framedata_mem->current += size;
3668 // count the usage for stats
3669 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3670 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3672 return (void *)data;
3675 void *R_FrameData_Store(size_t size, void *data)
3677 void *d = R_FrameData_Alloc(size);
3679 memcpy(d, data, size);
3683 void R_FrameData_SetMark(void)
3685 if (!r_framedata_mem)
3687 r_framedata_mem->mark = r_framedata_mem->current;
3690 void R_FrameData_ReturnToMark(void)
3692 if (!r_framedata_mem)
3694 r_framedata_mem->current = r_framedata_mem->mark;
3697 //==================================================================================
3699 // avoid reusing the same buffer objects on consecutive frames
3700 #define R_BUFFERDATA_CYCLE 3
3702 typedef struct r_bufferdata_buffer_s
3704 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3705 size_t size; // how much usable space
3706 size_t current; // how much space in use
3707 r_meshbuffer_t *buffer; // the buffer itself
3709 r_bufferdata_buffer_t;
3711 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3712 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3714 /// frees all dynamic buffers
3715 void R_BufferData_Reset(void)
3718 r_bufferdata_buffer_t **p, *mem;
3719 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3721 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3724 p = &r_bufferdata_buffer[cycle][type];
3730 R_Mesh_DestroyMeshBuffer(mem->buffer);
3737 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3738 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3740 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3742 float newvalue = r_buffermegs[type].value;
3744 // increase the cvar if we have to (but only if we already have a mem)
3745 if (mustgrow && mem)
3747 newvalue = bound(0.25f, newvalue, 256.0f);
3748 while (newvalue * 1024*1024 < minsize)
3751 // clamp the cvar to valid range
3752 newvalue = bound(0.25f, newvalue, 256.0f);
3753 if (r_buffermegs[type].value != newvalue)
3754 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3756 // calculate size in bytes
3757 size = (size_t)(newvalue * 1024*1024);
3758 size = bound(131072, size, 256*1024*1024);
3760 // allocate a new buffer if the size is different (purge old one later)
3761 // or if we were told we must grow the buffer
3762 if (!mem || mem->size != size || mustgrow)
3764 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3767 if (type == R_BUFFERDATA_VERTEX)
3768 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3769 else if (type == R_BUFFERDATA_INDEX16)
3770 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3771 else if (type == R_BUFFERDATA_INDEX32)
3772 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3773 else if (type == R_BUFFERDATA_UNIFORM)
3774 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3775 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3776 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3780 void R_BufferData_NewFrame(void)
3783 r_bufferdata_buffer_t **p, *mem;
3784 // cycle to the next frame's buffers
3785 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3786 // if we ran out of space on the last time we used these buffers, free the old memory now
3787 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3789 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3791 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3792 // free all but the head buffer, this is how we recycle obsolete
3793 // buffers after they are no longer in use
3794 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3800 R_Mesh_DestroyMeshBuffer(mem->buffer);
3803 // reset the current offset
3804 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3809 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3811 r_bufferdata_buffer_t *mem;
3815 *returnbufferoffset = 0;
3817 // align size to a byte boundary appropriate for the buffer type, this
3818 // makes all allocations have aligned start offsets
3819 if (type == R_BUFFERDATA_UNIFORM)
3820 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3822 padsize = (datasize + 15) & ~15;
3824 // if we ran out of space in this buffer we must allocate a new one
3825 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)
3826 R_BufferData_Resize(type, true, padsize);
3828 // if the resize did not give us enough memory, fail
3829 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)
3830 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3832 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3833 offset = (int)mem->current;
3834 mem->current += padsize;
3836 // upload the data to the buffer at the chosen offset
3838 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3839 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3841 // count the usage for stats
3842 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3843 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3845 // return the buffer offset
3846 *returnbufferoffset = offset;
3851 //==================================================================================
3853 // LadyHavoc: animcache originally written by Echon, rewritten since then
3856 * Animation cache prevents re-generating mesh data for an animated model
3857 * multiple times in one frame for lighting, shadowing, reflections, etc.
3860 void R_AnimCache_Free(void)
3864 void R_AnimCache_ClearCache(void)
3867 entity_render_t *ent;
3869 for (i = 0;i < r_refdef.scene.numentities;i++)
3871 ent = r_refdef.scene.entities[i];
3872 ent->animcache_vertex3f = NULL;
3873 ent->animcache_vertex3f_vertexbuffer = NULL;
3874 ent->animcache_vertex3f_bufferoffset = 0;
3875 ent->animcache_normal3f = NULL;
3876 ent->animcache_normal3f_vertexbuffer = NULL;
3877 ent->animcache_normal3f_bufferoffset = 0;
3878 ent->animcache_svector3f = NULL;
3879 ent->animcache_svector3f_vertexbuffer = NULL;
3880 ent->animcache_svector3f_bufferoffset = 0;
3881 ent->animcache_tvector3f = NULL;
3882 ent->animcache_tvector3f_vertexbuffer = NULL;
3883 ent->animcache_tvector3f_bufferoffset = 0;
3884 ent->animcache_skeletaltransform3x4 = NULL;
3885 ent->animcache_skeletaltransform3x4buffer = NULL;
3886 ent->animcache_skeletaltransform3x4offset = 0;
3887 ent->animcache_skeletaltransform3x4size = 0;
3891 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3893 dp_model_t *model = ent->model;
3896 // see if this ent is worth caching
3897 if (!model || !model->Draw || !model->AnimateVertices)
3899 // nothing to cache if it contains no animations and has no skeleton
3900 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3902 // see if it is already cached for gpuskeletal
3903 if (ent->animcache_skeletaltransform3x4)
3905 // see if it is already cached as a mesh
3906 if (ent->animcache_vertex3f)
3908 // check if we need to add normals or tangents
3909 if (ent->animcache_normal3f)
3910 wantnormals = false;
3911 if (ent->animcache_svector3f)
3912 wanttangents = false;
3913 if (!wantnormals && !wanttangents)
3917 // check which kind of cache we need to generate
3918 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3920 // cache the skeleton so the vertex shader can use it
3921 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3922 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3923 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3924 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3925 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3926 // note: this can fail if the buffer is at the grow limit
3927 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3928 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3930 else if (ent->animcache_vertex3f)
3932 // mesh was already cached but we may need to add normals/tangents
3933 // (this only happens with multiple views, reflections, cameras, etc)
3934 if (wantnormals || wanttangents)
3936 numvertices = model->surfmesh.num_vertices;
3938 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3941 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3942 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3944 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3945 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3946 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3947 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3952 // generate mesh cache
3953 numvertices = model->surfmesh.num_vertices;
3954 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3956 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3959 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3960 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3962 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3963 if (wantnormals || wanttangents)
3965 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3966 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3967 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3969 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3970 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3971 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3976 void R_AnimCache_CacheVisibleEntities(void)
3980 // TODO: thread this
3981 // NOTE: R_PrepareRTLights() also caches entities
3983 for (i = 0;i < r_refdef.scene.numentities;i++)
3984 if (r_refdef.viewcache.entityvisible[i])
3985 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3988 //==================================================================================
3990 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)
3993 vec3_t eyemins, eyemaxs;
3994 vec3_t boxmins, boxmaxs;
3995 vec3_t padmins, padmaxs;
3998 dp_model_t *model = r_refdef.scene.worldmodel;
3999 static vec3_t positions[] = {
4000 { 0.5f, 0.5f, 0.5f },
4001 { 0.0f, 0.0f, 0.0f },
4002 { 0.0f, 0.0f, 1.0f },
4003 { 0.0f, 1.0f, 0.0f },
4004 { 0.0f, 1.0f, 1.0f },
4005 { 1.0f, 0.0f, 0.0f },
4006 { 1.0f, 0.0f, 1.0f },
4007 { 1.0f, 1.0f, 0.0f },
4008 { 1.0f, 1.0f, 1.0f },
4011 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4015 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4016 if (!r_refdef.view.usevieworiginculling)
4019 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4022 // expand the eye box a little
4023 eyemins[0] = eye[0] - eyejitter;
4024 eyemaxs[0] = eye[0] + eyejitter;
4025 eyemins[1] = eye[1] - eyejitter;
4026 eyemaxs[1] = eye[1] + eyejitter;
4027 eyemins[2] = eye[2] - eyejitter;
4028 eyemaxs[2] = eye[2] + eyejitter;
4029 // expand the box a little
4030 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4031 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4032 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4033 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4034 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4035 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4036 // make an even larger box for the acceptable area
4037 padmins[0] = boxmins[0] - pad;
4038 padmaxs[0] = boxmaxs[0] + pad;
4039 padmins[1] = boxmins[1] - pad;
4040 padmaxs[1] = boxmaxs[1] + pad;
4041 padmins[2] = boxmins[2] - pad;
4042 padmaxs[2] = boxmaxs[2] + pad;
4044 // return true if eye overlaps enlarged box
4045 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4048 // try specific positions in the box first - note that these can be cached
4049 if (r_cullentities_trace_entityocclusion.integer)
4051 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4053 VectorCopy(eye, start);
4054 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4055 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4056 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4057 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4058 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4059 // not picky - if the trace ended anywhere in the box we're good
4060 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4064 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4067 // try various random positions
4068 for (i = 0; i < numsamples; i++)
4070 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4071 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4072 if (r_cullentities_trace_entityocclusion.integer)
4074 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4075 // not picky - if the trace ended anywhere in the box we're good
4076 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4079 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4087 static void R_View_UpdateEntityVisible (void)
4092 entity_render_t *ent;
4094 if (r_refdef.envmap || r_fb.water.hideplayer)
4095 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4096 else if (chase_active.integer || r_fb.water.renderingscene)
4097 renderimask = RENDER_VIEWMODEL;
4099 renderimask = RENDER_EXTERIORMODEL;
4100 if (!r_drawviewmodel.integer)
4101 renderimask |= RENDER_VIEWMODEL;
4102 if (!r_drawexteriormodel.integer)
4103 renderimask |= RENDER_EXTERIORMODEL;
4104 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4105 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4107 // worldmodel can check visibility
4108 for (i = 0;i < r_refdef.scene.numentities;i++)
4110 ent = r_refdef.scene.entities[i];
4111 if (!(ent->flags & renderimask))
4112 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)))
4113 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))
4114 r_refdef.viewcache.entityvisible[i] = true;
4119 // no worldmodel or it can't check visibility
4120 for (i = 0;i < r_refdef.scene.numentities;i++)
4122 ent = r_refdef.scene.entities[i];
4123 if (!(ent->flags & renderimask))
4124 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)))
4125 r_refdef.viewcache.entityvisible[i] = true;
4128 if (r_cullentities_trace.integer)
4130 for (i = 0;i < r_refdef.scene.numentities;i++)
4132 if (!r_refdef.viewcache.entityvisible[i])
4134 ent = r_refdef.scene.entities[i];
4135 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4137 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4138 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))
4139 ent->last_trace_visibility = realtime;
4140 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4141 r_refdef.viewcache.entityvisible[i] = 0;
4147 /// only used if skyrendermasked, and normally returns false
4148 static int R_DrawBrushModelsSky (void)
4151 entity_render_t *ent;
4154 for (i = 0;i < r_refdef.scene.numentities;i++)
4156 if (!r_refdef.viewcache.entityvisible[i])
4158 ent = r_refdef.scene.entities[i];
4159 if (!ent->model || !ent->model->DrawSky)
4161 ent->model->DrawSky(ent);
4167 static void R_DrawNoModel(entity_render_t *ent);
4168 static void R_DrawModels(void)
4171 entity_render_t *ent;
4173 for (i = 0;i < r_refdef.scene.numentities;i++)
4175 if (!r_refdef.viewcache.entityvisible[i])
4177 ent = r_refdef.scene.entities[i];
4178 r_refdef.stats[r_stat_entities]++;
4180 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4183 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4184 Con_Printf("R_DrawModels\n");
4185 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]);
4186 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);
4187 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);
4190 if (ent->model && ent->model->Draw != NULL)
4191 ent->model->Draw(ent);
4197 static void R_DrawModelsDepth(void)
4200 entity_render_t *ent;
4202 for (i = 0;i < r_refdef.scene.numentities;i++)
4204 if (!r_refdef.viewcache.entityvisible[i])
4206 ent = r_refdef.scene.entities[i];
4207 if (ent->model && ent->model->DrawDepth != NULL)
4208 ent->model->DrawDepth(ent);
4212 static void R_DrawModelsDebug(void)
4215 entity_render_t *ent;
4217 for (i = 0;i < r_refdef.scene.numentities;i++)
4219 if (!r_refdef.viewcache.entityvisible[i])
4221 ent = r_refdef.scene.entities[i];
4222 if (ent->model && ent->model->DrawDebug != NULL)
4223 ent->model->DrawDebug(ent);
4227 static void R_DrawModelsAddWaterPlanes(void)
4230 entity_render_t *ent;
4232 for (i = 0;i < r_refdef.scene.numentities;i++)
4234 if (!r_refdef.viewcache.entityvisible[i])
4236 ent = r_refdef.scene.entities[i];
4237 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4238 ent->model->DrawAddWaterPlanes(ent);
4242 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}};
4244 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4246 if (r_hdr_irisadaptation.integer)
4251 vec3_t diffusenormal;
4253 vec_t brightness = 0.0f;
4258 VectorCopy(r_refdef.view.forward, forward);
4259 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4261 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4262 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4263 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4264 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4265 d = DotProduct(forward, diffusenormal);
4266 brightness += VectorLength(ambient);
4268 brightness += d * VectorLength(diffuse);
4270 brightness *= 1.0f / c;
4271 brightness += 0.00001f; // make sure it's never zero
4272 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4273 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4274 current = r_hdr_irisadaptation_value.value;
4276 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4277 else if (current > goal)
4278 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4279 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4280 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4282 else if (r_hdr_irisadaptation_value.value != 1.0f)
4283 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4286 static void R_View_SetFrustum(const int *scissor)
4289 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4290 vec3_t forward, left, up, origin, v;
4294 // flipped x coordinates (because x points left here)
4295 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4296 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4297 // non-flipped y coordinates
4298 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4299 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4302 // we can't trust r_refdef.view.forward and friends in reflected scenes
4303 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4306 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4307 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4308 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4309 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4310 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4311 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4312 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4313 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4314 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4315 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4316 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4317 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4321 zNear = r_refdef.nearclip;
4322 nudge = 1.0 - 1.0 / (1<<23);
4323 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4324 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4325 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4326 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4327 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4328 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4329 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4330 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4336 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4337 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4338 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4339 r_refdef.view.frustum[0].dist = m[15] - m[12];
4341 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4342 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4343 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4344 r_refdef.view.frustum[1].dist = m[15] + m[12];
4346 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4347 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4348 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4349 r_refdef.view.frustum[2].dist = m[15] - m[13];
4351 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4352 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4353 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4354 r_refdef.view.frustum[3].dist = m[15] + m[13];
4356 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4357 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4358 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4359 r_refdef.view.frustum[4].dist = m[15] - m[14];
4361 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4362 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4363 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4364 r_refdef.view.frustum[5].dist = m[15] + m[14];
4367 if (r_refdef.view.useperspective)
4369 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4370 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]);
4371 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]);
4372 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]);
4373 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]);
4375 // then the normals from the corners relative to origin
4376 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4377 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4378 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4379 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4381 // in a NORMAL view, forward cross left == up
4382 // in a REFLECTED view, forward cross left == down
4383 // so our cross products above need to be adjusted for a left handed coordinate system
4384 CrossProduct(forward, left, v);
4385 if(DotProduct(v, up) < 0)
4387 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4388 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4389 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4390 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4393 // Leaving those out was a mistake, those were in the old code, and they
4394 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4395 // I couldn't reproduce it after adding those normalizations. --blub
4396 VectorNormalize(r_refdef.view.frustum[0].normal);
4397 VectorNormalize(r_refdef.view.frustum[1].normal);
4398 VectorNormalize(r_refdef.view.frustum[2].normal);
4399 VectorNormalize(r_refdef.view.frustum[3].normal);
4401 // make the corners absolute
4402 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4403 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4404 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4405 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4408 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4410 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4411 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4412 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4413 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4414 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4418 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4419 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4420 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4421 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4422 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4423 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4424 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4425 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4426 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4427 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4429 r_refdef.view.numfrustumplanes = 5;
4431 if (r_refdef.view.useclipplane)
4433 r_refdef.view.numfrustumplanes = 6;
4434 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4437 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4438 PlaneClassify(r_refdef.view.frustum + i);
4440 // LadyHavoc: note to all quake engine coders, Quake had a special case
4441 // for 90 degrees which assumed a square view (wrong), so I removed it,
4442 // Quake2 has it disabled as well.
4444 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4445 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4446 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4447 //PlaneClassify(&frustum[0]);
4449 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4450 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4451 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4452 //PlaneClassify(&frustum[1]);
4454 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4455 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4456 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4457 //PlaneClassify(&frustum[2]);
4459 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4460 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4461 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4462 //PlaneClassify(&frustum[3]);
4465 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4466 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4467 //PlaneClassify(&frustum[4]);
4470 static void R_View_UpdateWithScissor(const int *myscissor)
4472 R_Main_ResizeViewCache();
4473 R_View_SetFrustum(myscissor);
4474 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4475 R_View_UpdateEntityVisible();
4478 static void R_View_Update(void)
4480 R_Main_ResizeViewCache();
4481 R_View_SetFrustum(NULL);
4482 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4483 R_View_UpdateEntityVisible();
4486 float viewscalefpsadjusted = 1.0f;
4488 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4490 const float *customclipplane = NULL;
4492 int /*rtwidth,*/ rtheight;
4493 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4495 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4496 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4497 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4498 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4499 dist = r_refdef.view.clipplane.dist;
4500 plane[0] = r_refdef.view.clipplane.normal[0];
4501 plane[1] = r_refdef.view.clipplane.normal[1];
4502 plane[2] = r_refdef.view.clipplane.normal[2];
4504 customclipplane = plane;
4507 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4508 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4510 if (!r_refdef.view.useperspective)
4511 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);
4512 else if (vid.stencil && r_useinfinitefarclip.integer)
4513 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);
4515 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);
4516 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4517 R_SetViewport(&r_refdef.view.viewport);
4520 void R_EntityMatrix(const matrix4x4_t *matrix)
4522 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4524 gl_modelmatrixchanged = false;
4525 gl_modelmatrix = *matrix;
4526 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4527 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4528 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4529 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4531 switch(vid.renderpath)
4533 case RENDERPATH_GL32:
4534 case RENDERPATH_GLES2:
4535 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4536 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4542 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4544 r_viewport_t viewport;
4548 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4549 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4550 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4551 R_SetViewport(&viewport);
4552 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4553 GL_Color(1, 1, 1, 1);
4554 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4555 GL_BlendFunc(GL_ONE, GL_ZERO);
4556 GL_ScissorTest(false);
4557 GL_DepthMask(false);
4558 GL_DepthRange(0, 1);
4559 GL_DepthTest(false);
4560 GL_DepthFunc(GL_LEQUAL);
4561 R_EntityMatrix(&identitymatrix);
4562 R_Mesh_ResetTextureState();
4563 GL_PolygonOffset(0, 0);
4564 switch(vid.renderpath)
4566 case RENDERPATH_GL32:
4567 case RENDERPATH_GLES2:
4568 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4571 GL_CullFace(GL_NONE);
4576 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4578 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4581 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4583 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4584 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4585 GL_Color(1, 1, 1, 1);
4586 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4587 GL_BlendFunc(GL_ONE, GL_ZERO);
4588 GL_ScissorTest(true);
4590 GL_DepthRange(0, 1);
4592 GL_DepthFunc(GL_LEQUAL);
4593 R_EntityMatrix(&identitymatrix);
4594 R_Mesh_ResetTextureState();
4595 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4596 switch(vid.renderpath)
4598 case RENDERPATH_GL32:
4599 case RENDERPATH_GLES2:
4600 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4603 GL_CullFace(r_refdef.view.cullface_back);
4608 R_RenderView_UpdateViewVectors
4611 void R_RenderView_UpdateViewVectors(void)
4613 // break apart the view matrix into vectors for various purposes
4614 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4615 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4616 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4617 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4618 // make an inverted copy of the view matrix for tracking sprites
4619 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4622 void R_RenderTarget_FreeUnused(qboolean force)
4624 unsigned int i, j, end;
4625 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4626 for (i = 0; i < end; i++)
4628 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4629 // free resources for rendertargets that have not been used for a while
4630 // (note: this check is run after the frame render, so any targets used
4631 // this frame will not be affected even at low framerates)
4632 if (r && (realtime - r->lastusetime > 0.2 || force))
4635 R_Mesh_DestroyFramebufferObject(r->fbo);
4636 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4637 if (r->colortexture[j])
4638 R_FreeTexture(r->colortexture[j]);
4639 if (r->depthtexture)
4640 R_FreeTexture(r->depthtexture);
4641 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4646 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4648 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4652 y2 = (th - y - h) * ih;
4663 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)
4665 unsigned int i, j, end;
4666 r_rendertarget_t *r = NULL;
4668 // first try to reuse an existing slot if possible
4669 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4670 for (i = 0; i < end; i++)
4672 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4673 if (r && r->lastusetime != 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)
4678 // no unused exact match found, so we have to make one in the first unused slot
4679 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4680 r->texturewidth = texturewidth;
4681 r->textureheight = textureheight;
4682 r->colortextype[0] = colortextype0;
4683 r->colortextype[1] = colortextype1;
4684 r->colortextype[2] = colortextype2;
4685 r->colortextype[3] = colortextype3;
4686 r->depthtextype = depthtextype;
4687 r->depthisrenderbuffer = depthisrenderbuffer;
4688 for (j = 0; j < 4; j++)
4689 if (r->colortextype[j])
4690 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);
4691 if (r->depthtextype)
4693 if (r->depthisrenderbuffer)
4694 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);
4696 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4698 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4700 r_refdef.stats[r_stat_rendertargets_used]++;
4701 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4702 r->lastusetime = realtime;
4703 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4707 static void R_Water_StartFrame(int viewwidth, int viewheight)
4709 int waterwidth, waterheight;
4711 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4714 // set waterwidth and waterheight to the water resolution that will be
4715 // used (often less than the screen resolution for faster rendering)
4716 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4717 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4719 if (!r_water.integer || r_showsurfaces.integer)
4720 waterwidth = waterheight = 0;
4722 // set up variables that will be used in shader setup
4723 r_fb.water.waterwidth = waterwidth;
4724 r_fb.water.waterheight = waterheight;
4725 r_fb.water.texturewidth = waterwidth;
4726 r_fb.water.textureheight = waterheight;
4727 r_fb.water.camerawidth = waterwidth;
4728 r_fb.water.cameraheight = waterheight;
4729 r_fb.water.screenscale[0] = 0.5f;
4730 r_fb.water.screenscale[1] = 0.5f;
4731 r_fb.water.screencenter[0] = 0.5f;
4732 r_fb.water.screencenter[1] = 0.5f;
4733 r_fb.water.enabled = waterwidth != 0;
4735 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4736 r_fb.water.numwaterplanes = 0;
4739 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4741 int planeindex, bestplaneindex, vertexindex;
4742 vec3_t mins, maxs, normal, center, v, n;
4743 vec_t planescore, bestplanescore;
4745 r_waterstate_waterplane_t *p;
4746 texture_t *t = R_GetCurrentTexture(surface->texture);
4748 rsurface.texture = t;
4749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4750 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4751 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4753 // average the vertex normals, find the surface bounds (after deformvertexes)
4754 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4755 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4756 VectorCopy(n, normal);
4757 VectorCopy(v, mins);
4758 VectorCopy(v, maxs);
4759 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4761 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4762 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4763 VectorAdd(normal, n, normal);
4764 mins[0] = min(mins[0], v[0]);
4765 mins[1] = min(mins[1], v[1]);
4766 mins[2] = min(mins[2], v[2]);
4767 maxs[0] = max(maxs[0], v[0]);
4768 maxs[1] = max(maxs[1], v[1]);
4769 maxs[2] = max(maxs[2], v[2]);
4771 VectorNormalize(normal);
4772 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4774 VectorCopy(normal, plane.normal);
4775 VectorNormalize(plane.normal);
4776 plane.dist = DotProduct(center, plane.normal);
4777 PlaneClassify(&plane);
4778 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4780 // skip backfaces (except if nocullface is set)
4781 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4783 VectorNegate(plane.normal, plane.normal);
4785 PlaneClassify(&plane);
4789 // find a matching plane if there is one
4790 bestplaneindex = -1;
4791 bestplanescore = 1048576.0f;
4792 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4794 if(p->camera_entity == t->camera_entity)
4796 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4797 if (bestplaneindex < 0 || bestplanescore > planescore)
4799 bestplaneindex = planeindex;
4800 bestplanescore = planescore;
4804 planeindex = bestplaneindex;
4806 // if this surface does not fit any known plane rendered this frame, add one
4807 if (planeindex < 0 || bestplanescore > 0.001f)
4809 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4811 // store the new plane
4812 planeindex = r_fb.water.numwaterplanes++;
4813 p = r_fb.water.waterplanes + planeindex;
4815 // clear materialflags and pvs
4816 p->materialflags = 0;
4817 p->pvsvalid = false;
4818 p->camera_entity = t->camera_entity;
4819 VectorCopy(mins, p->mins);
4820 VectorCopy(maxs, p->maxs);
4824 // We're totally screwed.
4830 // merge mins/maxs when we're adding this surface to the plane
4831 p = r_fb.water.waterplanes + planeindex;
4832 p->mins[0] = min(p->mins[0], mins[0]);
4833 p->mins[1] = min(p->mins[1], mins[1]);
4834 p->mins[2] = min(p->mins[2], mins[2]);
4835 p->maxs[0] = max(p->maxs[0], maxs[0]);
4836 p->maxs[1] = max(p->maxs[1], maxs[1]);
4837 p->maxs[2] = max(p->maxs[2], maxs[2]);
4839 // merge this surface's materialflags into the waterplane
4840 p->materialflags |= t->currentmaterialflags;
4841 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4843 // merge this surface's PVS into the waterplane
4844 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4845 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4847 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4853 extern cvar_t r_drawparticles;
4854 extern cvar_t r_drawdecals;
4856 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4859 r_refdef_view_t originalview;
4860 r_refdef_view_t myview;
4861 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;
4862 r_waterstate_waterplane_t *p;
4864 r_rendertarget_t *rt;
4866 originalview = r_refdef.view;
4868 // lowquality hack, temporarily shut down some cvars and restore afterwards
4869 qualityreduction = r_water_lowquality.integer;
4870 if (qualityreduction > 0)
4872 if (qualityreduction >= 1)
4874 old_r_shadows = r_shadows.integer;
4875 old_r_worldrtlight = r_shadow_realtime_world.integer;
4876 old_r_dlight = r_shadow_realtime_dlight.integer;
4877 Cvar_SetValueQuick(&r_shadows, 0);
4878 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4879 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4881 if (qualityreduction >= 2)
4883 old_r_dynamic = r_dynamic.integer;
4884 old_r_particles = r_drawparticles.integer;
4885 old_r_decals = r_drawdecals.integer;
4886 Cvar_SetValueQuick(&r_dynamic, 0);
4887 Cvar_SetValueQuick(&r_drawparticles, 0);
4888 Cvar_SetValueQuick(&r_drawdecals, 0);
4892 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4894 p->rt_reflection = NULL;
4895 p->rt_refraction = NULL;
4896 p->rt_camera = NULL;
4900 r_refdef.view = originalview;
4901 r_refdef.view.showdebug = false;
4902 r_refdef.view.width = r_fb.water.waterwidth;
4903 r_refdef.view.height = r_fb.water.waterheight;
4904 r_refdef.view.useclipplane = true;
4905 myview = r_refdef.view;
4906 r_fb.water.renderingscene = true;
4907 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4909 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4912 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4914 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);
4915 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4917 r_refdef.view = myview;
4918 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4919 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4920 if(r_water_scissormode.integer)
4922 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4923 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4925 p->rt_reflection = NULL;
4926 p->rt_refraction = NULL;
4927 p->rt_camera = NULL;
4932 r_refdef.view.clipplane = p->plane;
4933 // reflected view origin may be in solid, so don't cull with it
4934 r_refdef.view.usevieworiginculling = false;
4935 // reverse the cullface settings for this render
4936 r_refdef.view.cullface_front = GL_FRONT;
4937 r_refdef.view.cullface_back = GL_BACK;
4938 // combined pvs (based on what can be seen from each surface center)
4939 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4941 r_refdef.view.usecustompvs = true;
4943 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4945 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4948 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4949 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4950 GL_ScissorTest(false);
4951 R_ClearScreen(r_refdef.fogenabled);
4952 GL_ScissorTest(true);
4953 if(r_water_scissormode.integer & 2)
4954 R_View_UpdateWithScissor(myscissor);
4957 R_AnimCache_CacheVisibleEntities();
4958 if(r_water_scissormode.integer & 1)
4959 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4960 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4962 r_fb.water.hideplayer = false;
4963 p->rt_reflection = rt;
4966 // render the normal view scene and copy into texture
4967 // (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)
4968 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4970 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);
4971 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4973 r_refdef.view = myview;
4974 if(r_water_scissormode.integer)
4976 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4977 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4979 p->rt_reflection = NULL;
4980 p->rt_refraction = NULL;
4981 p->rt_camera = NULL;
4986 // combined pvs (based on what can be seen from each surface center)
4987 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4989 r_refdef.view.usecustompvs = true;
4991 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4993 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4996 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4998 r_refdef.view.clipplane = p->plane;
4999 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5000 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5002 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5004 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5005 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5006 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5007 R_RenderView_UpdateViewVectors();
5008 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5010 r_refdef.view.usecustompvs = true;
5011 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);
5015 PlaneClassify(&r_refdef.view.clipplane);
5017 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5018 GL_ScissorTest(false);
5019 R_ClearScreen(r_refdef.fogenabled);
5020 GL_ScissorTest(true);
5021 if(r_water_scissormode.integer & 2)
5022 R_View_UpdateWithScissor(myscissor);
5025 R_AnimCache_CacheVisibleEntities();
5026 if(r_water_scissormode.integer & 1)
5027 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5028 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5030 r_fb.water.hideplayer = false;
5031 p->rt_refraction = rt;
5033 else if (p->materialflags & MATERIALFLAG_CAMERA)
5035 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);
5036 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5038 r_refdef.view = myview;
5040 r_refdef.view.clipplane = p->plane;
5041 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5042 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5044 r_refdef.view.width = r_fb.water.camerawidth;
5045 r_refdef.view.height = r_fb.water.cameraheight;
5046 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5047 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5048 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5049 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5051 if(p->camera_entity)
5053 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5054 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5057 // note: all of the view is used for displaying... so
5058 // there is no use in scissoring
5060 // reverse the cullface settings for this render
5061 r_refdef.view.cullface_front = GL_FRONT;
5062 r_refdef.view.cullface_back = GL_BACK;
5063 // also reverse the view matrix
5064 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
5065 R_RenderView_UpdateViewVectors();
5066 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5068 r_refdef.view.usecustompvs = true;
5069 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);
5072 // camera needs no clipplane
5073 r_refdef.view.useclipplane = false;
5074 // TODO: is the camera origin always valid? if so we don't need to clear this
5075 r_refdef.view.usevieworiginculling = false;
5077 PlaneClassify(&r_refdef.view.clipplane);
5079 r_fb.water.hideplayer = false;
5081 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5082 GL_ScissorTest(false);
5083 R_ClearScreen(r_refdef.fogenabled);
5084 GL_ScissorTest(true);
5086 R_AnimCache_CacheVisibleEntities();
5087 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5089 r_fb.water.hideplayer = false;
5094 r_fb.water.renderingscene = false;
5095 r_refdef.view = originalview;
5096 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5098 R_AnimCache_CacheVisibleEntities();
5101 r_refdef.view = originalview;
5102 r_fb.water.renderingscene = false;
5103 Cvar_SetValueQuick(&r_water, 0);
5104 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5106 // lowquality hack, restore cvars
5107 if (qualityreduction > 0)
5109 if (qualityreduction >= 1)
5111 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5112 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5113 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5115 if (qualityreduction >= 2)
5117 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5118 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5119 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5124 static void R_Bloom_StartFrame(void)
5126 int screentexturewidth, screentextureheight;
5127 textype_t textype = TEXTYPE_COLORBUFFER;
5130 // clear the pointers to rendertargets from last frame as they're stale
5131 r_fb.rt_screen = NULL;
5132 r_fb.rt_bloom = NULL;
5134 switch (vid.renderpath)
5136 case RENDERPATH_GL32:
5137 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5138 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5139 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5141 case RENDERPATH_GLES2:
5142 r_fb.usedepthtextures = false;
5146 if (r_viewscale_fpsscaling.integer)
5148 double actualframetime;
5149 double targetframetime;
5151 actualframetime = r_refdef.lastdrawscreentime;
5152 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5153 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5154 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5155 if (r_viewscale_fpsscaling_stepsize.value > 0)
5158 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5160 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5162 viewscalefpsadjusted += adjust;
5163 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5166 viewscalefpsadjusted = 1.0f;
5168 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5170 scale *= sqrt(vid.samples); // supersampling
5171 scale = bound(0.03125f, scale, 4.0f);
5172 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5173 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5174 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5175 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5177 // set bloomwidth and bloomheight to the bloom resolution that will be
5178 // used (often less than the screen resolution for faster rendering)
5179 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
5180 r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
5181 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
5182 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5183 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5185 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))
5187 Cvar_SetValueQuick(&r_bloom, 0);
5188 Cvar_SetValueQuick(&r_motionblur, 0);
5189 Cvar_SetValueQuick(&r_damageblur, 0);
5191 if (!r_bloom.integer)
5192 r_fb.bloomwidth = r_fb.bloomheight = 0;
5194 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5195 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5197 if (r_fb.ghosttexture)
5198 R_FreeTexture(r_fb.ghosttexture);
5199 r_fb.ghosttexture = NULL;
5201 r_fb.screentexturewidth = screentexturewidth;
5202 r_fb.screentextureheight = screentextureheight;
5203 r_fb.textype = textype;
5205 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5207 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5208 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);
5209 r_fb.ghosttexture_valid = false;
5213 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5215 r_refdef.view.clear = true;
5218 static void R_Bloom_MakeTexture(void)
5221 float xoffset, yoffset, r, brighten;
5222 float colorscale = r_bloom_colorscale.value;
5223 r_viewport_t bloomviewport;
5224 r_rendertarget_t *prev, *cur;
5225 textype_t textype = r_fb.rt_screen->colortextype[0];
5227 r_refdef.stats[r_stat_bloom]++;
5229 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5231 // scale down screen texture to the bloom texture size
5233 prev = r_fb.rt_screen;
5234 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5235 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5236 R_SetViewport(&bloomviewport);
5237 GL_CullFace(GL_NONE);
5238 GL_DepthTest(false);
5239 GL_BlendFunc(GL_ONE, GL_ZERO);
5240 GL_Color(colorscale, colorscale, colorscale, 1);
5241 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5242 // TODO: do boxfilter scale-down in shader?
5243 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5244 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5245 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5246 // we now have a properly scaled bloom image
5248 // multiply bloom image by itself as many times as desired to darken it
5249 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5250 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5253 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5254 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5256 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5258 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5259 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5260 GL_Color(1,1,1,1); // no fix factor supported here
5261 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5262 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5263 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5264 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5268 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5269 brighten = r_bloom_brighten.value;
5270 brighten = sqrt(brighten);
5272 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5274 for (dir = 0;dir < 2;dir++)
5277 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5278 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5279 // blend on at multiple vertical offsets to achieve a vertical blur
5280 // TODO: do offset blends using GLSL
5281 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5283 GL_BlendFunc(GL_ONE, GL_ZERO);
5285 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5287 for (x = -range;x <= range;x++)
5289 if (!dir){xoffset = 0;yoffset = x;}
5290 else {xoffset = x;yoffset = 0;}
5291 xoffset /= (float)prev->texturewidth;
5292 yoffset /= (float)prev->textureheight;
5293 // compute a texcoord array with the specified x and y offset
5294 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5295 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5296 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5297 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5298 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5299 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5300 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5301 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5302 // this r value looks like a 'dot' particle, fading sharply to
5303 // black at the edges
5304 // (probably not realistic but looks good enough)
5305 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5306 //r = brighten/(range*2+1);
5307 r = brighten / (range * 2 + 1);
5309 r *= (1 - x*x/(float)((range+1)*(range+1)));
5313 GL_Color(r, r, r, 1);
5315 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5317 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5318 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5320 GL_BlendFunc(GL_ONE, GL_ONE);
5325 // now we have the bloom image, so keep track of it
5326 r_fb.rt_bloom = cur;
5329 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5331 dpuint64 permutation;
5332 float uservecs[4][4];
5333 rtexture_t *viewtexture;
5334 rtexture_t *bloomtexture;
5336 R_EntityMatrix(&identitymatrix);
5338 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5340 // declare variables
5341 float blur_factor, blur_mouseaccel, blur_velocity;
5342 static float blur_average;
5343 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5345 // set a goal for the factoring
5346 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5347 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5348 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5349 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5350 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5351 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5353 // from the goal, pick an averaged value between goal and last value
5354 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5355 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5357 // enforce minimum amount of blur
5358 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5360 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5362 // calculate values into a standard alpha
5363 cl.motionbluralpha = 1 - exp(-
5365 (r_motionblur.value * blur_factor / 80)
5367 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5370 max(0.0001, cl.time - cl.oldtime) // fps independent
5373 // randomization for the blur value to combat persistent ghosting
5374 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5375 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5378 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5379 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5381 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5382 GL_Color(1, 1, 1, cl.motionbluralpha);
5383 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5384 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5385 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5386 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5387 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5390 // updates old view angles for next pass
5391 VectorCopy(cl.viewangles, blur_oldangles);
5393 // copy view into the ghost texture
5394 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5395 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5396 r_fb.ghosttexture_valid = true;
5399 if (r_fb.bloomwidth)
5401 // make the bloom texture
5402 R_Bloom_MakeTexture();
5405 #if _MSC_VER >= 1400
5406 #define sscanf sscanf_s
5408 memset(uservecs, 0, sizeof(uservecs));
5409 if (r_glsl_postprocess_uservec1_enable.integer)
5410 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5411 if (r_glsl_postprocess_uservec2_enable.integer)
5412 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5413 if (r_glsl_postprocess_uservec3_enable.integer)
5414 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5415 if (r_glsl_postprocess_uservec4_enable.integer)
5416 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5418 // render to the screen fbo
5419 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5420 GL_Color(1, 1, 1, 1);
5421 GL_BlendFunc(GL_ONE, GL_ZERO);
5423 viewtexture = r_fb.rt_screen->colortexture[0];
5424 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5426 if (r_rendertarget_debug.integer >= 0)
5428 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5429 if (rt && rt->colortexture[0])
5431 viewtexture = rt->colortexture[0];
5432 bloomtexture = NULL;
5436 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5437 switch(vid.renderpath)
5439 case RENDERPATH_GL32:
5440 case RENDERPATH_GLES2:
5442 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5443 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5444 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5445 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5446 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5447 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5448 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5449 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5450 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5451 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]);
5452 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5453 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]);
5454 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]);
5455 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]);
5456 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]);
5457 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5458 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5459 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);
5460 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5463 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5464 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5467 matrix4x4_t r_waterscrollmatrix;
5469 void R_UpdateFog(void)
5472 if (gamemode == GAME_NEHAHRA)
5474 if (gl_fogenable.integer)
5476 r_refdef.oldgl_fogenable = true;
5477 r_refdef.fog_density = gl_fogdensity.value;
5478 r_refdef.fog_red = gl_fogred.value;
5479 r_refdef.fog_green = gl_foggreen.value;
5480 r_refdef.fog_blue = gl_fogblue.value;
5481 r_refdef.fog_alpha = 1;
5482 r_refdef.fog_start = 0;
5483 r_refdef.fog_end = gl_skyclip.value;
5484 r_refdef.fog_height = 1<<30;
5485 r_refdef.fog_fadedepth = 128;
5487 else if (r_refdef.oldgl_fogenable)
5489 r_refdef.oldgl_fogenable = false;
5490 r_refdef.fog_density = 0;
5491 r_refdef.fog_red = 0;
5492 r_refdef.fog_green = 0;
5493 r_refdef.fog_blue = 0;
5494 r_refdef.fog_alpha = 0;
5495 r_refdef.fog_start = 0;
5496 r_refdef.fog_end = 0;
5497 r_refdef.fog_height = 1<<30;
5498 r_refdef.fog_fadedepth = 128;
5503 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5504 r_refdef.fog_start = max(0, r_refdef.fog_start);
5505 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5507 if (r_refdef.fog_density && r_drawfog.integer)
5509 r_refdef.fogenabled = true;
5510 // this is the point where the fog reaches 0.9986 alpha, which we
5511 // consider a good enough cutoff point for the texture
5512 // (0.9986 * 256 == 255.6)
5513 if (r_fog_exp2.integer)
5514 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5516 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5517 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5518 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5519 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5520 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5521 R_BuildFogHeightTexture();
5522 // fog color was already set
5523 // update the fog texture
5524 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)
5525 R_BuildFogTexture();
5526 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5527 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5530 r_refdef.fogenabled = false;
5533 if (r_refdef.fog_density)
5535 r_refdef.fogcolor[0] = r_refdef.fog_red;
5536 r_refdef.fogcolor[1] = r_refdef.fog_green;
5537 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5539 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5540 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5541 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5542 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5546 VectorCopy(r_refdef.fogcolor, fogvec);
5547 // color.rgb *= ContrastBoost * SceneBrightness;
5548 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5549 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5550 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5551 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5556 void R_UpdateVariables(void)
5560 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5562 r_refdef.farclip = r_farclip_base.value;
5563 if (r_refdef.scene.worldmodel)
5564 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5565 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5567 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5568 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5569 r_refdef.polygonfactor = 0;
5570 r_refdef.polygonoffset = 0;
5572 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5573 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5574 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5575 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5576 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5577 if (r_refdef.scene.worldmodel)
5579 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5581 if (r_showsurfaces.integer)
5583 r_refdef.scene.rtworld = false;
5584 r_refdef.scene.rtworldshadows = false;
5585 r_refdef.scene.rtdlight = false;
5586 r_refdef.scene.rtdlightshadows = false;
5587 r_refdef.scene.lightmapintensity = 0;
5590 r_gpuskeletal = false;
5591 switch(vid.renderpath)
5593 case RENDERPATH_GL32:
5594 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5595 case RENDERPATH_GLES2:
5596 if(!vid_gammatables_trivial)
5598 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5600 // build GLSL gamma texture
5601 #define RAMPWIDTH 256
5602 unsigned short ramp[RAMPWIDTH * 3];
5603 unsigned char rampbgr[RAMPWIDTH][4];
5606 r_texture_gammaramps_serial = vid_gammatables_serial;
5608 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5609 for(i = 0; i < RAMPWIDTH; ++i)
5611 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5612 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5613 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5616 if (r_texture_gammaramps)
5618 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5622 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5628 // remove GLSL gamma texture
5634 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5635 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5641 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5642 if( scenetype != r_currentscenetype ) {
5643 // store the old scenetype
5644 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5645 r_currentscenetype = scenetype;
5646 // move in the new scene
5647 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5656 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5658 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5659 if( scenetype == r_currentscenetype ) {
5660 return &r_refdef.scene;
5662 return &r_scenes_store[ scenetype ];
5666 static int R_SortEntities_Compare(const void *ap, const void *bp)
5668 const entity_render_t *a = *(const entity_render_t **)ap;
5669 const entity_render_t *b = *(const entity_render_t **)bp;
5672 if(a->model < b->model)
5674 if(a->model > b->model)
5678 // TODO possibly calculate the REAL skinnum here first using
5680 if(a->skinnum < b->skinnum)
5682 if(a->skinnum > b->skinnum)
5685 // everything we compared is equal
5688 static void R_SortEntities(void)
5690 // below or equal 2 ents, sorting never gains anything
5691 if(r_refdef.scene.numentities <= 2)
5694 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5702 extern cvar_t r_shadow_bouncegrid;
5703 extern cvar_t v_isometric;
5704 extern void V_MakeViewIsometric(void);
5705 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5707 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5709 rtexture_t *viewdepthtexture = NULL;
5710 rtexture_t *viewcolortexture = NULL;
5711 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5713 // finish any 2D rendering that was queued
5716 if (r_timereport_active)
5717 R_TimeReport("start");
5718 r_textureframe++; // used only by R_GetCurrentTexture
5719 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5721 if(R_CompileShader_CheckStaticParms())
5722 R_GLSL_Restart_f(&cmd_client);
5724 if (!r_drawentities.integer)
5725 r_refdef.scene.numentities = 0;
5726 else if (r_sortentities.integer)
5729 R_AnimCache_ClearCache();
5731 /* adjust for stereo display */
5732 if(R_Stereo_Active())
5734 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);
5735 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5738 if (r_refdef.view.isoverlay)
5740 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5741 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5742 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5743 R_TimeReport("depthclear");
5745 r_refdef.view.showdebug = false;
5747 r_fb.water.enabled = false;
5748 r_fb.water.numwaterplanes = 0;
5750 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5752 r_refdef.view.matrix = originalmatrix;
5758 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5760 r_refdef.view.matrix = originalmatrix;
5764 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5765 if (v_isometric.integer && r_refdef.view.ismain)
5766 V_MakeViewIsometric();
5768 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5770 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5771 // in sRGB fallback, behave similar to true sRGB: convert this
5772 // value from linear to sRGB
5773 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5775 R_RenderView_UpdateViewVectors();
5777 R_Shadow_UpdateWorldLightSelection();
5779 // this will set up r_fb.rt_screen
5780 R_Bloom_StartFrame();
5782 // apply bloom brightness offset
5784 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5786 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5789 viewfbo = r_fb.rt_screen->fbo;
5790 viewdepthtexture = r_fb.rt_screen->depthtexture;
5791 viewcolortexture = r_fb.rt_screen->colortexture[0];
5794 viewwidth = r_fb.rt_screen->texturewidth;
5795 viewheight = r_fb.rt_screen->textureheight;
5798 R_Water_StartFrame(viewwidth, viewheight);
5801 if (r_timereport_active)
5802 R_TimeReport("viewsetup");
5804 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5806 // clear the whole fbo every frame - otherwise the driver will consider
5807 // it to be an inter-frame texture and stall in multi-gpu configurations
5809 GL_ScissorTest(false);
5810 R_ClearScreen(r_refdef.fogenabled);
5811 if (r_timereport_active)
5812 R_TimeReport("viewclear");
5814 r_refdef.view.clear = true;
5816 r_refdef.view.showdebug = true;
5819 if (r_timereport_active)
5820 R_TimeReport("visibility");
5822 R_AnimCache_CacheVisibleEntities();
5823 if (r_timereport_active)
5824 R_TimeReport("animcache");
5826 R_Shadow_UpdateBounceGridTexture();
5827 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5829 r_fb.water.numwaterplanes = 0;
5830 if (r_fb.water.enabled)
5831 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5833 // for the actual view render we use scissoring a fair amount, so scissor
5834 // test needs to be on
5836 GL_ScissorTest(true);
5837 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5838 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5839 r_fb.water.numwaterplanes = 0;
5841 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5842 GL_ScissorTest(false);
5844 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5845 if (r_timereport_active)
5846 R_TimeReport("blendview");
5848 r_refdef.view.matrix = originalmatrix;
5852 // go back to 2d rendering
5856 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5858 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5860 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5861 if (r_timereport_active)
5862 R_TimeReport("waterworld");
5865 // don't let sound skip if going slow
5866 if (r_refdef.scene.extraupdate)
5869 R_DrawModelsAddWaterPlanes();
5870 if (r_timereport_active)
5871 R_TimeReport("watermodels");
5873 if (r_fb.water.numwaterplanes)
5875 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5876 if (r_timereport_active)
5877 R_TimeReport("waterscenes");
5881 extern cvar_t cl_locs_show;
5882 static void R_DrawLocs(void);
5883 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5884 static void R_DrawModelDecals(void);
5885 extern qboolean r_shadow_usingdeferredprepass;
5886 extern int r_shadow_shadowmapatlas_modelshadows_size;
5887 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5889 qboolean shadowmapping = false;
5891 if (r_timereport_active)
5892 R_TimeReport("beginscene");
5894 r_refdef.stats[r_stat_renders]++;
5898 // don't let sound skip if going slow
5899 if (r_refdef.scene.extraupdate)
5902 R_MeshQueue_BeginScene();
5906 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);
5908 if (r_timereport_active)
5909 R_TimeReport("skystartframe");
5911 if (cl.csqc_vidvars.drawworld)
5913 // don't let sound skip if going slow
5914 if (r_refdef.scene.extraupdate)
5917 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5919 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5920 if (r_timereport_active)
5921 R_TimeReport("worldsky");
5924 if (R_DrawBrushModelsSky() && r_timereport_active)
5925 R_TimeReport("bmodelsky");
5927 if (skyrendermasked && skyrenderlater)
5929 // we have to force off the water clipping plane while rendering sky
5930 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5932 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5933 if (r_timereport_active)
5934 R_TimeReport("sky");
5938 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5939 r_shadow_viewfbo = viewfbo;
5940 r_shadow_viewdepthtexture = viewdepthtexture;
5941 r_shadow_viewcolortexture = viewcolortexture;
5942 r_shadow_viewx = viewx;
5943 r_shadow_viewy = viewy;
5944 r_shadow_viewwidth = viewwidth;
5945 r_shadow_viewheight = viewheight;
5947 R_Shadow_PrepareModelShadows();
5948 R_Shadow_PrepareLights();
5949 if (r_timereport_active)
5950 R_TimeReport("preparelights");
5952 // render all the shadowmaps that will be used for this view
5953 shadowmapping = R_Shadow_ShadowMappingEnabled();
5954 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5956 R_Shadow_DrawShadowMaps();
5957 if (r_timereport_active)
5958 R_TimeReport("shadowmaps");
5961 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5962 if (r_shadow_usingdeferredprepass)
5963 R_Shadow_DrawPrepass();
5965 // now we begin the forward pass of the view render
5966 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5968 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5969 if (r_timereport_active)
5970 R_TimeReport("worlddepth");
5972 if (r_depthfirst.integer >= 2)
5974 R_DrawModelsDepth();
5975 if (r_timereport_active)
5976 R_TimeReport("modeldepth");
5979 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5981 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5982 if (r_timereport_active)
5983 R_TimeReport("world");
5986 // don't let sound skip if going slow
5987 if (r_refdef.scene.extraupdate)
5991 if (r_timereport_active)
5992 R_TimeReport("models");
5994 // don't let sound skip if going slow
5995 if (r_refdef.scene.extraupdate)
5998 if (!r_shadow_usingdeferredprepass)
6000 R_Shadow_DrawLights();
6001 if (r_timereport_active)
6002 R_TimeReport("rtlights");
6005 // don't let sound skip if going slow
6006 if (r_refdef.scene.extraupdate)
6009 if (cl.csqc_vidvars.drawworld)
6011 R_DrawModelDecals();
6012 if (r_timereport_active)
6013 R_TimeReport("modeldecals");
6016 if (r_timereport_active)
6017 R_TimeReport("particles");
6020 if (r_timereport_active)
6021 R_TimeReport("explosions");
6024 if (r_refdef.view.showdebug)
6026 if (cl_locs_show.integer)
6029 if (r_timereport_active)
6030 R_TimeReport("showlocs");
6033 if (r_drawportals.integer)
6036 if (r_timereport_active)
6037 R_TimeReport("portals");
6040 if (r_showbboxes_client.value > 0)
6042 R_DrawEntityBBoxes(CLVM_prog);
6043 if (r_timereport_active)
6044 R_TimeReport("clbboxes");
6046 if (r_showbboxes.value > 0)
6048 R_DrawEntityBBoxes(SVVM_prog);
6049 if (r_timereport_active)
6050 R_TimeReport("svbboxes");
6054 if (r_transparent.integer)
6056 R_MeshQueue_RenderTransparent();
6057 if (r_timereport_active)
6058 R_TimeReport("drawtrans");
6061 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))
6063 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6064 if (r_timereport_active)
6065 R_TimeReport("worlddebug");
6066 R_DrawModelsDebug();
6067 if (r_timereport_active)
6068 R_TimeReport("modeldebug");
6071 if (cl.csqc_vidvars.drawworld)
6073 R_Shadow_DrawCoronas();
6074 if (r_timereport_active)
6075 R_TimeReport("coronas");
6078 // don't let sound skip if going slow
6079 if (r_refdef.scene.extraupdate)
6083 static const unsigned short bboxelements[36] =
6093 #define BBOXEDGES 13
6094 static const float bboxedges[BBOXEDGES][6] =
6097 { 0, 0, 0, 1, 1, 1 },
6099 { 0, 0, 0, 0, 1, 0 },
6100 { 0, 0, 0, 1, 0, 0 },
6101 { 0, 1, 0, 1, 1, 0 },
6102 { 1, 0, 0, 1, 1, 0 },
6104 { 0, 0, 1, 0, 1, 1 },
6105 { 0, 0, 1, 1, 0, 1 },
6106 { 0, 1, 1, 1, 1, 1 },
6107 { 1, 0, 1, 1, 1, 1 },
6109 { 0, 0, 0, 0, 0, 1 },
6110 { 1, 0, 0, 1, 0, 1 },
6111 { 0, 1, 0, 0, 1, 1 },
6112 { 1, 1, 0, 1, 1, 1 },
6115 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6117 int numvertices = BBOXEDGES * 8;
6118 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6119 int numtriangles = BBOXEDGES * 12;
6120 unsigned short elements[BBOXEDGES * 36];
6122 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6124 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6126 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6127 GL_DepthMask(false);
6128 GL_DepthRange(0, 1);
6129 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6131 for (edge = 0; edge < BBOXEDGES; edge++)
6133 for (i = 0; i < 3; i++)
6135 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6136 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6138 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6139 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6140 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6141 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6142 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6143 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6144 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6145 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6146 for (i = 0; i < 36; i++)
6147 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6149 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6150 if (r_refdef.fogenabled)
6152 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6154 f1 = RSurf_FogVertex(v);
6156 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6157 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6158 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6161 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6162 R_Mesh_ResetTextureState();
6163 R_SetupShader_Generic_NoTexture(false, false);
6164 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6167 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6169 // hacky overloading of the parameters
6170 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6173 prvm_edict_t *edict;
6175 GL_CullFace(GL_NONE);
6176 R_SetupShader_Generic_NoTexture(false, false);
6178 for (i = 0;i < numsurfaces;i++)
6180 edict = PRVM_EDICT_NUM(surfacelist[i]);
6181 switch ((int)PRVM_serveredictfloat(edict, solid))
6183 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6184 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6185 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6186 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6187 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6188 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6189 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6191 if (prog == CLVM_prog)
6192 color[3] *= r_showbboxes_client.value;
6194 color[3] *= r_showbboxes.value;
6195 color[3] = bound(0, color[3], 1);
6196 GL_DepthTest(!r_showdisabledepthtest.integer);
6197 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6201 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6204 prvm_edict_t *edict;
6210 for (i = 0; i < prog->num_edicts; i++)
6212 edict = PRVM_EDICT_NUM(i);
6213 if (edict->priv.server->free)
6215 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6216 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6218 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6220 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6221 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6225 static const int nomodelelement3i[24] =
6237 static const unsigned short nomodelelement3s[24] =
6249 static const float nomodelvertex3f[6*3] =
6259 static const float nomodelcolor4f[6*4] =
6261 0.0f, 0.0f, 0.5f, 1.0f,
6262 0.0f, 0.0f, 0.5f, 1.0f,
6263 0.0f, 0.5f, 0.0f, 1.0f,
6264 0.0f, 0.5f, 0.0f, 1.0f,
6265 0.5f, 0.0f, 0.0f, 1.0f,
6266 0.5f, 0.0f, 0.0f, 1.0f
6269 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6275 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);
6277 // this is only called once per entity so numsurfaces is always 1, and
6278 // surfacelist is always {0}, so this code does not handle batches
6280 if (rsurface.ent_flags & RENDER_ADDITIVE)
6282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6283 GL_DepthMask(false);
6285 else if (ent->alpha < 1)
6287 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6288 GL_DepthMask(false);
6292 GL_BlendFunc(GL_ONE, GL_ZERO);
6295 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6296 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6297 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6298 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6299 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6300 for (i = 0, c = color4f;i < 6;i++, c += 4)
6302 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6303 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6304 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6307 if (r_refdef.fogenabled)
6309 for (i = 0, c = color4f;i < 6;i++, c += 4)
6311 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6313 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6314 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6315 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6318 // R_Mesh_ResetTextureState();
6319 R_SetupShader_Generic_NoTexture(false, false);
6320 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6321 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6324 void R_DrawNoModel(entity_render_t *ent)
6327 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6328 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6329 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6331 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6334 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6336 vec3_t right1, right2, diff, normal;
6338 VectorSubtract (org2, org1, normal);
6340 // calculate 'right' vector for start
6341 VectorSubtract (r_refdef.view.origin, org1, diff);
6342 CrossProduct (normal, diff, right1);
6343 VectorNormalize (right1);
6345 // calculate 'right' vector for end
6346 VectorSubtract (r_refdef.view.origin, org2, diff);
6347 CrossProduct (normal, diff, right2);
6348 VectorNormalize (right2);
6350 vert[ 0] = org1[0] + width * right1[0];
6351 vert[ 1] = org1[1] + width * right1[1];
6352 vert[ 2] = org1[2] + width * right1[2];
6353 vert[ 3] = org1[0] - width * right1[0];
6354 vert[ 4] = org1[1] - width * right1[1];
6355 vert[ 5] = org1[2] - width * right1[2];
6356 vert[ 6] = org2[0] - width * right2[0];
6357 vert[ 7] = org2[1] - width * right2[1];
6358 vert[ 8] = org2[2] - width * right2[2];
6359 vert[ 9] = org2[0] + width * right2[0];
6360 vert[10] = org2[1] + width * right2[1];
6361 vert[11] = org2[2] + width * right2[2];
6364 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)
6366 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6367 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6368 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6369 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6370 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6371 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6372 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6373 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6374 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6375 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6376 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6377 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6380 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6385 VectorSet(v, x, y, z);
6386 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6387 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6389 if (i == mesh->numvertices)
6391 if (mesh->numvertices < mesh->maxvertices)
6393 VectorCopy(v, vertex3f);
6394 mesh->numvertices++;
6396 return mesh->numvertices;
6402 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6406 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6407 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6408 e = mesh->element3i + mesh->numtriangles * 3;
6409 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6411 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6412 if (mesh->numtriangles < mesh->maxtriangles)
6417 mesh->numtriangles++;
6419 element[1] = element[2];
6423 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6427 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6428 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6429 e = mesh->element3i + mesh->numtriangles * 3;
6430 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6432 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6433 if (mesh->numtriangles < mesh->maxtriangles)
6438 mesh->numtriangles++;
6440 element[1] = element[2];
6444 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6445 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6447 int planenum, planenum2;
6450 mplane_t *plane, *plane2;
6452 double temppoints[2][256*3];
6453 // figure out how large a bounding box we need to properly compute this brush
6455 for (w = 0;w < numplanes;w++)
6456 maxdist = max(maxdist, fabs(planes[w].dist));
6457 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6458 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6459 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6463 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6464 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6466 if (planenum2 == planenum)
6468 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);
6471 if (tempnumpoints < 3)
6473 // generate elements forming a triangle fan for this polygon
6474 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6478 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6480 if(parms[0] == 0 && parms[1] == 0)
6482 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6483 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6488 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6491 index = parms[2] + rsurface.shadertime * parms[3];
6492 index -= floor(index);
6493 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6496 case Q3WAVEFUNC_NONE:
6497 case Q3WAVEFUNC_NOISE:
6498 case Q3WAVEFUNC_COUNT:
6501 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6502 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6503 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6504 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6505 case Q3WAVEFUNC_TRIANGLE:
6507 f = index - floor(index);
6520 f = parms[0] + parms[1] * f;
6521 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6522 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6526 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6533 matrix4x4_t matrix, temp;
6534 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6535 // it's better to have one huge fixup every 9 hours than gradual
6536 // degradation over time which looks consistently bad after many hours.
6538 // tcmod scroll in particular suffers from this degradation which can't be
6539 // effectively worked around even with floor() tricks because we don't
6540 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6541 // a workaround involving floor() would be incorrect anyway...
6542 shadertime = rsurface.shadertime;
6543 if (shadertime >= 32768.0f)
6544 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6545 switch(tcmod->tcmod)
6549 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6550 matrix = r_waterscrollmatrix;
6552 matrix = identitymatrix;
6554 case Q3TCMOD_ENTITYTRANSLATE:
6555 // this is used in Q3 to allow the gamecode to control texcoord
6556 // scrolling on the entity, which is not supported in darkplaces yet.
6557 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6559 case Q3TCMOD_ROTATE:
6560 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6561 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6562 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6565 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6567 case Q3TCMOD_SCROLL:
6568 // this particular tcmod is a "bug for bug" compatible one with regards to
6569 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6570 // specifically did the wrapping and so we must mimic that...
6571 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6572 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6573 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6575 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6576 w = (int) tcmod->parms[0];
6577 h = (int) tcmod->parms[1];
6578 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6580 idx = (int) floor(f * w * h);
6581 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6583 case Q3TCMOD_STRETCH:
6584 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6585 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6587 case Q3TCMOD_TRANSFORM:
6588 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6589 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6590 VectorSet(tcmat + 6, 0 , 0 , 1);
6591 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6592 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6594 case Q3TCMOD_TURBULENT:
6595 // this is handled in the RSurf_PrepareVertices function
6596 matrix = identitymatrix;
6600 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6603 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6605 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6606 char name[MAX_QPATH];
6607 skinframe_t *skinframe;
6608 unsigned char pixels[296*194];
6609 strlcpy(cache->name, skinname, sizeof(cache->name));
6610 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6611 if (developer_loading.integer)
6612 Con_Printf("loading %s\n", name);
6613 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6614 if (!skinframe || !skinframe->base)
6617 fs_offset_t filesize;
6619 f = FS_LoadFile(name, tempmempool, true, &filesize);
6622 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6623 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6627 cache->skinframe = skinframe;
6630 texture_t *R_GetCurrentTexture(texture_t *t)
6633 const entity_render_t *ent = rsurface.entity;
6634 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6635 q3shaderinfo_layer_tcmod_t *tcmod;
6636 float specularscale = 0.0f;
6638 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6639 return t->currentframe;
6640 t->update_lastrenderframe = r_textureframe;
6641 t->update_lastrenderentity = (void *)ent;
6643 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6644 t->camera_entity = ent->entitynumber;
6646 t->camera_entity = 0;
6648 // switch to an alternate material if this is a q1bsp animated material
6650 texture_t *texture = t;
6651 int s = rsurface.ent_skinnum;
6652 if ((unsigned int)s >= (unsigned int)model->numskins)
6654 if (model->skinscenes)
6656 if (model->skinscenes[s].framecount > 1)
6657 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6659 s = model->skinscenes[s].firstframe;
6662 t = t + s * model->num_surfaces;
6665 // use an alternate animation if the entity's frame is not 0,
6666 // and only if the texture has an alternate animation
6667 if (t->animated == 2) // q2bsp
6668 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6669 else if (rsurface.ent_alttextures && t->anim_total[1])
6670 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6672 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6674 texture->currentframe = t;
6677 // update currentskinframe to be a qw skin or animation frame
6678 if (rsurface.ent_qwskin >= 0)
6680 i = rsurface.ent_qwskin;
6681 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6683 r_qwskincache_size = cl.maxclients;
6685 Mem_Free(r_qwskincache);
6686 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6688 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6689 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6690 t->currentskinframe = r_qwskincache[i].skinframe;
6691 if (t->materialshaderpass && t->currentskinframe == NULL)
6692 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6694 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6695 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6696 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6697 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6699 t->currentmaterialflags = t->basematerialflags;
6700 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6701 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6702 t->currentalpha *= r_wateralpha.value;
6703 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6704 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6705 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6706 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6708 // decide on which type of lighting to use for this surface
6709 if (rsurface.entity->render_modellight_forced)
6710 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6711 if (rsurface.entity->render_rtlight_disabled)
6712 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6713 if (rsurface.entity->render_lightgrid)
6714 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6715 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6717 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6718 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6719 for (q = 0; q < 3; q++)
6721 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6722 t->render_modellight_lightdir[q] = q == 2;
6723 t->render_modellight_ambient[q] = 1;
6724 t->render_modellight_diffuse[q] = 0;
6725 t->render_modellight_specular[q] = 0;
6726 t->render_lightmap_ambient[q] = 0;
6727 t->render_lightmap_diffuse[q] = 0;
6728 t->render_lightmap_specular[q] = 0;
6729 t->render_rtlight_diffuse[q] = 0;
6730 t->render_rtlight_specular[q] = 0;
6733 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6735 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6736 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6737 for (q = 0; q < 3; q++)
6739 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6740 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6741 t->render_modellight_lightdir[q] = q == 2;
6742 t->render_modellight_diffuse[q] = 0;
6743 t->render_modellight_specular[q] = 0;
6744 t->render_lightmap_ambient[q] = 0;
6745 t->render_lightmap_diffuse[q] = 0;
6746 t->render_lightmap_specular[q] = 0;
6747 t->render_rtlight_diffuse[q] = 0;
6748 t->render_rtlight_specular[q] = 0;
6751 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6753 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6754 for (q = 0; q < 3; q++)
6756 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6757 t->render_modellight_lightdir[q] = q == 2;
6758 t->render_modellight_ambient[q] = 0;
6759 t->render_modellight_diffuse[q] = 0;
6760 t->render_modellight_specular[q] = 0;
6761 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6762 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6763 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6764 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6765 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6768 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6770 // ambient + single direction light (modellight)
6771 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6772 for (q = 0; q < 3; q++)
6774 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6775 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6776 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6777 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6778 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6779 t->render_lightmap_ambient[q] = 0;
6780 t->render_lightmap_diffuse[q] = 0;
6781 t->render_lightmap_specular[q] = 0;
6782 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6783 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6788 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6789 for (q = 0; q < 3; q++)
6791 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6792 t->render_modellight_lightdir[q] = q == 2;
6793 t->render_modellight_ambient[q] = 0;
6794 t->render_modellight_diffuse[q] = 0;
6795 t->render_modellight_specular[q] = 0;
6796 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6797 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6798 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6799 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6800 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6804 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6806 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6807 // attribute, we punt it to the lightmap path and hope for the best,
6808 // but lighting doesn't work.
6810 // FIXME: this is fine for effects but CSQC polygons should be subject
6812 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6813 for (q = 0; q < 3; q++)
6815 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6816 t->render_modellight_lightdir[q] = q == 2;
6817 t->render_modellight_ambient[q] = 0;
6818 t->render_modellight_diffuse[q] = 0;
6819 t->render_modellight_specular[q] = 0;
6820 t->render_lightmap_ambient[q] = 0;
6821 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6822 t->render_lightmap_specular[q] = 0;
6823 t->render_rtlight_diffuse[q] = 0;
6824 t->render_rtlight_specular[q] = 0;
6828 for (q = 0; q < 3; q++)
6830 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6831 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6834 if (rsurface.ent_flags & RENDER_ADDITIVE)
6835 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6836 else if (t->currentalpha < 1)
6837 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6838 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6839 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6840 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6841 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6842 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6843 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6844 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6845 if (t->backgroundshaderpass)
6846 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6847 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6849 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6850 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6853 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6854 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6856 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6857 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6859 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6860 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6862 // there is no tcmod
6863 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6865 t->currenttexmatrix = r_waterscrollmatrix;
6866 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6868 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6870 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6871 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6874 if (t->materialshaderpass)
6875 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6876 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6878 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6879 if (t->currentskinframe->qpixels)
6880 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6881 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6882 if (!t->basetexture)
6883 t->basetexture = r_texture_notexture;
6884 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6885 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6886 t->nmaptexture = t->currentskinframe->nmap;
6887 if (!t->nmaptexture)
6888 t->nmaptexture = r_texture_blanknormalmap;
6889 t->glosstexture = r_texture_black;
6890 t->glowtexture = t->currentskinframe->glow;
6891 t->fogtexture = t->currentskinframe->fog;
6892 t->reflectmasktexture = t->currentskinframe->reflect;
6893 if (t->backgroundshaderpass)
6895 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6896 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6897 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6898 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6899 t->backgroundglosstexture = r_texture_black;
6900 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6901 if (!t->backgroundnmaptexture)
6902 t->backgroundnmaptexture = r_texture_blanknormalmap;
6903 // make sure that if glow is going to be used, both textures are not NULL
6904 if (!t->backgroundglowtexture && t->glowtexture)
6905 t->backgroundglowtexture = r_texture_black;
6906 if (!t->glowtexture && t->backgroundglowtexture)
6907 t->glowtexture = r_texture_black;
6911 t->backgroundbasetexture = r_texture_white;
6912 t->backgroundnmaptexture = r_texture_blanknormalmap;
6913 t->backgroundglosstexture = r_texture_black;
6914 t->backgroundglowtexture = NULL;
6916 t->specularpower = r_shadow_glossexponent.value;
6917 // TODO: store reference values for these in the texture?
6918 if (r_shadow_gloss.integer > 0)
6920 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6922 if (r_shadow_glossintensity.value > 0)
6924 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6925 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6926 specularscale = r_shadow_glossintensity.value;
6929 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6931 t->glosstexture = r_texture_white;
6932 t->backgroundglosstexture = r_texture_white;
6933 specularscale = r_shadow_gloss2intensity.value;
6934 t->specularpower = r_shadow_gloss2exponent.value;
6937 specularscale *= t->specularscalemod;
6938 t->specularpower *= t->specularpowermod;
6940 // lightmaps mode looks bad with dlights using actual texturing, so turn
6941 // off the colormap and glossmap, but leave the normalmap on as it still
6942 // accurately represents the shading involved
6943 if (gl_lightmaps.integer)
6945 t->basetexture = r_texture_grey128;
6946 t->pantstexture = r_texture_black;
6947 t->shirttexture = r_texture_black;
6948 if (gl_lightmaps.integer < 2)
6949 t->nmaptexture = r_texture_blanknormalmap;
6950 t->glosstexture = r_texture_black;
6951 t->glowtexture = NULL;
6952 t->fogtexture = NULL;
6953 t->reflectmasktexture = NULL;
6954 t->backgroundbasetexture = NULL;
6955 if (gl_lightmaps.integer < 2)
6956 t->backgroundnmaptexture = r_texture_blanknormalmap;
6957 t->backgroundglosstexture = r_texture_black;
6958 t->backgroundglowtexture = NULL;
6960 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6963 if (specularscale != 1.0f)
6965 for (q = 0; q < 3; q++)
6967 t->render_modellight_specular[q] *= specularscale;
6968 t->render_lightmap_specular[q] *= specularscale;
6969 t->render_rtlight_specular[q] *= specularscale;
6973 t->currentblendfunc[0] = GL_ONE;
6974 t->currentblendfunc[1] = GL_ZERO;
6975 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6977 t->currentblendfunc[0] = GL_SRC_ALPHA;
6978 t->currentblendfunc[1] = GL_ONE;
6980 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6982 t->currentblendfunc[0] = GL_SRC_ALPHA;
6983 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6985 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6987 t->currentblendfunc[0] = t->customblendfunc[0];
6988 t->currentblendfunc[1] = t->customblendfunc[1];
6994 rsurfacestate_t rsurface;
6996 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6998 dp_model_t *model = ent->model;
6999 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7001 rsurface.entity = (entity_render_t *)ent;
7002 rsurface.skeleton = ent->skeleton;
7003 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7004 rsurface.ent_skinnum = ent->skinnum;
7005 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;
7006 rsurface.ent_flags = ent->flags;
7007 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7008 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7009 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7010 rsurface.matrix = ent->matrix;
7011 rsurface.inversematrix = ent->inversematrix;
7012 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7013 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7014 R_EntityMatrix(&rsurface.matrix);
7015 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7016 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7017 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7018 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7019 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7020 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7021 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7022 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7023 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7024 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7025 if (ent->model->brush.submodel && !prepass)
7027 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7028 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7030 // if the animcache code decided it should use the shader path, skip the deform step
7031 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7032 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7033 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7034 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7035 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7036 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7038 if (ent->animcache_vertex3f)
7040 r_refdef.stats[r_stat_batch_entitycache_count]++;
7041 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7042 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7043 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7044 rsurface.modelvertex3f = ent->animcache_vertex3f;
7045 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7046 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7047 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7048 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7049 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7050 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7051 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7052 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7053 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7054 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7055 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7057 else if (wanttangents)
7059 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7060 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7061 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7062 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7063 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7064 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7065 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7066 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7067 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7068 rsurface.modelvertex3f_vertexbuffer = NULL;
7069 rsurface.modelvertex3f_bufferoffset = 0;
7070 rsurface.modelvertex3f_vertexbuffer = 0;
7071 rsurface.modelvertex3f_bufferoffset = 0;
7072 rsurface.modelsvector3f_vertexbuffer = 0;
7073 rsurface.modelsvector3f_bufferoffset = 0;
7074 rsurface.modeltvector3f_vertexbuffer = 0;
7075 rsurface.modeltvector3f_bufferoffset = 0;
7076 rsurface.modelnormal3f_vertexbuffer = 0;
7077 rsurface.modelnormal3f_bufferoffset = 0;
7079 else if (wantnormals)
7081 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7082 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7083 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7084 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7085 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7086 rsurface.modelsvector3f = NULL;
7087 rsurface.modeltvector3f = NULL;
7088 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7089 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7090 rsurface.modelvertex3f_vertexbuffer = NULL;
7091 rsurface.modelvertex3f_bufferoffset = 0;
7092 rsurface.modelvertex3f_vertexbuffer = 0;
7093 rsurface.modelvertex3f_bufferoffset = 0;
7094 rsurface.modelsvector3f_vertexbuffer = 0;
7095 rsurface.modelsvector3f_bufferoffset = 0;
7096 rsurface.modeltvector3f_vertexbuffer = 0;
7097 rsurface.modeltvector3f_bufferoffset = 0;
7098 rsurface.modelnormal3f_vertexbuffer = 0;
7099 rsurface.modelnormal3f_bufferoffset = 0;
7103 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7104 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7105 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7106 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7107 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7108 rsurface.modelsvector3f = NULL;
7109 rsurface.modeltvector3f = NULL;
7110 rsurface.modelnormal3f = NULL;
7111 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7112 rsurface.modelvertex3f_vertexbuffer = NULL;
7113 rsurface.modelvertex3f_bufferoffset = 0;
7114 rsurface.modelvertex3f_vertexbuffer = 0;
7115 rsurface.modelvertex3f_bufferoffset = 0;
7116 rsurface.modelsvector3f_vertexbuffer = 0;
7117 rsurface.modelsvector3f_bufferoffset = 0;
7118 rsurface.modeltvector3f_vertexbuffer = 0;
7119 rsurface.modeltvector3f_bufferoffset = 0;
7120 rsurface.modelnormal3f_vertexbuffer = 0;
7121 rsurface.modelnormal3f_bufferoffset = 0;
7123 rsurface.modelgeneratedvertex = true;
7127 if (rsurface.entityskeletaltransform3x4)
7129 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7130 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7131 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7132 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7136 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7137 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7138 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7139 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7141 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7142 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7143 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7144 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7145 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7146 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7147 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7148 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7149 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7150 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7151 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7152 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7153 rsurface.modelgeneratedvertex = false;
7155 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7156 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7157 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7158 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7159 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7160 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7161 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7162 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7163 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7164 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7165 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7166 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7167 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7168 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7169 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7170 rsurface.modelelement3i = model->surfmesh.data_element3i;
7171 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7172 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7173 rsurface.modelelement3s = model->surfmesh.data_element3s;
7174 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7175 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7176 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7177 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7178 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7179 rsurface.modelsurfaces = model->data_surfaces;
7180 rsurface.batchgeneratedvertex = false;
7181 rsurface.batchfirstvertex = 0;
7182 rsurface.batchnumvertices = 0;
7183 rsurface.batchfirsttriangle = 0;
7184 rsurface.batchnumtriangles = 0;
7185 rsurface.batchvertex3f = NULL;
7186 rsurface.batchvertex3f_vertexbuffer = NULL;
7187 rsurface.batchvertex3f_bufferoffset = 0;
7188 rsurface.batchsvector3f = NULL;
7189 rsurface.batchsvector3f_vertexbuffer = NULL;
7190 rsurface.batchsvector3f_bufferoffset = 0;
7191 rsurface.batchtvector3f = NULL;
7192 rsurface.batchtvector3f_vertexbuffer = NULL;
7193 rsurface.batchtvector3f_bufferoffset = 0;
7194 rsurface.batchnormal3f = NULL;
7195 rsurface.batchnormal3f_vertexbuffer = NULL;
7196 rsurface.batchnormal3f_bufferoffset = 0;
7197 rsurface.batchlightmapcolor4f = NULL;
7198 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7199 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7200 rsurface.batchtexcoordtexture2f = NULL;
7201 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7202 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7203 rsurface.batchtexcoordlightmap2f = NULL;
7204 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7205 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7206 rsurface.batchskeletalindex4ub = NULL;
7207 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7208 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7209 rsurface.batchskeletalweight4ub = NULL;
7210 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7211 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7212 rsurface.batchelement3i = NULL;
7213 rsurface.batchelement3i_indexbuffer = NULL;
7214 rsurface.batchelement3i_bufferoffset = 0;
7215 rsurface.batchelement3s = NULL;
7216 rsurface.batchelement3s_indexbuffer = NULL;
7217 rsurface.batchelement3s_bufferoffset = 0;
7218 rsurface.forcecurrenttextureupdate = false;
7221 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)
7223 rsurface.entity = r_refdef.scene.worldentity;
7224 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7225 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7226 // A better approach could be making this copy only once per frame.
7227 static entity_render_t custom_entity;
7229 custom_entity = *rsurface.entity;
7230 for (q = 0; q < 3; ++q) {
7231 float colormod = q == 0 ? r : q == 1 ? g : b;
7232 custom_entity.render_fullbright[q] *= colormod;
7233 custom_entity.render_modellight_ambient[q] *= colormod;
7234 custom_entity.render_modellight_diffuse[q] *= colormod;
7235 custom_entity.render_lightmap_ambient[q] *= colormod;
7236 custom_entity.render_lightmap_diffuse[q] *= colormod;
7237 custom_entity.render_rtlight_diffuse[q] *= colormod;
7239 custom_entity.alpha *= a;
7240 rsurface.entity = &custom_entity;
7242 rsurface.skeleton = NULL;
7243 rsurface.ent_skinnum = 0;
7244 rsurface.ent_qwskin = -1;
7245 rsurface.ent_flags = entflags;
7246 rsurface.shadertime = r_refdef.scene.time - shadertime;
7247 rsurface.modelnumvertices = numvertices;
7248 rsurface.modelnumtriangles = numtriangles;
7249 rsurface.matrix = *matrix;
7250 rsurface.inversematrix = *inversematrix;
7251 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7252 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7253 R_EntityMatrix(&rsurface.matrix);
7254 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7255 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7256 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7257 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7258 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7259 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7260 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7261 rsurface.frameblend[0].lerp = 1;
7262 rsurface.ent_alttextures = false;
7263 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7264 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7265 rsurface.entityskeletaltransform3x4 = NULL;
7266 rsurface.entityskeletaltransform3x4buffer = NULL;
7267 rsurface.entityskeletaltransform3x4offset = 0;
7268 rsurface.entityskeletaltransform3x4size = 0;
7269 rsurface.entityskeletalnumtransforms = 0;
7270 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7271 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7272 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7273 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7276 rsurface.modelvertex3f = (float *)vertex3f;
7277 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7278 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7279 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7281 else if (wantnormals)
7283 rsurface.modelvertex3f = (float *)vertex3f;
7284 rsurface.modelsvector3f = NULL;
7285 rsurface.modeltvector3f = NULL;
7286 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7290 rsurface.modelvertex3f = (float *)vertex3f;
7291 rsurface.modelsvector3f = NULL;
7292 rsurface.modeltvector3f = NULL;
7293 rsurface.modelnormal3f = NULL;
7295 rsurface.modelvertex3f_vertexbuffer = 0;
7296 rsurface.modelvertex3f_bufferoffset = 0;
7297 rsurface.modelsvector3f_vertexbuffer = 0;
7298 rsurface.modelsvector3f_bufferoffset = 0;
7299 rsurface.modeltvector3f_vertexbuffer = 0;
7300 rsurface.modeltvector3f_bufferoffset = 0;
7301 rsurface.modelnormal3f_vertexbuffer = 0;
7302 rsurface.modelnormal3f_bufferoffset = 0;
7303 rsurface.modelgeneratedvertex = true;
7304 rsurface.modellightmapcolor4f = (float *)color4f;
7305 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7306 rsurface.modellightmapcolor4f_bufferoffset = 0;
7307 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7308 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7309 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7310 rsurface.modeltexcoordlightmap2f = NULL;
7311 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7312 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7313 rsurface.modelskeletalindex4ub = NULL;
7314 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7315 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7316 rsurface.modelskeletalweight4ub = NULL;
7317 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7318 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7319 rsurface.modelelement3i = (int *)element3i;
7320 rsurface.modelelement3i_indexbuffer = NULL;
7321 rsurface.modelelement3i_bufferoffset = 0;
7322 rsurface.modelelement3s = (unsigned short *)element3s;
7323 rsurface.modelelement3s_indexbuffer = NULL;
7324 rsurface.modelelement3s_bufferoffset = 0;
7325 rsurface.modellightmapoffsets = NULL;
7326 rsurface.modelsurfaces = NULL;
7327 rsurface.batchgeneratedvertex = false;
7328 rsurface.batchfirstvertex = 0;
7329 rsurface.batchnumvertices = 0;
7330 rsurface.batchfirsttriangle = 0;
7331 rsurface.batchnumtriangles = 0;
7332 rsurface.batchvertex3f = NULL;
7333 rsurface.batchvertex3f_vertexbuffer = NULL;
7334 rsurface.batchvertex3f_bufferoffset = 0;
7335 rsurface.batchsvector3f = NULL;
7336 rsurface.batchsvector3f_vertexbuffer = NULL;
7337 rsurface.batchsvector3f_bufferoffset = 0;
7338 rsurface.batchtvector3f = NULL;
7339 rsurface.batchtvector3f_vertexbuffer = NULL;
7340 rsurface.batchtvector3f_bufferoffset = 0;
7341 rsurface.batchnormal3f = NULL;
7342 rsurface.batchnormal3f_vertexbuffer = NULL;
7343 rsurface.batchnormal3f_bufferoffset = 0;
7344 rsurface.batchlightmapcolor4f = NULL;
7345 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7346 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7347 rsurface.batchtexcoordtexture2f = NULL;
7348 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7349 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7350 rsurface.batchtexcoordlightmap2f = NULL;
7351 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7352 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7353 rsurface.batchskeletalindex4ub = NULL;
7354 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7355 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7356 rsurface.batchskeletalweight4ub = NULL;
7357 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7358 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7359 rsurface.batchelement3i = NULL;
7360 rsurface.batchelement3i_indexbuffer = NULL;
7361 rsurface.batchelement3i_bufferoffset = 0;
7362 rsurface.batchelement3s = NULL;
7363 rsurface.batchelement3s_indexbuffer = NULL;
7364 rsurface.batchelement3s_bufferoffset = 0;
7365 rsurface.forcecurrenttextureupdate = true;
7367 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7369 if ((wantnormals || wanttangents) && !normal3f)
7371 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7372 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7374 if (wanttangents && !svector3f)
7376 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7377 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7378 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7383 float RSurf_FogPoint(const float *v)
7385 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7386 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7387 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7388 float FogHeightFade = r_refdef.fogheightfade;
7390 unsigned int fogmasktableindex;
7391 if (r_refdef.fogplaneviewabove)
7392 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7394 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7395 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7396 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7399 float RSurf_FogVertex(const float *v)
7401 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7402 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7403 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7404 float FogHeightFade = rsurface.fogheightfade;
7406 unsigned int fogmasktableindex;
7407 if (r_refdef.fogplaneviewabove)
7408 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7410 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7411 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7412 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7415 void RSurf_UploadBuffersForBatch(void)
7417 // 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)
7418 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7419 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7420 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7421 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7422 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7423 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7424 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7425 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7426 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7427 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7428 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7429 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7430 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7431 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7432 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7433 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7434 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7435 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7436 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7438 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7439 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7440 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7441 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7443 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7444 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7445 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7446 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7447 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7448 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7449 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7450 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7451 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7452 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7455 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7458 for (i = 0;i < numelements;i++)
7459 outelement3i[i] = inelement3i[i] + adjust;
7462 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7463 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7471 int surfacefirsttriangle;
7472 int surfacenumtriangles;
7473 int surfacefirstvertex;
7474 int surfaceendvertex;
7475 int surfacenumvertices;
7476 int batchnumsurfaces = texturenumsurfaces;
7477 int batchnumvertices;
7478 int batchnumtriangles;
7481 qboolean dynamicvertex;
7484 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7487 q3shaderinfo_deform_t *deform;
7488 const msurface_t *surface, *firstsurface;
7489 if (!texturenumsurfaces)
7491 // find vertex range of this surface batch
7493 firstsurface = texturesurfacelist[0];
7494 firsttriangle = firstsurface->num_firsttriangle;
7495 batchnumvertices = 0;
7496 batchnumtriangles = 0;
7497 firstvertex = endvertex = firstsurface->num_firstvertex;
7498 for (i = 0;i < texturenumsurfaces;i++)
7500 surface = texturesurfacelist[i];
7501 if (surface != firstsurface + i)
7503 surfacefirstvertex = surface->num_firstvertex;
7504 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7505 surfacenumvertices = surface->num_vertices;
7506 surfacenumtriangles = surface->num_triangles;
7507 if (firstvertex > surfacefirstvertex)
7508 firstvertex = surfacefirstvertex;
7509 if (endvertex < surfaceendvertex)
7510 endvertex = surfaceendvertex;
7511 batchnumvertices += surfacenumvertices;
7512 batchnumtriangles += surfacenumtriangles;
7515 r_refdef.stats[r_stat_batch_batches]++;
7517 r_refdef.stats[r_stat_batch_withgaps]++;
7518 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7519 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7520 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7522 // we now know the vertex range used, and if there are any gaps in it
7523 rsurface.batchfirstvertex = firstvertex;
7524 rsurface.batchnumvertices = endvertex - firstvertex;
7525 rsurface.batchfirsttriangle = firsttriangle;
7526 rsurface.batchnumtriangles = batchnumtriangles;
7528 // check if any dynamic vertex processing must occur
7529 dynamicvertex = false;
7531 // we must use vertexbuffers for rendering, we can upload vertex buffers
7532 // easily enough but if the basevertex is non-zero it becomes more
7533 // difficult, so force dynamicvertex path in that case - it's suboptimal
7534 // but the most optimal case is to have the geometry sources provide their
7536 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7537 dynamicvertex = true;
7539 // a cvar to force the dynamic vertex path to be taken, for debugging
7540 if (r_batch_debugdynamicvertexpath.integer)
7544 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7545 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7546 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7547 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7549 dynamicvertex = true;
7552 // if there is a chance of animated vertex colors, it's a dynamic batch
7553 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7557 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7558 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7559 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7560 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7562 dynamicvertex = true;
7565 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7567 switch (deform->deform)
7570 case Q3DEFORM_PROJECTIONSHADOW:
7571 case Q3DEFORM_TEXT0:
7572 case Q3DEFORM_TEXT1:
7573 case Q3DEFORM_TEXT2:
7574 case Q3DEFORM_TEXT3:
7575 case Q3DEFORM_TEXT4:
7576 case Q3DEFORM_TEXT5:
7577 case Q3DEFORM_TEXT6:
7578 case Q3DEFORM_TEXT7:
7581 case Q3DEFORM_AUTOSPRITE:
7584 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7585 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7586 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7587 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7589 dynamicvertex = true;
7590 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7592 case Q3DEFORM_AUTOSPRITE2:
7595 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7596 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7597 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7598 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7600 dynamicvertex = true;
7601 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7603 case Q3DEFORM_NORMAL:
7606 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7607 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7608 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7609 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7611 dynamicvertex = true;
7612 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7615 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7616 break; // if wavefunc is a nop, ignore this transform
7619 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7620 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7621 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7622 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7624 dynamicvertex = true;
7625 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7627 case Q3DEFORM_BULGE:
7630 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7631 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7632 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7633 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7635 dynamicvertex = true;
7636 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7639 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7640 break; // if wavefunc is a nop, ignore this transform
7643 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7644 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7645 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7646 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7648 dynamicvertex = true;
7649 batchneed |= BATCHNEED_ARRAY_VERTEX;
7653 if (rsurface.texture->materialshaderpass)
7655 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7658 case Q3TCGEN_TEXTURE:
7660 case Q3TCGEN_LIGHTMAP:
7663 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7664 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7665 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7666 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7668 dynamicvertex = true;
7669 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7671 case Q3TCGEN_VECTOR:
7674 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7675 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7676 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7677 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7679 dynamicvertex = true;
7680 batchneed |= BATCHNEED_ARRAY_VERTEX;
7682 case Q3TCGEN_ENVIRONMENT:
7685 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7686 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7687 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7688 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7690 dynamicvertex = true;
7691 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7694 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7698 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7699 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7700 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7701 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7703 dynamicvertex = true;
7704 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7708 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7709 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7710 // we ensure this by treating the vertex batch as dynamic...
7711 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7715 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7716 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7717 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7718 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7720 dynamicvertex = true;
7723 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7724 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7725 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7727 rsurface.batchvertex3f = rsurface.modelvertex3f;
7728 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7729 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7730 rsurface.batchsvector3f = rsurface.modelsvector3f;
7731 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7732 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7733 rsurface.batchtvector3f = rsurface.modeltvector3f;
7734 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7735 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7736 rsurface.batchnormal3f = rsurface.modelnormal3f;
7737 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7738 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7739 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7740 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7741 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7742 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7743 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7744 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7745 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7746 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7747 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7748 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7749 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7750 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7751 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7752 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7753 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7754 rsurface.batchelement3i = rsurface.modelelement3i;
7755 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7756 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7757 rsurface.batchelement3s = rsurface.modelelement3s;
7758 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7759 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7760 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7761 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7762 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7763 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7764 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7766 // if any dynamic vertex processing has to occur in software, we copy the
7767 // entire surface list together before processing to rebase the vertices
7768 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7770 // if any gaps exist and we do not have a static vertex buffer, we have to
7771 // copy the surface list together to avoid wasting upload bandwidth on the
7772 // vertices in the gaps.
7774 // if gaps exist and we have a static vertex buffer, we can choose whether
7775 // to combine the index buffer ranges into one dynamic index buffer or
7776 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7778 // in many cases the batch is reduced to one draw call.
7780 rsurface.batchmultidraw = false;
7781 rsurface.batchmultidrawnumsurfaces = 0;
7782 rsurface.batchmultidrawsurfacelist = NULL;
7786 // static vertex data, just set pointers...
7787 rsurface.batchgeneratedvertex = false;
7788 // if there are gaps, we want to build a combined index buffer,
7789 // otherwise use the original static buffer with an appropriate offset
7792 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7793 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7794 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7795 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7796 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7798 rsurface.batchmultidraw = true;
7799 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7800 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7803 // build a new triangle elements array for this batch
7804 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7805 rsurface.batchfirsttriangle = 0;
7807 for (i = 0;i < texturenumsurfaces;i++)
7809 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7810 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7811 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7812 numtriangles += surfacenumtriangles;
7814 rsurface.batchelement3i_indexbuffer = NULL;
7815 rsurface.batchelement3i_bufferoffset = 0;
7816 rsurface.batchelement3s = NULL;
7817 rsurface.batchelement3s_indexbuffer = NULL;
7818 rsurface.batchelement3s_bufferoffset = 0;
7819 if (endvertex <= 65536)
7821 // make a 16bit (unsigned short) index array if possible
7822 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7823 for (i = 0;i < numtriangles*3;i++)
7824 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7829 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7830 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7831 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7832 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7837 // something needs software processing, do it for real...
7838 // we only directly handle separate array data in this case and then
7839 // generate interleaved data if needed...
7840 rsurface.batchgeneratedvertex = true;
7841 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7842 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7843 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7844 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7846 // now copy the vertex data into a combined array and make an index array
7847 // (this is what Quake3 does all the time)
7848 // we also apply any skeletal animation here that would have been done in
7849 // the vertex shader, because most of the dynamic vertex animation cases
7850 // need actual vertex positions and normals
7851 //if (dynamicvertex)
7853 rsurface.batchvertex3f = NULL;
7854 rsurface.batchvertex3f_vertexbuffer = NULL;
7855 rsurface.batchvertex3f_bufferoffset = 0;
7856 rsurface.batchsvector3f = NULL;
7857 rsurface.batchsvector3f_vertexbuffer = NULL;
7858 rsurface.batchsvector3f_bufferoffset = 0;
7859 rsurface.batchtvector3f = NULL;
7860 rsurface.batchtvector3f_vertexbuffer = NULL;
7861 rsurface.batchtvector3f_bufferoffset = 0;
7862 rsurface.batchnormal3f = NULL;
7863 rsurface.batchnormal3f_vertexbuffer = NULL;
7864 rsurface.batchnormal3f_bufferoffset = 0;
7865 rsurface.batchlightmapcolor4f = NULL;
7866 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7867 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7868 rsurface.batchtexcoordtexture2f = NULL;
7869 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7870 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7871 rsurface.batchtexcoordlightmap2f = NULL;
7872 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7873 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7874 rsurface.batchskeletalindex4ub = NULL;
7875 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7876 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7877 rsurface.batchskeletalweight4ub = NULL;
7878 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7879 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7880 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7881 rsurface.batchelement3i_indexbuffer = NULL;
7882 rsurface.batchelement3i_bufferoffset = 0;
7883 rsurface.batchelement3s = NULL;
7884 rsurface.batchelement3s_indexbuffer = NULL;
7885 rsurface.batchelement3s_bufferoffset = 0;
7886 rsurface.batchskeletaltransform3x4buffer = NULL;
7887 rsurface.batchskeletaltransform3x4offset = 0;
7888 rsurface.batchskeletaltransform3x4size = 0;
7889 // we'll only be setting up certain arrays as needed
7890 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7891 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7892 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7893 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7894 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7896 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7897 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7899 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7900 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7901 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7902 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7903 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7904 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7905 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7907 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7908 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7912 for (i = 0;i < texturenumsurfaces;i++)
7914 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7915 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7916 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7917 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7918 // copy only the data requested
7919 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7921 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7923 if (rsurface.batchvertex3f)
7924 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7926 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7928 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7930 if (rsurface.modelnormal3f)
7931 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7933 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7935 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7937 if (rsurface.modelsvector3f)
7939 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7940 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7944 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7945 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7948 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7950 if (rsurface.modellightmapcolor4f)
7951 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7953 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7955 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7957 if (rsurface.modeltexcoordtexture2f)
7958 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7960 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7962 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7964 if (rsurface.modeltexcoordlightmap2f)
7965 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7967 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7969 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7971 if (rsurface.modelskeletalindex4ub)
7973 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7974 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7978 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7979 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7980 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7981 for (j = 0;j < surfacenumvertices;j++)
7986 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7987 numvertices += surfacenumvertices;
7988 numtriangles += surfacenumtriangles;
7991 // generate a 16bit index array as well if possible
7992 // (in general, dynamic batches fit)
7993 if (numvertices <= 65536)
7995 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7996 for (i = 0;i < numtriangles*3;i++)
7997 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8000 // since we've copied everything, the batch now starts at 0
8001 rsurface.batchfirstvertex = 0;
8002 rsurface.batchnumvertices = batchnumvertices;
8003 rsurface.batchfirsttriangle = 0;
8004 rsurface.batchnumtriangles = batchnumtriangles;
8007 // apply skeletal animation that would have been done in the vertex shader
8008 if (rsurface.batchskeletaltransform3x4)
8010 const unsigned char *si;
8011 const unsigned char *sw;
8013 const float *b = rsurface.batchskeletaltransform3x4;
8014 float *vp, *vs, *vt, *vn;
8016 float m[3][4], n[3][4];
8017 float tp[3], ts[3], tt[3], tn[3];
8018 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8019 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8020 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8021 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8022 si = rsurface.batchskeletalindex4ub;
8023 sw = rsurface.batchskeletalweight4ub;
8024 vp = rsurface.batchvertex3f;
8025 vs = rsurface.batchsvector3f;
8026 vt = rsurface.batchtvector3f;
8027 vn = rsurface.batchnormal3f;
8028 memset(m[0], 0, sizeof(m));
8029 memset(n[0], 0, sizeof(n));
8030 for (i = 0;i < batchnumvertices;i++)
8032 t[0] = b + si[0]*12;
8035 // common case - only one matrix
8049 else if (sw[2] + sw[3])
8052 t[1] = b + si[1]*12;
8053 t[2] = b + si[2]*12;
8054 t[3] = b + si[3]*12;
8055 w[0] = sw[0] * (1.0f / 255.0f);
8056 w[1] = sw[1] * (1.0f / 255.0f);
8057 w[2] = sw[2] * (1.0f / 255.0f);
8058 w[3] = sw[3] * (1.0f / 255.0f);
8059 // blend the matrices
8060 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8061 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8062 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8063 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8064 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8065 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8066 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8067 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8068 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8069 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8070 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8071 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8076 t[1] = b + si[1]*12;
8077 w[0] = sw[0] * (1.0f / 255.0f);
8078 w[1] = sw[1] * (1.0f / 255.0f);
8079 // blend the matrices
8080 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8081 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8082 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8083 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8084 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8085 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8086 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8087 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8088 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8089 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8090 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8091 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8095 // modify the vertex
8097 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8098 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8099 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8103 // the normal transformation matrix is a set of cross products...
8104 CrossProduct(m[1], m[2], n[0]);
8105 CrossProduct(m[2], m[0], n[1]);
8106 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8108 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8109 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8110 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8111 VectorNormalize(vn);
8116 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8117 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8118 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8119 VectorNormalize(vs);
8122 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8123 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8124 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8125 VectorNormalize(vt);
8130 rsurface.batchskeletaltransform3x4 = NULL;
8131 rsurface.batchskeletalnumtransforms = 0;
8134 // q1bsp surfaces rendered in vertex color mode have to have colors
8135 // calculated based on lightstyles
8136 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8138 // generate color arrays for the surfaces in this list
8143 const unsigned char *lm;
8144 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8145 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8146 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8148 for (i = 0;i < texturenumsurfaces;i++)
8150 surface = texturesurfacelist[i];
8151 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8152 surfacenumvertices = surface->num_vertices;
8153 if (surface->lightmapinfo->samples)
8155 for (j = 0;j < surfacenumvertices;j++)
8157 lm = surface->lightmapinfo->samples + offsets[j];
8158 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8159 VectorScale(lm, scale, c);
8160 if (surface->lightmapinfo->styles[1] != 255)
8162 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8164 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8165 VectorMA(c, scale, lm, c);
8166 if (surface->lightmapinfo->styles[2] != 255)
8169 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8170 VectorMA(c, scale, lm, c);
8171 if (surface->lightmapinfo->styles[3] != 255)
8174 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8175 VectorMA(c, scale, lm, c);
8182 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);
8188 for (j = 0;j < surfacenumvertices;j++)
8190 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8197 // if vertices are deformed (sprite flares and things in maps, possibly
8198 // water waves, bulges and other deformations), modify the copied vertices
8200 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8203 switch (deform->deform)
8206 case Q3DEFORM_PROJECTIONSHADOW:
8207 case Q3DEFORM_TEXT0:
8208 case Q3DEFORM_TEXT1:
8209 case Q3DEFORM_TEXT2:
8210 case Q3DEFORM_TEXT3:
8211 case Q3DEFORM_TEXT4:
8212 case Q3DEFORM_TEXT5:
8213 case Q3DEFORM_TEXT6:
8214 case Q3DEFORM_TEXT7:
8217 case Q3DEFORM_AUTOSPRITE:
8218 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8219 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8220 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8221 VectorNormalize(newforward);
8222 VectorNormalize(newright);
8223 VectorNormalize(newup);
8224 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8225 // rsurface.batchvertex3f_vertexbuffer = NULL;
8226 // rsurface.batchvertex3f_bufferoffset = 0;
8227 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8228 // rsurface.batchsvector3f_vertexbuffer = NULL;
8229 // rsurface.batchsvector3f_bufferoffset = 0;
8230 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8231 // rsurface.batchtvector3f_vertexbuffer = NULL;
8232 // rsurface.batchtvector3f_bufferoffset = 0;
8233 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8234 // rsurface.batchnormal3f_vertexbuffer = NULL;
8235 // rsurface.batchnormal3f_bufferoffset = 0;
8236 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8237 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8238 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8239 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8240 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);
8241 // a single autosprite surface can contain multiple sprites...
8242 for (j = 0;j < batchnumvertices - 3;j += 4)
8244 VectorClear(center);
8245 for (i = 0;i < 4;i++)
8246 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8247 VectorScale(center, 0.25f, center);
8248 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8249 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8250 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8251 for (i = 0;i < 4;i++)
8253 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8254 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8257 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8258 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8259 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);
8261 case Q3DEFORM_AUTOSPRITE2:
8262 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8263 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8264 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8265 VectorNormalize(newforward);
8266 VectorNormalize(newright);
8267 VectorNormalize(newup);
8268 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8269 // rsurface.batchvertex3f_vertexbuffer = NULL;
8270 // rsurface.batchvertex3f_bufferoffset = 0;
8272 const float *v1, *v2;
8282 memset(shortest, 0, sizeof(shortest));
8283 // a single autosprite surface can contain multiple sprites...
8284 for (j = 0;j < batchnumvertices - 3;j += 4)
8286 VectorClear(center);
8287 for (i = 0;i < 4;i++)
8288 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8289 VectorScale(center, 0.25f, center);
8290 // find the two shortest edges, then use them to define the
8291 // axis vectors for rotating around the central axis
8292 for (i = 0;i < 6;i++)
8294 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8295 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8296 l = VectorDistance2(v1, v2);
8297 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8299 l += (1.0f / 1024.0f);
8300 if (shortest[0].length2 > l || i == 0)
8302 shortest[1] = shortest[0];
8303 shortest[0].length2 = l;
8304 shortest[0].v1 = v1;
8305 shortest[0].v2 = v2;
8307 else if (shortest[1].length2 > l || i == 1)
8309 shortest[1].length2 = l;
8310 shortest[1].v1 = v1;
8311 shortest[1].v2 = v2;
8314 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8315 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8316 // this calculates the right vector from the shortest edge
8317 // and the up vector from the edge midpoints
8318 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8319 VectorNormalize(right);
8320 VectorSubtract(end, start, up);
8321 VectorNormalize(up);
8322 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8323 VectorSubtract(rsurface.localvieworigin, center, forward);
8324 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8325 VectorNegate(forward, forward);
8326 VectorReflect(forward, 0, up, forward);
8327 VectorNormalize(forward);
8328 CrossProduct(up, forward, newright);
8329 VectorNormalize(newright);
8330 // rotate the quad around the up axis vector, this is made
8331 // especially easy by the fact we know the quad is flat,
8332 // so we only have to subtract the center position and
8333 // measure distance along the right vector, and then
8334 // multiply that by the newright vector and add back the
8336 // we also need to subtract the old position to undo the
8337 // displacement from the center, which we do with a
8338 // DotProduct, the subtraction/addition of center is also
8339 // optimized into DotProducts here
8340 l = DotProduct(right, center);
8341 for (i = 0;i < 4;i++)
8343 v1 = rsurface.batchvertex3f + 3*(j+i);
8344 f = DotProduct(right, v1) - l;
8345 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8349 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8351 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8352 // rsurface.batchnormal3f_vertexbuffer = NULL;
8353 // rsurface.batchnormal3f_bufferoffset = 0;
8354 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8356 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8358 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8359 // rsurface.batchsvector3f_vertexbuffer = NULL;
8360 // rsurface.batchsvector3f_bufferoffset = 0;
8361 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8362 // rsurface.batchtvector3f_vertexbuffer = NULL;
8363 // rsurface.batchtvector3f_bufferoffset = 0;
8364 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);
8367 case Q3DEFORM_NORMAL:
8368 // deform the normals to make reflections wavey
8369 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8370 rsurface.batchnormal3f_vertexbuffer = NULL;
8371 rsurface.batchnormal3f_bufferoffset = 0;
8372 for (j = 0;j < batchnumvertices;j++)
8375 float *normal = rsurface.batchnormal3f + 3*j;
8376 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8377 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8378 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8379 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8380 VectorNormalize(normal);
8382 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8384 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8385 // rsurface.batchsvector3f_vertexbuffer = NULL;
8386 // rsurface.batchsvector3f_bufferoffset = 0;
8387 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8388 // rsurface.batchtvector3f_vertexbuffer = NULL;
8389 // rsurface.batchtvector3f_bufferoffset = 0;
8390 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);
8394 // deform vertex array to make wavey water and flags and such
8395 waveparms[0] = deform->waveparms[0];
8396 waveparms[1] = deform->waveparms[1];
8397 waveparms[2] = deform->waveparms[2];
8398 waveparms[3] = deform->waveparms[3];
8399 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8400 break; // if wavefunc is a nop, don't make a dynamic vertex array
8401 // this is how a divisor of vertex influence on deformation
8402 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8403 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8404 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8405 // rsurface.batchvertex3f_vertexbuffer = NULL;
8406 // rsurface.batchvertex3f_bufferoffset = 0;
8407 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8408 // rsurface.batchnormal3f_vertexbuffer = NULL;
8409 // rsurface.batchnormal3f_bufferoffset = 0;
8410 for (j = 0;j < batchnumvertices;j++)
8412 // if the wavefunc depends on time, evaluate it per-vertex
8415 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8416 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8418 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8420 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8421 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8422 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8424 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8425 // rsurface.batchsvector3f_vertexbuffer = NULL;
8426 // rsurface.batchsvector3f_bufferoffset = 0;
8427 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8428 // rsurface.batchtvector3f_vertexbuffer = NULL;
8429 // rsurface.batchtvector3f_bufferoffset = 0;
8430 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);
8433 case Q3DEFORM_BULGE:
8434 // deform vertex array to make the surface have moving bulges
8435 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8436 // rsurface.batchvertex3f_vertexbuffer = NULL;
8437 // rsurface.batchvertex3f_bufferoffset = 0;
8438 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8439 // rsurface.batchnormal3f_vertexbuffer = NULL;
8440 // rsurface.batchnormal3f_bufferoffset = 0;
8441 for (j = 0;j < batchnumvertices;j++)
8443 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8444 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8446 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8447 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8448 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8450 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8451 // rsurface.batchsvector3f_vertexbuffer = NULL;
8452 // rsurface.batchsvector3f_bufferoffset = 0;
8453 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8454 // rsurface.batchtvector3f_vertexbuffer = NULL;
8455 // rsurface.batchtvector3f_bufferoffset = 0;
8456 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);
8460 // deform vertex array
8461 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8462 break; // if wavefunc is a nop, don't make a dynamic vertex array
8463 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8464 VectorScale(deform->parms, scale, waveparms);
8465 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8466 // rsurface.batchvertex3f_vertexbuffer = NULL;
8467 // rsurface.batchvertex3f_bufferoffset = 0;
8468 for (j = 0;j < batchnumvertices;j++)
8469 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8474 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8476 // generate texcoords based on the chosen texcoord source
8477 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8480 case Q3TCGEN_TEXTURE:
8482 case Q3TCGEN_LIGHTMAP:
8483 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8484 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8485 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8486 if (rsurface.batchtexcoordlightmap2f)
8487 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8489 case Q3TCGEN_VECTOR:
8490 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8491 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8492 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8493 for (j = 0;j < batchnumvertices;j++)
8495 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8496 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8499 case Q3TCGEN_ENVIRONMENT:
8500 // make environment reflections using a spheremap
8501 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8502 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8503 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8504 for (j = 0;j < batchnumvertices;j++)
8506 // identical to Q3A's method, but executed in worldspace so
8507 // carried models can be shiny too
8509 float viewer[3], d, reflected[3], worldreflected[3];
8511 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8512 // VectorNormalize(viewer);
8514 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8516 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8517 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8518 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8519 // note: this is proportinal to viewer, so we can normalize later
8521 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8522 VectorNormalize(worldreflected);
8524 // note: this sphere map only uses world x and z!
8525 // so positive and negative y will LOOK THE SAME.
8526 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8527 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8531 // the only tcmod that needs software vertex processing is turbulent, so
8532 // check for it here and apply the changes if needed
8533 // and we only support that as the first one
8534 // (handling a mixture of turbulent and other tcmods would be problematic
8535 // without punting it entirely to a software path)
8536 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8538 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8539 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8540 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8541 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8542 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8543 for (j = 0;j < batchnumvertices;j++)
8545 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);
8546 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8552 void RSurf_DrawBatch(void)
8554 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8555 // through the pipeline, killing it earlier in the pipeline would have
8556 // per-surface overhead rather than per-batch overhead, so it's best to
8557 // reject it here, before it hits glDraw.
8558 if (rsurface.batchnumtriangles == 0)
8561 // batch debugging code
8562 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8568 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8569 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8572 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8574 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8576 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8577 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);
8584 if (rsurface.batchmultidraw)
8586 // issue multiple draws rather than copying index data
8587 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8588 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8589 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8590 for (i = 0;i < numsurfaces;)
8592 // combine consecutive surfaces as one draw
8593 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8594 if (surfacelist[j] != surfacelist[k] + 1)
8596 firstvertex = surfacelist[i]->num_firstvertex;
8597 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8598 firsttriangle = surfacelist[i]->num_firsttriangle;
8599 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8600 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);
8606 // there is only one consecutive run of index data (may have been combined)
8607 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);
8611 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8613 // pick the closest matching water plane
8614 int planeindex, vertexindex, bestplaneindex = -1;
8618 r_waterstate_waterplane_t *p;
8619 qboolean prepared = false;
8621 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8623 if(p->camera_entity != rsurface.texture->camera_entity)
8628 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8630 if(rsurface.batchnumvertices == 0)
8633 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8635 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8636 d += fabs(PlaneDiff(vert, &p->plane));
8638 if (bestd > d || bestplaneindex < 0)
8641 bestplaneindex = planeindex;
8644 return bestplaneindex;
8645 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8646 // this situation though, as it might be better to render single larger
8647 // batches with useless stuff (backface culled for example) than to
8648 // render multiple smaller batches
8651 void RSurf_SetupDepthAndCulling(void)
8653 // submodels are biased to avoid z-fighting with world surfaces that they
8654 // may be exactly overlapping (avoids z-fighting artifacts on certain
8655 // doors and things in Quake maps)
8656 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8657 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8658 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8659 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8662 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8665 // transparent sky would be ridiculous
8666 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8668 R_SetupShader_Generic_NoTexture(false, false);
8669 skyrenderlater = true;
8670 RSurf_SetupDepthAndCulling();
8673 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8674 if (r_sky_scissor.integer)
8676 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8677 for (i = 0; i < texturenumsurfaces; i++)
8679 const msurface_t *surf = texturesurfacelist[i];
8682 float mins[3], maxs[3];
8684 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8686 Matrix4x4_Transform(&rsurface.matrix, v, p);
8689 if (mins[0] > p[0]) mins[0] = p[0];
8690 if (mins[1] > p[1]) mins[1] = p[1];
8691 if (mins[2] > p[2]) mins[2] = p[2];
8692 if (maxs[0] < p[0]) maxs[0] = p[0];
8693 if (maxs[1] < p[1]) maxs[1] = p[1];
8694 if (maxs[2] < p[2]) maxs[2] = p[2];
8698 VectorCopy(p, mins);
8699 VectorCopy(p, maxs);
8702 if (!R_ScissorForBBox(mins, maxs, scissor))
8706 if (skyscissor[0] > scissor[0])
8708 skyscissor[2] += skyscissor[0] - scissor[0];
8709 skyscissor[0] = scissor[0];
8711 if (skyscissor[1] > scissor[1])
8713 skyscissor[3] += skyscissor[1] - scissor[1];
8714 skyscissor[1] = scissor[1];
8716 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8717 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8718 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8719 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8722 Vector4Copy(scissor, skyscissor);
8727 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8728 // skymasking on them, and Quake3 never did sky masking (unlike
8729 // software Quake and software Quake2), so disable the sky masking
8730 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8731 // and skymasking also looks very bad when noclipping outside the
8732 // level, so don't use it then either.
8733 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)
8735 R_Mesh_ResetTextureState();
8736 if (skyrendermasked)
8738 R_SetupShader_DepthOrShadow(false, false, false);
8739 // depth-only (masking)
8740 GL_ColorMask(0, 0, 0, 0);
8741 // just to make sure that braindead drivers don't draw
8742 // anything despite that colormask...
8743 GL_BlendFunc(GL_ZERO, GL_ONE);
8744 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8745 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8749 R_SetupShader_Generic_NoTexture(false, false);
8751 GL_BlendFunc(GL_ONE, GL_ZERO);
8752 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8753 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8754 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8757 if (skyrendermasked)
8758 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8760 R_Mesh_ResetTextureState();
8761 GL_Color(1, 1, 1, 1);
8764 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8765 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8766 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8768 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8772 // render screenspace normalmap to texture
8774 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8779 // bind lightmap texture
8781 // water/refraction/reflection/camera surfaces have to be handled specially
8782 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8784 int start, end, startplaneindex;
8785 for (start = 0;start < texturenumsurfaces;start = end)
8787 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8788 if(startplaneindex < 0)
8790 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8791 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8795 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8797 // now that we have a batch using the same planeindex, render it
8798 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8800 // render water or distortion background
8802 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8804 // blend surface on top
8805 GL_DepthMask(false);
8806 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8809 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8811 // render surface with reflection texture as input
8812 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8813 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8820 // render surface batch normally
8821 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8822 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8826 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8830 int texturesurfaceindex;
8832 const msurface_t *surface;
8833 float surfacecolor4f[4];
8835 // R_Mesh_ResetTextureState();
8836 R_SetupShader_Generic_NoTexture(false, false);
8838 GL_BlendFunc(GL_ONE, GL_ZERO);
8839 GL_DepthMask(writedepth);
8841 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8843 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8845 surface = texturesurfacelist[texturesurfaceindex];
8846 k = (int)(((size_t)surface) / sizeof(msurface_t));
8847 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8848 for (j = 0;j < surface->num_vertices;j++)
8850 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8854 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8858 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8861 RSurf_SetupDepthAndCulling();
8862 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8864 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8867 switch (vid.renderpath)
8869 case RENDERPATH_GL32:
8870 case RENDERPATH_GLES2:
8871 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8877 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8880 int texturenumsurfaces, endsurface;
8882 const msurface_t *surface;
8883 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8885 RSurf_ActiveModelEntity(ent, true, true, false);
8887 if (r_transparentdepthmasking.integer)
8889 qboolean setup = false;
8890 for (i = 0;i < numsurfaces;i = j)
8893 surface = rsurface.modelsurfaces + surfacelist[i];
8894 texture = surface->texture;
8895 rsurface.texture = R_GetCurrentTexture(texture);
8896 rsurface.lightmaptexture = NULL;
8897 rsurface.deluxemaptexture = NULL;
8898 rsurface.uselightmaptexture = false;
8899 // scan ahead until we find a different texture
8900 endsurface = min(i + 1024, numsurfaces);
8901 texturenumsurfaces = 0;
8902 texturesurfacelist[texturenumsurfaces++] = surface;
8903 for (;j < endsurface;j++)
8905 surface = rsurface.modelsurfaces + surfacelist[j];
8906 if (texture != surface->texture)
8908 texturesurfacelist[texturenumsurfaces++] = surface;
8910 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8912 // render the range of surfaces as depth
8916 GL_ColorMask(0,0,0,0);
8919 GL_BlendFunc(GL_ONE, GL_ZERO);
8921 // R_Mesh_ResetTextureState();
8923 RSurf_SetupDepthAndCulling();
8924 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8925 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8926 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8930 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8933 for (i = 0;i < numsurfaces;i = j)
8936 surface = rsurface.modelsurfaces + surfacelist[i];
8937 texture = surface->texture;
8938 rsurface.texture = R_GetCurrentTexture(texture);
8939 // scan ahead until we find a different texture
8940 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8941 texturenumsurfaces = 0;
8942 texturesurfacelist[texturenumsurfaces++] = surface;
8943 rsurface.lightmaptexture = surface->lightmaptexture;
8944 rsurface.deluxemaptexture = surface->deluxemaptexture;
8945 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8946 for (;j < endsurface;j++)
8948 surface = rsurface.modelsurfaces + surfacelist[j];
8949 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8951 texturesurfacelist[texturenumsurfaces++] = surface;
8953 // render the range of surfaces
8954 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8956 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8959 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8961 // transparent surfaces get pushed off into the transparent queue
8962 int surfacelistindex;
8963 const msurface_t *surface;
8964 vec3_t tempcenter, center;
8965 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8967 surface = texturesurfacelist[surfacelistindex];
8968 if (r_transparent_sortsurfacesbynearest.integer)
8970 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8971 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8972 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8976 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8977 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8978 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8980 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8981 if (rsurface.entity->transparent_offset) // transparent offset
8983 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8984 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8985 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8987 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);
8991 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8993 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8995 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8997 RSurf_SetupDepthAndCulling();
8998 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8999 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9000 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9004 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9008 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9010 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9013 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9015 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9016 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9018 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9020 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9021 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9022 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9024 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9026 // in the deferred case, transparent surfaces were queued during prepass
9027 if (!r_shadow_usingdeferredprepass)
9028 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9032 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9033 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9038 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9042 R_FrameData_SetMark();
9043 // break the surface list down into batches by texture and use of lightmapping
9044 for (i = 0;i < numsurfaces;i = j)
9047 // texture is the base texture pointer, rsurface.texture is the
9048 // current frame/skin the texture is directing us to use (for example
9049 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9050 // use skin 1 instead)
9051 texture = surfacelist[i]->texture;
9052 rsurface.texture = R_GetCurrentTexture(texture);
9053 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9055 // if this texture is not the kind we want, skip ahead to the next one
9056 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9060 if(depthonly || prepass)
9062 rsurface.lightmaptexture = NULL;
9063 rsurface.deluxemaptexture = NULL;
9064 rsurface.uselightmaptexture = false;
9065 // simply scan ahead until we find a different texture or lightmap state
9066 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9071 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9072 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9073 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9074 // simply scan ahead until we find a different texture or lightmap state
9075 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9078 // render the range of surfaces
9079 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9081 R_FrameData_ReturnToMark();
9084 float locboxvertex3f[6*4*3] =
9086 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9087 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9088 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9089 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9090 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9091 1,0,0, 0,0,0, 0,1,0, 1,1,0
9094 unsigned short locboxelements[6*2*3] =
9104 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9107 cl_locnode_t *loc = (cl_locnode_t *)ent;
9109 float vertex3f[6*4*3];
9111 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9112 GL_DepthMask(false);
9113 GL_DepthRange(0, 1);
9114 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9116 GL_CullFace(GL_NONE);
9117 R_EntityMatrix(&identitymatrix);
9119 // R_Mesh_ResetTextureState();
9122 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9123 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9124 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9125 surfacelist[0] < 0 ? 0.5f : 0.125f);
9127 if (VectorCompare(loc->mins, loc->maxs))
9129 VectorSet(size, 2, 2, 2);
9130 VectorMA(loc->mins, -0.5f, size, mins);
9134 VectorCopy(loc->mins, mins);
9135 VectorSubtract(loc->maxs, loc->mins, size);
9138 for (i = 0;i < 6*4*3;)
9139 for (j = 0;j < 3;j++, i++)
9140 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9142 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9143 R_SetupShader_Generic_NoTexture(false, false);
9144 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9147 void R_DrawLocs(void)
9150 cl_locnode_t *loc, *nearestloc;
9152 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9153 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9155 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9156 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9160 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9162 if (decalsystem->decals)
9163 Mem_Free(decalsystem->decals);
9164 memset(decalsystem, 0, sizeof(*decalsystem));
9167 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)
9173 // expand or initialize the system
9174 if (decalsystem->maxdecals <= decalsystem->numdecals)
9176 decalsystem_t old = *decalsystem;
9177 qboolean useshortelements;
9178 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9179 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9180 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)));
9181 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9182 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9183 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9184 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9185 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9186 if (decalsystem->numdecals)
9187 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9189 Mem_Free(old.decals);
9190 for (i = 0;i < decalsystem->maxdecals*3;i++)
9191 decalsystem->element3i[i] = i;
9192 if (useshortelements)
9193 for (i = 0;i < decalsystem->maxdecals*3;i++)
9194 decalsystem->element3s[i] = i;
9197 // grab a decal and search for another free slot for the next one
9198 decals = decalsystem->decals;
9199 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9200 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9202 decalsystem->freedecal = i;
9203 if (decalsystem->numdecals <= i)
9204 decalsystem->numdecals = i + 1;
9206 // initialize the decal
9208 decal->triangleindex = triangleindex;
9209 decal->surfaceindex = surfaceindex;
9210 decal->decalsequence = decalsequence;
9211 decal->color4f[0][0] = c0[0];
9212 decal->color4f[0][1] = c0[1];
9213 decal->color4f[0][2] = c0[2];
9214 decal->color4f[0][3] = 1;
9215 decal->color4f[1][0] = c1[0];
9216 decal->color4f[1][1] = c1[1];
9217 decal->color4f[1][2] = c1[2];
9218 decal->color4f[1][3] = 1;
9219 decal->color4f[2][0] = c2[0];
9220 decal->color4f[2][1] = c2[1];
9221 decal->color4f[2][2] = c2[2];
9222 decal->color4f[2][3] = 1;
9223 decal->vertex3f[0][0] = v0[0];
9224 decal->vertex3f[0][1] = v0[1];
9225 decal->vertex3f[0][2] = v0[2];
9226 decal->vertex3f[1][0] = v1[0];
9227 decal->vertex3f[1][1] = v1[1];
9228 decal->vertex3f[1][2] = v1[2];
9229 decal->vertex3f[2][0] = v2[0];
9230 decal->vertex3f[2][1] = v2[1];
9231 decal->vertex3f[2][2] = v2[2];
9232 decal->texcoord2f[0][0] = t0[0];
9233 decal->texcoord2f[0][1] = t0[1];
9234 decal->texcoord2f[1][0] = t1[0];
9235 decal->texcoord2f[1][1] = t1[1];
9236 decal->texcoord2f[2][0] = t2[0];
9237 decal->texcoord2f[2][1] = t2[1];
9238 TriangleNormal(v0, v1, v2, decal->plane);
9239 VectorNormalize(decal->plane);
9240 decal->plane[3] = DotProduct(v0, decal->plane);
9243 extern cvar_t cl_decals_bias;
9244 extern cvar_t cl_decals_models;
9245 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9246 // baseparms, parms, temps
9247 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)
9252 const float *vertex3f;
9253 const float *normal3f;
9255 float points[2][9][3];
9262 e = rsurface.modelelement3i + 3*triangleindex;
9264 vertex3f = rsurface.modelvertex3f;
9265 normal3f = rsurface.modelnormal3f;
9269 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9271 index = 3*e[cornerindex];
9272 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9277 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9279 index = 3*e[cornerindex];
9280 VectorCopy(vertex3f + index, v[cornerindex]);
9285 //TriangleNormal(v[0], v[1], v[2], normal);
9286 //if (DotProduct(normal, localnormal) < 0.0f)
9288 // clip by each of the box planes formed from the projection matrix
9289 // if anything survives, we emit the decal
9290 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]);
9293 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]);
9296 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]);
9299 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]);
9302 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]);
9305 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]);
9308 // some part of the triangle survived, so we have to accept it...
9311 // dynamic always uses the original triangle
9313 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9315 index = 3*e[cornerindex];
9316 VectorCopy(vertex3f + index, v[cornerindex]);
9319 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9321 // convert vertex positions to texcoords
9322 Matrix4x4_Transform(projection, v[cornerindex], temp);
9323 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9324 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9325 // calculate distance fade from the projection origin
9326 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9327 f = bound(0.0f, f, 1.0f);
9328 c[cornerindex][0] = r * f;
9329 c[cornerindex][1] = g * f;
9330 c[cornerindex][2] = b * f;
9331 c[cornerindex][3] = 1.0f;
9332 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9335 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);
9337 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9338 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);
9340 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)
9342 matrix4x4_t projection;
9343 decalsystem_t *decalsystem;
9346 const msurface_t *surface;
9347 const msurface_t *surfaces;
9348 const int *surfacelist;
9349 const texture_t *texture;
9352 int surfacelistindex;
9355 float localorigin[3];
9356 float localnormal[3];
9364 int bih_triangles_count;
9365 int bih_triangles[256];
9366 int bih_surfaces[256];
9368 decalsystem = &ent->decalsystem;
9370 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9372 R_DecalSystem_Reset(&ent->decalsystem);
9376 if (!model->brush.data_leafs && !cl_decals_models.integer)
9378 if (decalsystem->model)
9379 R_DecalSystem_Reset(decalsystem);
9383 if (decalsystem->model != model)
9384 R_DecalSystem_Reset(decalsystem);
9385 decalsystem->model = model;
9387 RSurf_ActiveModelEntity(ent, true, false, false);
9389 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9390 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9391 VectorNormalize(localnormal);
9392 localsize = worldsize*rsurface.inversematrixscale;
9393 localmins[0] = localorigin[0] - localsize;
9394 localmins[1] = localorigin[1] - localsize;
9395 localmins[2] = localorigin[2] - localsize;
9396 localmaxs[0] = localorigin[0] + localsize;
9397 localmaxs[1] = localorigin[1] + localsize;
9398 localmaxs[2] = localorigin[2] + localsize;
9400 //VectorCopy(localnormal, planes[4]);
9401 //VectorVectors(planes[4], planes[2], planes[0]);
9402 AnglesFromVectors(angles, localnormal, NULL, false);
9403 AngleVectors(angles, planes[0], planes[2], planes[4]);
9404 VectorNegate(planes[0], planes[1]);
9405 VectorNegate(planes[2], planes[3]);
9406 VectorNegate(planes[4], planes[5]);
9407 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9408 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9409 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9410 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9411 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9412 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9417 matrix4x4_t forwardprojection;
9418 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9419 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9424 float projectionvector[4][3];
9425 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9426 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9427 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9428 projectionvector[0][0] = planes[0][0] * ilocalsize;
9429 projectionvector[0][1] = planes[1][0] * ilocalsize;
9430 projectionvector[0][2] = planes[2][0] * ilocalsize;
9431 projectionvector[1][0] = planes[0][1] * ilocalsize;
9432 projectionvector[1][1] = planes[1][1] * ilocalsize;
9433 projectionvector[1][2] = planes[2][1] * ilocalsize;
9434 projectionvector[2][0] = planes[0][2] * ilocalsize;
9435 projectionvector[2][1] = planes[1][2] * ilocalsize;
9436 projectionvector[2][2] = planes[2][2] * ilocalsize;
9437 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9438 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9439 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9440 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9444 dynamic = model->surfmesh.isanimated;
9445 numsurfacelist = model->nummodelsurfaces;
9446 surfacelist = model->sortedmodelsurfaces;
9447 surfaces = model->data_surfaces;
9450 bih_triangles_count = -1;
9453 if(model->render_bih.numleafs)
9454 bih = &model->render_bih;
9455 else if(model->collision_bih.numleafs)
9456 bih = &model->collision_bih;
9459 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9460 if(bih_triangles_count == 0)
9462 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9464 if(bih_triangles_count > 0)
9466 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9468 surfaceindex = bih_surfaces[triangleindex];
9469 surface = surfaces + surfaceindex;
9470 texture = surface->texture;
9471 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9473 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9475 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9480 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9482 surfaceindex = surfacelist[surfacelistindex];
9483 surface = surfaces + surfaceindex;
9484 // check cull box first because it rejects more than any other check
9485 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9487 // skip transparent surfaces
9488 texture = surface->texture;
9489 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9491 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9493 numtriangles = surface->num_triangles;
9494 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9495 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9500 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9501 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)
9503 int renderentityindex;
9506 entity_render_t *ent;
9508 worldmins[0] = worldorigin[0] - worldsize;
9509 worldmins[1] = worldorigin[1] - worldsize;
9510 worldmins[2] = worldorigin[2] - worldsize;
9511 worldmaxs[0] = worldorigin[0] + worldsize;
9512 worldmaxs[1] = worldorigin[1] + worldsize;
9513 worldmaxs[2] = worldorigin[2] + worldsize;
9515 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9517 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9519 ent = r_refdef.scene.entities[renderentityindex];
9520 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9523 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9527 typedef struct r_decalsystem_splatqueue_s
9534 unsigned int decalsequence;
9536 r_decalsystem_splatqueue_t;
9538 int r_decalsystem_numqueued = 0;
9539 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9541 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)
9543 r_decalsystem_splatqueue_t *queue;
9545 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9548 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9549 VectorCopy(worldorigin, queue->worldorigin);
9550 VectorCopy(worldnormal, queue->worldnormal);
9551 Vector4Set(queue->color, r, g, b, a);
9552 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9553 queue->worldsize = worldsize;
9554 queue->decalsequence = cl.decalsequence++;
9557 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9560 r_decalsystem_splatqueue_t *queue;
9562 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9563 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);
9564 r_decalsystem_numqueued = 0;
9567 extern cvar_t cl_decals_max;
9568 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9571 decalsystem_t *decalsystem = &ent->decalsystem;
9573 unsigned int killsequence;
9578 if (!decalsystem->numdecals)
9581 if (r_showsurfaces.integer)
9584 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9586 R_DecalSystem_Reset(decalsystem);
9590 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9591 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9593 if (decalsystem->lastupdatetime)
9594 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9597 decalsystem->lastupdatetime = r_refdef.scene.time;
9598 numdecals = decalsystem->numdecals;
9600 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9602 if (decal->color4f[0][3])
9604 decal->lived += frametime;
9605 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9607 memset(decal, 0, sizeof(*decal));
9608 if (decalsystem->freedecal > i)
9609 decalsystem->freedecal = i;
9613 decal = decalsystem->decals;
9614 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9617 // collapse the array by shuffling the tail decals into the gaps
9620 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9621 decalsystem->freedecal++;
9622 if (decalsystem->freedecal == numdecals)
9624 decal[decalsystem->freedecal] = decal[--numdecals];
9627 decalsystem->numdecals = numdecals;
9631 // if there are no decals left, reset decalsystem
9632 R_DecalSystem_Reset(decalsystem);
9636 extern skinframe_t *decalskinframe;
9637 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9640 decalsystem_t *decalsystem = &ent->decalsystem;
9649 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9652 numdecals = decalsystem->numdecals;
9656 if (r_showsurfaces.integer)
9659 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9661 R_DecalSystem_Reset(decalsystem);
9665 // if the model is static it doesn't matter what value we give for
9666 // wantnormals and wanttangents, so this logic uses only rules applicable
9667 // to a model, knowing that they are meaningless otherwise
9668 RSurf_ActiveModelEntity(ent, false, false, false);
9670 decalsystem->lastupdatetime = r_refdef.scene.time;
9672 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9674 // update vertex positions for animated models
9675 v3f = decalsystem->vertex3f;
9676 c4f = decalsystem->color4f;
9677 t2f = decalsystem->texcoord2f;
9678 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9680 if (!decal->color4f[0][3])
9683 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9687 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9690 // update color values for fading decals
9691 if (decal->lived >= cl_decals_time.value)
9692 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9696 c4f[ 0] = decal->color4f[0][0] * alpha;
9697 c4f[ 1] = decal->color4f[0][1] * alpha;
9698 c4f[ 2] = decal->color4f[0][2] * alpha;
9700 c4f[ 4] = decal->color4f[1][0] * alpha;
9701 c4f[ 5] = decal->color4f[1][1] * alpha;
9702 c4f[ 6] = decal->color4f[1][2] * alpha;
9704 c4f[ 8] = decal->color4f[2][0] * alpha;
9705 c4f[ 9] = decal->color4f[2][1] * alpha;
9706 c4f[10] = decal->color4f[2][2] * alpha;
9709 t2f[0] = decal->texcoord2f[0][0];
9710 t2f[1] = decal->texcoord2f[0][1];
9711 t2f[2] = decal->texcoord2f[1][0];
9712 t2f[3] = decal->texcoord2f[1][1];
9713 t2f[4] = decal->texcoord2f[2][0];
9714 t2f[5] = decal->texcoord2f[2][1];
9716 // update vertex positions for animated models
9717 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9719 e = rsurface.modelelement3i + 3*decal->triangleindex;
9720 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9721 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9722 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9726 VectorCopy(decal->vertex3f[0], v3f);
9727 VectorCopy(decal->vertex3f[1], v3f + 3);
9728 VectorCopy(decal->vertex3f[2], v3f + 6);
9731 if (r_refdef.fogenabled)
9733 alpha = RSurf_FogVertex(v3f);
9734 VectorScale(c4f, alpha, c4f);
9735 alpha = RSurf_FogVertex(v3f + 3);
9736 VectorScale(c4f + 4, alpha, c4f + 4);
9737 alpha = RSurf_FogVertex(v3f + 6);
9738 VectorScale(c4f + 8, alpha, c4f + 8);
9749 r_refdef.stats[r_stat_drawndecals] += numtris;
9751 // now render the decals all at once
9752 // (this assumes they all use one particle font texture!)
9753 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);
9754 // R_Mesh_ResetTextureState();
9755 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9756 GL_DepthMask(false);
9757 GL_DepthRange(0, 1);
9758 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9760 GL_CullFace(GL_NONE);
9761 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9762 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9763 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9767 static void R_DrawModelDecals(void)
9771 // fade faster when there are too many decals
9772 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9773 for (i = 0;i < r_refdef.scene.numentities;i++)
9774 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9776 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9777 for (i = 0;i < r_refdef.scene.numentities;i++)
9778 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9779 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9781 R_DecalSystem_ApplySplatEntitiesQueue();
9783 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9784 for (i = 0;i < r_refdef.scene.numentities;i++)
9785 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9787 r_refdef.stats[r_stat_totaldecals] += numdecals;
9789 if (r_showsurfaces.integer || !r_drawdecals.integer)
9792 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9794 for (i = 0;i < r_refdef.scene.numentities;i++)
9796 if (!r_refdef.viewcache.entityvisible[i])
9798 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9799 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9803 extern cvar_t mod_collision_bih;
9804 static void R_DrawDebugModel(void)
9806 entity_render_t *ent = rsurface.entity;
9807 int i, j, flagsmask;
9808 const msurface_t *surface;
9809 dp_model_t *model = ent->model;
9811 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9814 if (r_showoverdraw.value > 0)
9816 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9817 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9818 R_SetupShader_Generic_NoTexture(false, false);
9819 GL_DepthTest(false);
9820 GL_DepthMask(false);
9821 GL_DepthRange(0, 1);
9822 GL_BlendFunc(GL_ONE, GL_ONE);
9823 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9825 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9827 rsurface.texture = R_GetCurrentTexture(surface->texture);
9828 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9830 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9831 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9832 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9833 GL_Color(c, 0, 0, 1.0f);
9834 else if (ent == r_refdef.scene.worldentity)
9835 GL_Color(c, c, c, 1.0f);
9837 GL_Color(0, c, 0, 1.0f);
9838 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9842 rsurface.texture = NULL;
9845 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9847 // R_Mesh_ResetTextureState();
9848 R_SetupShader_Generic_NoTexture(false, false);
9849 GL_DepthRange(0, 1);
9850 GL_DepthTest(!r_showdisabledepthtest.integer);
9851 GL_DepthMask(false);
9852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9854 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9858 qboolean cullbox = false;
9859 const q3mbrush_t *brush;
9860 const bih_t *bih = &model->collision_bih;
9861 const bih_leaf_t *bihleaf;
9862 float vertex3f[3][3];
9863 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9864 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9866 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9868 switch (bihleaf->type)
9871 brush = model->brush.data_brushes + bihleaf->itemindex;
9872 if (brush->colbrushf && brush->colbrushf->numtriangles)
9874 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);
9875 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9876 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9879 case BIH_COLLISIONTRIANGLE:
9880 triangleindex = bihleaf->itemindex;
9881 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9882 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9883 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9884 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);
9885 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9886 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9888 case BIH_RENDERTRIANGLE:
9889 triangleindex = bihleaf->itemindex;
9890 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9891 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9892 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9893 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);
9894 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9895 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9901 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9904 if (r_showtris.value > 0 && qglPolygonMode)
9906 if (r_showdisabledepthtest.integer)
9908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9909 GL_DepthMask(false);
9913 GL_BlendFunc(GL_ONE, GL_ZERO);
9916 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9917 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9919 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9921 rsurface.texture = R_GetCurrentTexture(surface->texture);
9922 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9924 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9925 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9926 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9927 else if (ent == r_refdef.scene.worldentity)
9928 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9930 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9931 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9935 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9936 rsurface.texture = NULL;
9940 // FIXME! implement r_shownormals with just triangles
9941 if (r_shownormals.value != 0 && qglBegin)
9945 if (r_showdisabledepthtest.integer)
9947 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9948 GL_DepthMask(false);
9952 GL_BlendFunc(GL_ONE, GL_ZERO);
9955 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9957 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9959 rsurface.texture = R_GetCurrentTexture(surface->texture);
9960 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9962 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9964 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9966 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9968 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9969 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9970 qglVertex3f(v[0], v[1], v[2]);
9971 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9972 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9973 qglVertex3f(v[0], v[1], v[2]);
9976 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9978 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9980 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9981 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9982 qglVertex3f(v[0], v[1], v[2]);
9983 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9984 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9985 qglVertex3f(v[0], v[1], v[2]);
9988 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9990 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9992 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9993 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9994 qglVertex3f(v[0], v[1], v[2]);
9995 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9996 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9997 qglVertex3f(v[0], v[1], v[2]);
10000 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10002 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10004 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10005 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10006 qglVertex3f(v[0], v[1], v[2]);
10007 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10008 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10009 qglVertex3f(v[0], v[1], v[2]);
10016 rsurface.texture = NULL;
10022 int r_maxsurfacelist = 0;
10023 const msurface_t **r_surfacelist = NULL;
10024 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10026 int i, j, endj, flagsmask;
10027 dp_model_t *model = ent->model;
10028 msurface_t *surfaces;
10029 unsigned char *update;
10030 int numsurfacelist = 0;
10034 if (r_maxsurfacelist < model->num_surfaces)
10036 r_maxsurfacelist = model->num_surfaces;
10038 Mem_Free((msurface_t **)r_surfacelist);
10039 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10042 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10043 RSurf_ActiveModelEntity(ent, false, false, false);
10045 RSurf_ActiveModelEntity(ent, true, true, true);
10046 else if (depthonly)
10047 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10049 RSurf_ActiveModelEntity(ent, true, true, false);
10051 surfaces = model->data_surfaces;
10052 update = model->brushq1.lightmapupdateflags;
10054 // update light styles
10055 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10057 model_brush_lightstyleinfo_t *style;
10058 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10060 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10062 int *list = style->surfacelist;
10063 style->value = r_refdef.scene.lightstylevalue[style->style];
10064 for (j = 0;j < style->numsurfaces;j++)
10065 update[list[j]] = true;
10070 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10074 R_DrawDebugModel();
10075 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10079 rsurface.lightmaptexture = NULL;
10080 rsurface.deluxemaptexture = NULL;
10081 rsurface.uselightmaptexture = false;
10082 rsurface.texture = NULL;
10083 rsurface.rtlight = NULL;
10084 numsurfacelist = 0;
10085 // add visible surfaces to draw list
10086 if (ent == r_refdef.scene.worldentity)
10088 // for the world entity, check surfacevisible
10089 for (i = 0;i < model->nummodelsurfaces;i++)
10091 j = model->sortedmodelsurfaces[i];
10092 if (r_refdef.viewcache.world_surfacevisible[j])
10093 r_surfacelist[numsurfacelist++] = surfaces + j;
10098 // for ui we have to preserve the order of surfaces
10099 for (i = 0; i < model->nummodelsurfaces; i++)
10100 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10104 // add all surfaces
10105 for (i = 0; i < model->nummodelsurfaces; i++)
10106 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10108 // don't do anything if there were no surfaces
10109 if (!numsurfacelist)
10111 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10114 // update lightmaps if needed
10118 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10123 R_BuildLightMap(ent, surfaces + j);
10128 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10130 // add to stats if desired
10131 if (r_speeds.integer && !skysurfaces && !depthonly)
10133 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10134 for (j = 0;j < numsurfacelist;j++)
10135 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10138 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10141 void R_DebugLine(vec3_t start, vec3_t end)
10143 dp_model_t *mod = CL_Mesh_UI();
10145 int e0, e1, e2, e3;
10146 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10147 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10148 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10151 // transform to screen coords first
10152 Vector4Set(w[0], start[0], start[1], start[2], 1);
10153 Vector4Set(w[1], end[0], end[1], end[2], 1);
10154 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10155 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10156 x1 = s[0][0] * vid_conwidth.value / vid.width;
10157 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10158 x2 = s[1][0] * vid_conwidth.value / vid.width;
10159 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10160 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10162 // add the line to the UI mesh for drawing later
10164 // width is measured in real pixels
10165 if (fabs(x2 - x1) > fabs(y2 - y1))
10168 offsety = 0.5f * width * vid_conheight.value / vid.height;
10172 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10175 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);
10176 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10177 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10178 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10179 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10180 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10181 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10186 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)
10188 static texture_t texture;
10190 // fake enough texture and surface state to render this geometry
10192 texture.update_lastrenderframe = -1; // regenerate this texture
10193 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10194 texture.basealpha = 1.0f;
10195 texture.currentskinframe = skinframe;
10196 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10197 texture.offsetmapping = OFFSETMAPPING_OFF;
10198 texture.offsetscale = 1;
10199 texture.specularscalemod = 1;
10200 texture.specularpowermod = 1;
10201 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10203 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10206 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)
10208 static msurface_t surface;
10209 const msurface_t *surfacelist = &surface;
10211 // fake enough texture and surface state to render this geometry
10212 surface.texture = texture;
10213 surface.num_triangles = numtriangles;
10214 surface.num_firsttriangle = firsttriangle;
10215 surface.num_vertices = numvertices;
10216 surface.num_firstvertex = firstvertex;
10219 rsurface.texture = R_GetCurrentTexture(surface.texture);
10220 rsurface.lightmaptexture = NULL;
10221 rsurface.deluxemaptexture = NULL;
10222 rsurface.uselightmaptexture = false;
10223 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);