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.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {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)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {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"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {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"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {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_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 = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "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 = {0, "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 = {0, "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 = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "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)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 cvar_t r_transparentdepthmasking = {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"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
137 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
149 cvar_t r_texture_dds_save = {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"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 cvar_t r_usedepthtextures = {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"};
156 cvar_t r_viewfbo = {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"};
157 cvar_t r_viewscale = {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"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
161 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
162 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
166 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
167 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
168 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {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)"};
172 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
173 cvar_t r_glsl_offsetmapping_lod = {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"};
174 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
175 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
176 cvar_t r_glsl_postprocess_uservec1 = {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)"};
177 cvar_t r_glsl_postprocess_uservec2 = {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)"};
178 cvar_t r_glsl_postprocess_uservec3 = {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)"};
179 cvar_t r_glsl_postprocess_uservec4 = {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)"};
180 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
185 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
186 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
187 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
188 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
189 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
190 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
191 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
192 cvar_t r_water_hideplayer = {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"};
193 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
195 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
196 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
197 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
198 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
201 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
204 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
205 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
206 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
207 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
208 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
211 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
212 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
213 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
214 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
217 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
218 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
219 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
223 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
225 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229 cvar_t r_batch_multidraw = {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)"};
230 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
233 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
235 cvar_t r_glsl_vertextextureblend_usebothalphas = {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."};
237 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
239 extern cvar_t v_glslgamma;
240 extern cvar_t v_glslgamma_2d;
242 extern qboolean v_flipped_state;
244 r_framebufferstate_t r_fb;
246 /// shadow volume bsp struct with automatically growing nodes buffer
249 rtexture_t *r_texture_blanknormalmap;
250 rtexture_t *r_texture_white;
251 rtexture_t *r_texture_grey128;
252 rtexture_t *r_texture_black;
253 rtexture_t *r_texture_notexture;
254 rtexture_t *r_texture_whitecube;
255 rtexture_t *r_texture_normalizationcube;
256 rtexture_t *r_texture_fogattenuation;
257 rtexture_t *r_texture_fogheighttexture;
258 rtexture_t *r_texture_gammaramps;
259 unsigned int r_texture_gammaramps_serial;
260 //rtexture_t *r_texture_fogintensity;
261 rtexture_t *r_texture_reflectcube;
263 // TODO: hash lookups?
264 typedef struct cubemapinfo_s
271 int r_texture_numcubemaps;
272 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
274 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
275 unsigned int r_numqueries;
276 unsigned int r_maxqueries;
278 typedef struct r_qwskincache_s
280 char name[MAX_QPATH];
281 skinframe_t *skinframe;
285 static r_qwskincache_t *r_qwskincache;
286 static int r_qwskincache_size;
288 /// vertex coordinates for a quad that covers the screen exactly
289 extern const float r_screenvertex3f[12];
290 extern const float r_d3dscreenvertex3f[12];
291 const float r_screenvertex3f[12] =
298 const float r_d3dscreenvertex3f[12] =
306 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
309 for (i = 0;i < verts;i++)
320 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
323 for (i = 0;i < verts;i++)
333 // FIXME: move this to client?
336 if (gamemode == GAME_NEHAHRA)
338 Cvar_Set("gl_fogenable", "0");
339 Cvar_Set("gl_fogdensity", "0.2");
340 Cvar_Set("gl_fogred", "0.3");
341 Cvar_Set("gl_foggreen", "0.3");
342 Cvar_Set("gl_fogblue", "0.3");
344 r_refdef.fog_density = 0;
345 r_refdef.fog_red = 0;
346 r_refdef.fog_green = 0;
347 r_refdef.fog_blue = 0;
348 r_refdef.fog_alpha = 1;
349 r_refdef.fog_start = 0;
350 r_refdef.fog_end = 16384;
351 r_refdef.fog_height = 1<<30;
352 r_refdef.fog_fadedepth = 128;
353 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
356 static void R_BuildBlankTextures(void)
358 unsigned char data[4];
359 data[2] = 128; // normal X
360 data[1] = 128; // normal Y
361 data[0] = 255; // normal Z
362 data[3] = 255; // height
363 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
378 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 static void R_BuildNoTexture(void)
384 unsigned char pix[16][16][4];
385 // this makes a light grey/dark grey checkerboard texture
386 for (y = 0;y < 16;y++)
388 for (x = 0;x < 16;x++)
390 if ((y < 8) ^ (x < 8))
406 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
409 static void R_BuildWhiteCube(void)
411 unsigned char data[6*1*1*4];
412 memset(data, 255, sizeof(data));
413 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
416 static void R_BuildNormalizationCube(void)
420 vec_t s, t, intensity;
423 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
424 for (side = 0;side < 6;side++)
426 for (y = 0;y < NORMSIZE;y++)
428 for (x = 0;x < NORMSIZE;x++)
430 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
431 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
466 intensity = 127.0f / sqrt(DotProduct(v, v));
467 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
468 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
469 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
470 data[((side*64+y)*64+x)*4+3] = 255;
474 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
478 static void R_BuildFogTexture(void)
482 unsigned char data1[FOGWIDTH][4];
483 //unsigned char data2[FOGWIDTH][4];
486 r_refdef.fogmasktable_start = r_refdef.fog_start;
487 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
488 r_refdef.fogmasktable_range = r_refdef.fogrange;
489 r_refdef.fogmasktable_density = r_refdef.fog_density;
491 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
492 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
494 d = (x * r - r_refdef.fogmasktable_start);
495 if(developer_extra.integer)
496 Con_DPrintf("%f ", d);
498 if (r_fog_exp2.integer)
499 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
501 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
502 if(developer_extra.integer)
503 Con_DPrintf(" : %f ", alpha);
504 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
505 if(developer_extra.integer)
506 Con_DPrintf(" = %f\n", alpha);
507 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
510 for (x = 0;x < FOGWIDTH;x++)
512 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
517 //data2[x][0] = 255 - b;
518 //data2[x][1] = 255 - b;
519 //data2[x][2] = 255 - b;
522 if (r_texture_fogattenuation)
524 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
525 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
529 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
530 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
534 static void R_BuildFogHeightTexture(void)
536 unsigned char *inpixels;
544 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
545 if (r_refdef.fogheighttexturename[0])
546 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
549 r_refdef.fog_height_tablesize = 0;
550 if (r_texture_fogheighttexture)
551 R_FreeTexture(r_texture_fogheighttexture);
552 r_texture_fogheighttexture = NULL;
553 if (r_refdef.fog_height_table2d)
554 Mem_Free(r_refdef.fog_height_table2d);
555 r_refdef.fog_height_table2d = NULL;
556 if (r_refdef.fog_height_table1d)
557 Mem_Free(r_refdef.fog_height_table1d);
558 r_refdef.fog_height_table1d = NULL;
562 r_refdef.fog_height_tablesize = size;
563 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
564 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
565 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
567 // LordHavoc: now the magic - what is that table2d for? it is a cooked
568 // average fog color table accounting for every fog layer between a point
569 // and the camera. (Note: attenuation is handled separately!)
570 for (y = 0;y < size;y++)
572 for (x = 0;x < size;x++)
578 for (j = x;j <= y;j++)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
586 for (j = x;j >= y;j--)
588 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
593 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
594 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
595 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
599 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
602 //=======================================================================================================================================================
604 static const char *builtinshaderstring =
605 #include "shader_glsl.h"
608 const char *builtinhlslshaderstring =
609 #include "shader_hlsl.h"
612 char *glslshaderstring = NULL;
613 char *hlslshaderstring = NULL;
615 //=======================================================================================================================================================
617 typedef struct shaderpermutationinfo_s
622 shaderpermutationinfo_t;
624 typedef struct shadermodeinfo_s
626 const char *vertexfilename;
627 const char *geometryfilename;
628 const char *fragmentfilename;
634 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
635 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
637 {"#define USEDIFFUSE\n", " diffuse"},
638 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
639 {"#define USEVIEWTINT\n", " viewtint"},
640 {"#define USECOLORMAPPING\n", " colormapping"},
641 {"#define USESATURATION\n", " saturation"},
642 {"#define USEFOGINSIDE\n", " foginside"},
643 {"#define USEFOGOUTSIDE\n", " fogoutside"},
644 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
645 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
646 {"#define USEGAMMARAMPS\n", " gammaramps"},
647 {"#define USECUBEFILTER\n", " cubefilter"},
648 {"#define USEGLOW\n", " glow"},
649 {"#define USEBLOOM\n", " bloom"},
650 {"#define USESPECULAR\n", " specular"},
651 {"#define USEPOSTPROCESSING\n", " postprocessing"},
652 {"#define USEREFLECTION\n", " reflection"},
653 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
654 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
655 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
656 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
657 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
658 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
659 {"#define USEALPHAKILL\n", " alphakill"},
660 {"#define USEREFLECTCUBE\n", " reflectcube"},
661 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
662 {"#define USEBOUNCEGRID\n", " bouncegrid"},
663 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
664 {"#define USETRIPPY\n", " trippy"},
665 {"#define USEDEPTHRGB\n", " depthrgb"},
666 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
667 {"#define USESKELETAL\n", " skeletal"}
670 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
671 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
686 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
687 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
693 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 unsigned int permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
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)
869 #define SHADERSTATICPARMS_COUNT 13
871 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
872 static int shaderstaticparms_count = 0;
874 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
875 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
877 extern qboolean r_shadow_shadowmapsampler;
878 extern int r_shadow_shadowmappcf;
879 qboolean R_CompileShader_CheckStaticParms(void)
881 static int r_compileshader_staticparms_save[1];
882 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
883 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
886 if (r_glsl_saturation_redcompensate.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
888 if (r_glsl_vertextextureblend_usebothalphas.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
890 if (r_shadow_glossexact.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
892 if (r_glsl_postprocess.integer)
894 if (r_glsl_postprocess_uservec1_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
896 if (r_glsl_postprocess_uservec2_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
898 if (r_glsl_postprocess_uservec3_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
900 if (r_glsl_postprocess_uservec4_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
903 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
906 if (r_shadow_shadowmapsampler)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
908 if (r_shadow_shadowmappcf > 1)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
910 else if (r_shadow_shadowmappcf)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
912 if (r_celshading.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
914 if (r_celoutlines.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
917 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
920 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
921 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
924 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
925 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
927 shaderstaticparms_count = 0;
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
945 /// information about each possible shader permutation
946 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
947 /// currently selected permutation
948 r_glsl_permutation_t *r_glsl_permutation;
949 /// storage for permutations linked in the hash table
950 memexpandablearray_t r_glsl_permutationarray;
952 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
954 //unsigned int hashdepth = 0;
955 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
956 r_glsl_permutation_t *p;
957 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
959 if (p->mode == mode && p->permutation == permutation)
961 //if (hashdepth > 10)
962 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
967 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
969 p->permutation = permutation;
970 p->hashnext = r_glsl_permutationhash[mode][hashindex];
971 r_glsl_permutationhash[mode][hashindex] = p;
972 //if (hashdepth > 10)
973 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
977 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
980 if (!filename || !filename[0])
982 if (!strcmp(filename, "glsl/default.glsl"))
984 if (!glslshaderstring)
986 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
987 if (glslshaderstring)
988 Con_DPrintf("Loading shaders from file %s...\n", filename);
990 glslshaderstring = (char *)builtinshaderstring;
992 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
993 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
996 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
999 if (printfromdisknotice)
1000 Con_DPrintf("from disk %s... ", filename);
1001 return shaderstring;
1003 return shaderstring;
1006 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1010 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1011 char *vertexstring, *geometrystring, *fragmentstring;
1012 char permutationname[256];
1013 int vertstrings_count = 0;
1014 int geomstrings_count = 0;
1015 int fragstrings_count = 0;
1016 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1017 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1018 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1025 permutationname[0] = 0;
1026 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1027 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1028 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1030 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1032 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1033 if(vid.support.gl20shaders130)
1035 vertstrings_list[vertstrings_count++] = "#version 130\n";
1036 geomstrings_list[geomstrings_count++] = "#version 130\n";
1037 fragstrings_list[fragstrings_count++] = "#version 130\n";
1038 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1039 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1040 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1043 // the first pretext is which type of shader to compile as
1044 // (later these will all be bound together as a program object)
1045 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1046 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1047 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1049 // the second pretext is the mode (for example a light source)
1050 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1051 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1052 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1053 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1055 // now add all the permutation pretexts
1056 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1058 if (permutation & (1<<i))
1060 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1061 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1062 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1063 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1067 // keep line numbers correct
1068 vertstrings_list[vertstrings_count++] = "\n";
1069 geomstrings_list[geomstrings_count++] = "\n";
1070 fragstrings_list[fragstrings_count++] = "\n";
1075 R_CompileShader_AddStaticParms(mode, permutation);
1076 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1077 vertstrings_count += shaderstaticparms_count;
1078 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1079 geomstrings_count += shaderstaticparms_count;
1080 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1081 fragstrings_count += shaderstaticparms_count;
1083 // now append the shader text itself
1084 vertstrings_list[vertstrings_count++] = vertexstring;
1085 geomstrings_list[geomstrings_count++] = geometrystring;
1086 fragstrings_list[fragstrings_count++] = fragmentstring;
1088 // if any sources were NULL, clear the respective list
1090 vertstrings_count = 0;
1091 if (!geometrystring)
1092 geomstrings_count = 0;
1093 if (!fragmentstring)
1094 fragstrings_count = 0;
1096 // compile the shader program
1097 if (vertstrings_count + geomstrings_count + fragstrings_count)
1098 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1102 qglUseProgram(p->program);CHECKGLERROR
1103 // look up all the uniform variable names we care about, so we don't
1104 // have to look them up every time we set them
1106 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1107 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1108 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1109 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1110 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1111 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1112 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1113 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1114 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1115 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1116 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1117 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1118 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1119 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1120 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1121 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1122 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1123 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1124 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1125 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1126 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1127 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1128 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1129 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1130 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1131 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1132 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1133 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1134 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1135 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1136 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1137 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1138 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1139 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1140 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1141 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1142 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1143 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1144 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1145 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1146 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1147 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1148 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1149 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1150 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1151 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1152 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1153 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1154 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1155 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1156 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1157 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1158 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1159 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1160 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1161 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1162 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1163 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1164 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1165 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1166 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1167 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1168 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1169 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1170 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1171 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1172 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1173 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1174 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1175 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1176 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1177 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1178 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1179 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1180 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1181 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1182 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1183 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1184 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1185 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1186 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1187 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1188 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1189 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1190 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1191 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1192 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1193 // initialize the samplers to refer to the texture units we use
1194 p->tex_Texture_First = -1;
1195 p->tex_Texture_Second = -1;
1196 p->tex_Texture_GammaRamps = -1;
1197 p->tex_Texture_Normal = -1;
1198 p->tex_Texture_Color = -1;
1199 p->tex_Texture_Gloss = -1;
1200 p->tex_Texture_Glow = -1;
1201 p->tex_Texture_SecondaryNormal = -1;
1202 p->tex_Texture_SecondaryColor = -1;
1203 p->tex_Texture_SecondaryGloss = -1;
1204 p->tex_Texture_SecondaryGlow = -1;
1205 p->tex_Texture_Pants = -1;
1206 p->tex_Texture_Shirt = -1;
1207 p->tex_Texture_FogHeightTexture = -1;
1208 p->tex_Texture_FogMask = -1;
1209 p->tex_Texture_Lightmap = -1;
1210 p->tex_Texture_Deluxemap = -1;
1211 p->tex_Texture_Attenuation = -1;
1212 p->tex_Texture_Cube = -1;
1213 p->tex_Texture_Refraction = -1;
1214 p->tex_Texture_Reflection = -1;
1215 p->tex_Texture_ShadowMap2D = -1;
1216 p->tex_Texture_CubeProjection = -1;
1217 p->tex_Texture_ScreenNormalMap = -1;
1218 p->tex_Texture_ScreenDiffuse = -1;
1219 p->tex_Texture_ScreenSpecular = -1;
1220 p->tex_Texture_ReflectMask = -1;
1221 p->tex_Texture_ReflectCube = -1;
1222 p->tex_Texture_BounceGrid = -1;
1224 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1225 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1226 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1227 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1228 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1229 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1230 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1231 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1232 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1233 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1234 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1235 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1236 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1237 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1238 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1239 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1240 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1241 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1242 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1243 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1244 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1245 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1246 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1247 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1248 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1249 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1250 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1251 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1252 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1254 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1257 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1261 Mem_Free(vertexstring);
1263 Mem_Free(geometrystring);
1265 Mem_Free(fragmentstring);
1268 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1270 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1271 if (r_glsl_permutation != perm)
1273 r_glsl_permutation = perm;
1274 if (!r_glsl_permutation->program)
1276 if (!r_glsl_permutation->compiled)
1277 R_GLSL_CompilePermutation(perm, mode, permutation);
1278 if (!r_glsl_permutation->program)
1280 // remove features until we find a valid permutation
1282 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1284 // reduce i more quickly whenever it would not remove any bits
1285 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1286 if (!(permutation & j))
1289 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1290 if (!r_glsl_permutation->compiled)
1291 R_GLSL_CompilePermutation(perm, mode, permutation);
1292 if (r_glsl_permutation->program)
1295 if (i >= SHADERPERMUTATION_COUNT)
1297 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1298 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1299 qglUseProgram(0);CHECKGLERROR
1300 return; // no bit left to clear, entire mode is broken
1305 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1307 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1308 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1309 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1316 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1317 extern D3DCAPS9 vid_d3d9caps;
1320 struct r_hlsl_permutation_s;
1321 typedef struct r_hlsl_permutation_s
1323 /// hash lookup data
1324 struct r_hlsl_permutation_s *hashnext;
1326 unsigned int permutation;
1328 /// indicates if we have tried compiling this permutation already
1330 /// NULL if compilation failed
1331 IDirect3DVertexShader9 *vertexshader;
1332 IDirect3DPixelShader9 *pixelshader;
1334 r_hlsl_permutation_t;
1336 typedef enum D3DVSREGISTER_e
1338 D3DVSREGISTER_TexMatrix = 0, // float4x4
1339 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1340 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1341 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1342 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1343 D3DVSREGISTER_ModelToLight = 20, // float4x4
1344 D3DVSREGISTER_EyePosition = 24,
1345 D3DVSREGISTER_FogPlane = 25,
1346 D3DVSREGISTER_LightDir = 26,
1347 D3DVSREGISTER_LightPosition = 27,
1351 typedef enum D3DPSREGISTER_e
1353 D3DPSREGISTER_Alpha = 0,
1354 D3DPSREGISTER_BloomBlur_Parameters = 1,
1355 D3DPSREGISTER_ClientTime = 2,
1356 D3DPSREGISTER_Color_Ambient = 3,
1357 D3DPSREGISTER_Color_Diffuse = 4,
1358 D3DPSREGISTER_Color_Specular = 5,
1359 D3DPSREGISTER_Color_Glow = 6,
1360 D3DPSREGISTER_Color_Pants = 7,
1361 D3DPSREGISTER_Color_Shirt = 8,
1362 D3DPSREGISTER_DeferredColor_Ambient = 9,
1363 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1364 D3DPSREGISTER_DeferredColor_Specular = 11,
1365 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1366 D3DPSREGISTER_DeferredMod_Specular = 13,
1367 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1368 D3DPSREGISTER_EyePosition = 15, // unused
1369 D3DPSREGISTER_FogColor = 16,
1370 D3DPSREGISTER_FogHeightFade = 17,
1371 D3DPSREGISTER_FogPlane = 18,
1372 D3DPSREGISTER_FogPlaneViewDist = 19,
1373 D3DPSREGISTER_FogRangeRecip = 20,
1374 D3DPSREGISTER_LightColor = 21,
1375 D3DPSREGISTER_LightDir = 22, // unused
1376 D3DPSREGISTER_LightPosition = 23,
1377 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1378 D3DPSREGISTER_PixelSize = 25,
1379 D3DPSREGISTER_ReflectColor = 26,
1380 D3DPSREGISTER_ReflectFactor = 27,
1381 D3DPSREGISTER_ReflectOffset = 28,
1382 D3DPSREGISTER_RefractColor = 29,
1383 D3DPSREGISTER_Saturation = 30,
1384 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1385 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1386 D3DPSREGISTER_ScreenToDepth = 33,
1387 D3DPSREGISTER_ShadowMap_Parameters = 34,
1388 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1389 D3DPSREGISTER_SpecularPower = 36,
1390 D3DPSREGISTER_UserVec1 = 37,
1391 D3DPSREGISTER_UserVec2 = 38,
1392 D3DPSREGISTER_UserVec3 = 39,
1393 D3DPSREGISTER_UserVec4 = 40,
1394 D3DPSREGISTER_ViewTintColor = 41,
1395 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1396 D3DPSREGISTER_BloomColorSubtract = 43,
1397 D3DPSREGISTER_ViewToLight = 44, // float4x4
1398 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1399 D3DPSREGISTER_NormalmapScrollBlend = 52,
1400 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1401 D3DPSREGISTER_OffsetMapping_Bias = 54,
1406 /// information about each possible shader permutation
1407 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1408 /// currently selected permutation
1409 r_hlsl_permutation_t *r_hlsl_permutation;
1410 /// storage for permutations linked in the hash table
1411 memexpandablearray_t r_hlsl_permutationarray;
1413 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1415 //unsigned int hashdepth = 0;
1416 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1417 r_hlsl_permutation_t *p;
1418 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1420 if (p->mode == mode && p->permutation == permutation)
1422 //if (hashdepth > 10)
1423 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1428 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1430 p->permutation = permutation;
1431 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1432 r_hlsl_permutationhash[mode][hashindex] = p;
1433 //if (hashdepth > 10)
1434 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1438 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1441 if (!filename || !filename[0])
1443 if (!strcmp(filename, "hlsl/default.hlsl"))
1445 if (!hlslshaderstring)
1447 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1448 if (hlslshaderstring)
1449 Con_DPrintf("Loading shaders from file %s...\n", filename);
1451 hlslshaderstring = (char *)builtinhlslshaderstring;
1453 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1454 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1455 return shaderstring;
1457 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1460 if (printfromdisknotice)
1461 Con_DPrintf("from disk %s... ", filename);
1462 return shaderstring;
1464 return shaderstring;
1468 //#include <d3dx9shader.h>
1469 //#include <d3dx9mesh.h>
1471 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1473 DWORD *vsbin = NULL;
1474 DWORD *psbin = NULL;
1475 fs_offset_t vsbinsize;
1476 fs_offset_t psbinsize;
1477 // IDirect3DVertexShader9 *vs = NULL;
1478 // IDirect3DPixelShader9 *ps = NULL;
1479 ID3DXBuffer *vslog = NULL;
1480 ID3DXBuffer *vsbuffer = NULL;
1481 ID3DXConstantTable *vsconstanttable = NULL;
1482 ID3DXBuffer *pslog = NULL;
1483 ID3DXBuffer *psbuffer = NULL;
1484 ID3DXConstantTable *psconstanttable = NULL;
1487 char temp[MAX_INPUTLINE];
1488 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1490 qboolean debugshader = gl_paranoid.integer != 0;
1491 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1492 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1495 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1496 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1498 if ((!vsbin && vertstring) || (!psbin && fragstring))
1500 const char* dllnames_d3dx9 [] =
1524 dllhandle_t d3dx9_dll = NULL;
1525 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1526 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1527 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1528 dllfunction_t d3dx9_dllfuncs[] =
1530 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1531 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1532 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1535 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1537 DWORD shaderflags = 0;
1539 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1540 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1541 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1542 if (vertstring && vertstring[0])
1546 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1547 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1550 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1553 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1554 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1555 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1556 ID3DXBuffer_Release(vsbuffer);
1560 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1561 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1562 ID3DXBuffer_Release(vslog);
1565 if (fragstring && fragstring[0])
1569 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1570 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1576 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1577 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1578 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1579 ID3DXBuffer_Release(psbuffer);
1583 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1584 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 ID3DXBuffer_Release(pslog);
1588 Sys_UnloadLibrary(&d3dx9_dll);
1591 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1595 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1596 if (FAILED(vsresult))
1597 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1598 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1599 if (FAILED(psresult))
1600 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1602 // free the shader data
1603 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1604 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1607 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1610 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1611 int vertstring_length = 0;
1612 int geomstring_length = 0;
1613 int fragstring_length = 0;
1615 char *vertexstring, *geometrystring, *fragmentstring;
1616 char *vertstring, *geomstring, *fragstring;
1617 char permutationname[256];
1618 char cachename[256];
1619 int vertstrings_count = 0;
1620 int geomstrings_count = 0;
1621 int fragstrings_count = 0;
1622 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1623 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1624 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1629 p->vertexshader = NULL;
1630 p->pixelshader = NULL;
1632 permutationname[0] = 0;
1634 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1635 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1636 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1638 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1639 strlcat(cachename, "hlsl/", sizeof(cachename));
1641 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1642 vertstrings_count = 0;
1643 geomstrings_count = 0;
1644 fragstrings_count = 0;
1645 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1646 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1647 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1649 // the first pretext is which type of shader to compile as
1650 // (later these will all be bound together as a program object)
1651 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1652 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1653 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1655 // the second pretext is the mode (for example a light source)
1656 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1657 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1658 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1659 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1660 strlcat(cachename, modeinfo->name, sizeof(cachename));
1662 // now add all the permutation pretexts
1663 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1665 if (permutation & (1<<i))
1667 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1668 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1669 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1670 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1671 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1675 // keep line numbers correct
1676 vertstrings_list[vertstrings_count++] = "\n";
1677 geomstrings_list[geomstrings_count++] = "\n";
1678 fragstrings_list[fragstrings_count++] = "\n";
1683 R_CompileShader_AddStaticParms(mode, permutation);
1684 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 vertstrings_count += shaderstaticparms_count;
1686 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1687 geomstrings_count += shaderstaticparms_count;
1688 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1689 fragstrings_count += shaderstaticparms_count;
1691 // replace spaces in the cachename with _ characters
1692 for (i = 0;cachename[i];i++)
1693 if (cachename[i] == ' ')
1696 // now append the shader text itself
1697 vertstrings_list[vertstrings_count++] = vertexstring;
1698 geomstrings_list[geomstrings_count++] = geometrystring;
1699 fragstrings_list[fragstrings_count++] = fragmentstring;
1701 // if any sources were NULL, clear the respective list
1703 vertstrings_count = 0;
1704 if (!geometrystring)
1705 geomstrings_count = 0;
1706 if (!fragmentstring)
1707 fragstrings_count = 0;
1709 vertstring_length = 0;
1710 for (i = 0;i < vertstrings_count;i++)
1711 vertstring_length += strlen(vertstrings_list[i]);
1712 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1713 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1714 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1716 geomstring_length = 0;
1717 for (i = 0;i < geomstrings_count;i++)
1718 geomstring_length += strlen(geomstrings_list[i]);
1719 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1720 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1721 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1723 fragstring_length = 0;
1724 for (i = 0;i < fragstrings_count;i++)
1725 fragstring_length += strlen(fragstrings_list[i]);
1726 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1727 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1728 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1730 // try to load the cached shader, or generate one
1731 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1733 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1734 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1736 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1740 Mem_Free(vertstring);
1742 Mem_Free(geomstring);
1744 Mem_Free(fragstring);
1746 Mem_Free(vertexstring);
1748 Mem_Free(geometrystring);
1750 Mem_Free(fragmentstring);
1753 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1754 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1755 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1758 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1761 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1762 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1764 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1765 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1767 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1769 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1770 if (r_hlsl_permutation != perm)
1772 r_hlsl_permutation = perm;
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 if (!r_hlsl_permutation->compiled)
1776 R_HLSL_CompilePermutation(perm, mode, permutation);
1777 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1779 // remove features until we find a valid permutation
1781 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1783 // reduce i more quickly whenever it would not remove any bits
1784 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1785 if (!(permutation & j))
1788 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1789 if (!r_hlsl_permutation->compiled)
1790 R_HLSL_CompilePermutation(perm, mode, permutation);
1791 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1794 if (i >= SHADERPERMUTATION_COUNT)
1796 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1798 return; // no bit left to clear, entire mode is broken
1802 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1803 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1806 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1807 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1811 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1813 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1814 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1815 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1816 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1819 void R_GLSL_Restart_f(void)
1821 unsigned int i, limit;
1822 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1823 Mem_Free(glslshaderstring);
1824 glslshaderstring = NULL;
1825 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1826 Mem_Free(hlslshaderstring);
1827 hlslshaderstring = NULL;
1828 switch(vid.renderpath)
1830 case RENDERPATH_D3D9:
1833 r_hlsl_permutation_t *p;
1834 r_hlsl_permutation = NULL;
1835 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1836 for (i = 0;i < limit;i++)
1838 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1840 if (p->vertexshader)
1841 IDirect3DVertexShader9_Release(p->vertexshader);
1843 IDirect3DPixelShader9_Release(p->pixelshader);
1844 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1847 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1851 case RENDERPATH_D3D10:
1852 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_D3D11:
1855 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_GL20:
1858 case RENDERPATH_GLES2:
1860 r_glsl_permutation_t *p;
1861 r_glsl_permutation = NULL;
1862 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1863 for (i = 0;i < limit;i++)
1865 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1867 GL_Backend_FreeProgram(p->program);
1868 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1871 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1874 case RENDERPATH_GL11:
1875 case RENDERPATH_GL13:
1876 case RENDERPATH_GLES1:
1878 case RENDERPATH_SOFT:
1883 static void R_GLSL_DumpShader_f(void)
1888 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1891 FS_Print(file, "/* The engine may define the following macros:\n");
1892 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1893 for (i = 0;i < SHADERMODE_COUNT;i++)
1894 FS_Print(file, glslshadermodeinfo[i].pretext);
1895 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1896 FS_Print(file, shaderpermutationinfo[i].pretext);
1897 FS_Print(file, "*/\n");
1898 FS_Print(file, builtinshaderstring);
1900 Con_Printf("glsl/default.glsl written\n");
1903 Con_Printf("failed to write to glsl/default.glsl\n");
1905 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1908 FS_Print(file, "/* The engine may define the following macros:\n");
1909 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1910 for (i = 0;i < SHADERMODE_COUNT;i++)
1911 FS_Print(file, hlslshadermodeinfo[i].pretext);
1912 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1913 FS_Print(file, shaderpermutationinfo[i].pretext);
1914 FS_Print(file, "*/\n");
1915 FS_Print(file, builtinhlslshaderstring);
1917 Con_Printf("hlsl/default.hlsl written\n");
1920 Con_Printf("failed to write to hlsl/default.hlsl\n");
1923 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1925 unsigned int permutation = 0;
1926 if (r_trippy.integer && !notrippy)
1927 permutation |= SHADERPERMUTATION_TRIPPY;
1928 permutation |= SHADERPERMUTATION_VIEWTINT;
1930 permutation |= SHADERPERMUTATION_DIFFUSE;
1932 permutation |= SHADERPERMUTATION_SPECULAR;
1933 if (texturemode == GL_MODULATE)
1934 permutation |= SHADERPERMUTATION_COLORMAPPING;
1935 else if (texturemode == GL_ADD)
1936 permutation |= SHADERPERMUTATION_GLOW;
1937 else if (texturemode == GL_DECAL)
1938 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1939 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1940 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1941 if (suppresstexalpha)
1942 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1944 texturemode = GL_MODULATE;
1945 if (vid.allowalphatocoverage)
1946 GL_AlphaToCoverage(false);
1947 switch (vid.renderpath)
1949 case RENDERPATH_D3D9:
1951 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(GL20TU_FIRST , first );
1953 R_Mesh_TexBind(GL20TU_SECOND, second);
1954 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1958 case RENDERPATH_D3D10:
1959 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1961 case RENDERPATH_D3D11:
1962 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1964 case RENDERPATH_GL20:
1965 case RENDERPATH_GLES2:
1966 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1967 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1968 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1969 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1970 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1972 case RENDERPATH_GL13:
1973 case RENDERPATH_GLES1:
1974 R_Mesh_TexBind(0, first );
1975 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1976 R_Mesh_TexBind(1, second);
1978 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1980 case RENDERPATH_GL11:
1981 R_Mesh_TexBind(0, first );
1983 case RENDERPATH_SOFT:
1984 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1985 R_Mesh_TexBind(GL20TU_FIRST , first );
1986 R_Mesh_TexBind(GL20TU_SECOND, second);
1991 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1993 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1996 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1998 unsigned int permutation = 0;
1999 if (r_trippy.integer && !notrippy)
2000 permutation |= SHADERPERMUTATION_TRIPPY;
2002 permutation |= SHADERPERMUTATION_DEPTHRGB;
2003 if (vid.allowalphatocoverage)
2004 GL_AlphaToCoverage(false);
2005 switch (vid.renderpath)
2007 case RENDERPATH_D3D9:
2009 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2012 case RENDERPATH_D3D10:
2013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2015 case RENDERPATH_D3D11:
2016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2018 case RENDERPATH_GL20:
2019 case RENDERPATH_GLES2:
2020 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2022 case RENDERPATH_GL13:
2023 case RENDERPATH_GLES1:
2024 R_Mesh_TexBind(0, 0);
2025 R_Mesh_TexBind(1, 0);
2027 case RENDERPATH_GL11:
2028 R_Mesh_TexBind(0, 0);
2030 case RENDERPATH_SOFT:
2031 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2036 void R_SetupShader_ShowDepth(qboolean notrippy)
2038 int permutation = 0;
2039 if (r_trippy.integer && !notrippy)
2040 permutation |= SHADERPERMUTATION_TRIPPY;
2041 if (vid.allowalphatocoverage)
2042 GL_AlphaToCoverage(false);
2043 switch (vid.renderpath)
2045 case RENDERPATH_D3D9:
2047 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2050 case RENDERPATH_D3D10:
2051 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2053 case RENDERPATH_D3D11:
2054 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2056 case RENDERPATH_GL20:
2057 case RENDERPATH_GLES2:
2058 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2060 case RENDERPATH_GL13:
2061 case RENDERPATH_GLES1:
2063 case RENDERPATH_GL11:
2065 case RENDERPATH_SOFT:
2066 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2071 extern qboolean r_shadow_usingdeferredprepass;
2072 extern rtexture_t *r_shadow_attenuationgradienttexture;
2073 extern rtexture_t *r_shadow_attenuation2dtexture;
2074 extern rtexture_t *r_shadow_attenuation3dtexture;
2075 extern qboolean r_shadow_usingshadowmap2d;
2076 extern qboolean r_shadow_usingshadowmaportho;
2077 extern float r_shadow_shadowmap_texturescale[2];
2078 extern float r_shadow_shadowmap_parameters[4];
2079 extern qboolean r_shadow_shadowmapvsdct;
2080 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2081 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2082 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2083 extern matrix4x4_t r_shadow_shadowmapmatrix;
2084 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2085 extern int r_shadow_prepass_width;
2086 extern int r_shadow_prepass_height;
2087 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2088 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2089 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2090 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2092 #define BLENDFUNC_ALLOWS_COLORMOD 1
2093 #define BLENDFUNC_ALLOWS_FOG 2
2094 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2095 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2096 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2097 static int R_BlendFuncFlags(int src, int dst)
2101 // a blendfunc allows colormod if:
2102 // a) it can never keep the destination pixel invariant, or
2103 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2104 // this is to prevent unintended side effects from colormod
2106 // a blendfunc allows fog if:
2107 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2108 // this is to prevent unintended side effects from fog
2110 // these checks are the output of fogeval.pl
2112 r |= BLENDFUNC_ALLOWS_COLORMOD;
2113 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2114 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2118 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2119 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2120 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2121 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2122 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2123 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2125 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2126 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2127 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2129 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2131 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2132 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2133 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2138 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2140 // select a permutation of the lighting shader appropriate to this
2141 // combination of texture, entity, light source, and fogging, only use the
2142 // minimum features necessary to avoid wasting rendering time in the
2143 // fragment shader on features that are not being used
2144 unsigned int permutation = 0;
2145 unsigned int mode = 0;
2147 static float dummy_colormod[3] = {1, 1, 1};
2148 float *colormod = rsurface.colormod;
2150 matrix4x4_t tempmatrix;
2151 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2152 if (rsurface.entityskeletaltransform3x4)
2153 permutation |= SHADERPERMUTATION_SKELETAL;
2154 if (r_trippy.integer && !notrippy)
2155 permutation |= SHADERPERMUTATION_TRIPPY;
2156 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2157 permutation |= SHADERPERMUTATION_ALPHAKILL;
2158 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2159 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2160 if (rsurfacepass == RSURFPASS_BACKGROUND)
2162 // distorted background
2163 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2165 mode = SHADERMODE_WATER;
2166 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2167 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2168 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2170 // this is the right thing to do for wateralpha
2171 GL_BlendFunc(GL_ONE, GL_ZERO);
2172 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2176 // this is the right thing to do for entity alpha
2177 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2178 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2181 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2183 mode = SHADERMODE_REFRACTION;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2185 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2186 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2187 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2191 mode = SHADERMODE_GENERIC;
2192 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2193 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2194 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2196 if (vid.allowalphatocoverage)
2197 GL_AlphaToCoverage(false);
2199 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2201 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2203 switch(rsurface.texture->offsetmapping)
2205 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2206 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2207 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2208 case OFFSETMAPPING_OFF: break;
2211 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2212 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2213 // normalmap (deferred prepass), may use alpha test on diffuse
2214 mode = SHADERMODE_DEFERREDGEOMETRY;
2215 GL_BlendFunc(GL_ONE, GL_ZERO);
2216 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2217 if (vid.allowalphatocoverage)
2218 GL_AlphaToCoverage(false);
2220 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2222 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2224 switch(rsurface.texture->offsetmapping)
2226 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2227 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2228 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2229 case OFFSETMAPPING_OFF: break;
2232 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2233 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2234 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2235 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2237 mode = SHADERMODE_LIGHTSOURCE;
2238 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2239 permutation |= SHADERPERMUTATION_CUBEFILTER;
2240 if (diffusescale > 0)
2241 permutation |= SHADERPERMUTATION_DIFFUSE;
2242 if (specularscale > 0)
2243 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244 if (r_refdef.fogenabled)
2245 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2246 if (rsurface.texture->colormapping)
2247 permutation |= SHADERPERMUTATION_COLORMAPPING;
2248 if (r_shadow_usingshadowmap2d)
2250 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2251 if(r_shadow_shadowmapvsdct)
2252 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2254 if (r_shadow_shadowmap2ddepthbuffer)
2255 permutation |= SHADERPERMUTATION_DEPTHRGB;
2257 if (rsurface.texture->reflectmasktexture)
2258 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2260 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2261 if (vid.allowalphatocoverage)
2262 GL_AlphaToCoverage(false);
2264 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2266 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2268 switch(rsurface.texture->offsetmapping)
2270 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2271 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2272 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2273 case OFFSETMAPPING_OFF: break;
2276 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2277 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2278 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2279 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2280 // unshaded geometry (fullbright or ambient model lighting)
2281 mode = SHADERMODE_FLATCOLOR;
2282 ambientscale = diffusescale = specularscale = 0;
2283 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2284 permutation |= SHADERPERMUTATION_GLOW;
2285 if (r_refdef.fogenabled)
2286 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2287 if (rsurface.texture->colormapping)
2288 permutation |= SHADERPERMUTATION_COLORMAPPING;
2289 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2291 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2292 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2294 if (r_shadow_shadowmap2ddepthbuffer)
2295 permutation |= SHADERPERMUTATION_DEPTHRGB;
2297 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2298 permutation |= SHADERPERMUTATION_REFLECTION;
2299 if (rsurface.texture->reflectmasktexture)
2300 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2301 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2302 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2303 // when using alphatocoverage, we don't need alphakill
2304 if (vid.allowalphatocoverage)
2306 if (r_transparent_alphatocoverage.integer)
2308 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2309 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2312 GL_AlphaToCoverage(false);
2315 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2317 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2319 switch(rsurface.texture->offsetmapping)
2321 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2322 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2323 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2324 case OFFSETMAPPING_OFF: break;
2327 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2328 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2329 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2330 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2331 // directional model lighting
2332 mode = SHADERMODE_LIGHTDIRECTION;
2333 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2334 permutation |= SHADERPERMUTATION_GLOW;
2335 permutation |= SHADERPERMUTATION_DIFFUSE;
2336 if (specularscale > 0)
2337 permutation |= SHADERPERMUTATION_SPECULAR;
2338 if (r_refdef.fogenabled)
2339 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2340 if (rsurface.texture->colormapping)
2341 permutation |= SHADERPERMUTATION_COLORMAPPING;
2342 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2344 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2345 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2347 if (r_shadow_shadowmap2ddepthbuffer)
2348 permutation |= SHADERPERMUTATION_DEPTHRGB;
2350 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2351 permutation |= SHADERPERMUTATION_REFLECTION;
2352 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2353 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2354 if (rsurface.texture->reflectmasktexture)
2355 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2356 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2358 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2359 if (r_shadow_bouncegriddirectional)
2360 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2362 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2363 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2364 // when using alphatocoverage, we don't need alphakill
2365 if (vid.allowalphatocoverage)
2367 if (r_transparent_alphatocoverage.integer)
2369 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2370 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2373 GL_AlphaToCoverage(false);
2376 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2378 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2380 switch(rsurface.texture->offsetmapping)
2382 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2383 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2384 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2385 case OFFSETMAPPING_OFF: break;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2389 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2391 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2392 // ambient model lighting
2393 mode = SHADERMODE_LIGHTDIRECTION;
2394 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2395 permutation |= SHADERPERMUTATION_GLOW;
2396 if (r_refdef.fogenabled)
2397 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2398 if (rsurface.texture->colormapping)
2399 permutation |= SHADERPERMUTATION_COLORMAPPING;
2400 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2402 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2403 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2405 if (r_shadow_shadowmap2ddepthbuffer)
2406 permutation |= SHADERPERMUTATION_DEPTHRGB;
2408 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2409 permutation |= SHADERPERMUTATION_REFLECTION;
2410 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2411 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2412 if (rsurface.texture->reflectmasktexture)
2413 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2414 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2416 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2417 if (r_shadow_bouncegriddirectional)
2418 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2420 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2421 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2422 // when using alphatocoverage, we don't need alphakill
2423 if (vid.allowalphatocoverage)
2425 if (r_transparent_alphatocoverage.integer)
2427 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2428 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2431 GL_AlphaToCoverage(false);
2436 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2438 switch(rsurface.texture->offsetmapping)
2440 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2441 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2442 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2443 case OFFSETMAPPING_OFF: break;
2446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2447 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2449 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2451 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2452 permutation |= SHADERPERMUTATION_GLOW;
2453 if (r_refdef.fogenabled)
2454 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2455 if (rsurface.texture->colormapping)
2456 permutation |= SHADERPERMUTATION_COLORMAPPING;
2457 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2459 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2460 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2462 if (r_shadow_shadowmap2ddepthbuffer)
2463 permutation |= SHADERPERMUTATION_DEPTHRGB;
2465 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2466 permutation |= SHADERPERMUTATION_REFLECTION;
2467 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2468 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2469 if (rsurface.texture->reflectmasktexture)
2470 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2471 if (FAKELIGHT_ENABLED)
2473 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2474 mode = SHADERMODE_FAKELIGHT;
2475 permutation |= SHADERPERMUTATION_DIFFUSE;
2476 if (specularscale > 0)
2477 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2479 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2481 // deluxemapping (light direction texture)
2482 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2483 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2485 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2486 permutation |= SHADERPERMUTATION_DIFFUSE;
2487 if (specularscale > 0)
2488 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2490 else if (r_glsl_deluxemapping.integer >= 2)
2492 // fake deluxemapping (uniform light direction in tangentspace)
2493 if (rsurface.uselightmaptexture)
2494 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2496 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2497 permutation |= SHADERPERMUTATION_DIFFUSE;
2498 if (specularscale > 0)
2499 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2501 else if (rsurface.uselightmaptexture)
2503 // ordinary lightmapping (q1bsp, q3bsp)
2504 mode = SHADERMODE_LIGHTMAP;
2508 // ordinary vertex coloring (q3bsp)
2509 mode = SHADERMODE_VERTEXCOLOR;
2511 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2513 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2514 if (r_shadow_bouncegriddirectional)
2515 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2517 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2518 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2519 // when using alphatocoverage, we don't need alphakill
2520 if (vid.allowalphatocoverage)
2522 if (r_transparent_alphatocoverage.integer)
2524 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2525 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2528 GL_AlphaToCoverage(false);
2531 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2532 colormod = dummy_colormod;
2533 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2534 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2535 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2536 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2537 switch(vid.renderpath)
2539 case RENDERPATH_D3D9:
2541 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2542 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2543 R_SetupShader_SetPermutationHLSL(mode, permutation);
2544 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2545 if (mode == SHADERMODE_LIGHTSOURCE)
2547 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2548 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2552 if (mode == SHADERMODE_LIGHTDIRECTION)
2554 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2557 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2558 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2559 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2560 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2561 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2563 if (mode == SHADERMODE_LIGHTSOURCE)
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2571 // additive passes are only darkened by fog, not tinted
2572 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2573 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2577 if (mode == SHADERMODE_FLATCOLOR)
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2581 else if (mode == SHADERMODE_LIGHTDIRECTION)
2583 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2584 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2586 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2587 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2588 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2596 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2597 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2599 // additive passes are only darkened by fog, not tinted
2600 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2601 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2603 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2605 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2606 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2607 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2608 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2609 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2610 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2611 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2612 if (mode == SHADERMODE_WATER)
2613 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2615 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2616 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2618 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2619 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2620 if (rsurface.texture->pantstexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2624 if (rsurface.texture->shirttexture)
2625 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2627 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2628 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2629 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2630 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2631 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2632 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2633 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2634 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2635 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2636 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2638 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2639 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2640 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2641 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2643 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2644 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2645 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2646 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2647 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2648 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2649 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2650 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2651 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2652 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2653 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2654 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2655 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2656 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2657 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2658 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2659 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2660 if (rsurfacepass == RSURFPASS_BACKGROUND)
2662 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2663 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2664 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2668 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2670 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2671 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2672 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2673 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2675 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2676 if (rsurface.rtlight)
2678 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2679 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2684 case RENDERPATH_D3D10:
2685 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_D3D11:
2688 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2690 case RENDERPATH_GL20:
2691 case RENDERPATH_GLES2:
2692 if (!vid.useinterleavedarrays)
2694 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);
2695 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2696 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2697 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2698 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2699 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2700 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2701 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2703 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2704 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2708 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2709 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2711 R_SetupShader_SetPermutationGLSL(mode, permutation);
2712 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2713 if (mode == SHADERMODE_LIGHTSOURCE)
2715 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2716 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2717 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2718 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2719 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2720 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2722 // additive passes are only darkened by fog, not tinted
2723 if (r_glsl_permutation->loc_FogColor >= 0)
2724 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2725 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2729 if (mode == SHADERMODE_FLATCOLOR)
2731 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2733 else if (mode == SHADERMODE_LIGHTDIRECTION)
2735 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2736 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2737 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2738 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2739 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2740 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2741 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2745 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2746 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2747 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2748 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2749 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2751 // additive passes are only darkened by fog, not tinted
2752 if (r_glsl_permutation->loc_FogColor >= 0)
2754 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2755 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2757 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2759 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2760 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]);
2761 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]);
2762 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2763 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2764 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2765 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2766 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2767 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2769 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2770 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2771 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2772 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2773 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2775 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2776 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2777 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2778 if (r_glsl_permutation->loc_Color_Pants >= 0)
2780 if (rsurface.texture->pantstexture)
2781 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2783 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2785 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2787 if (rsurface.texture->shirttexture)
2788 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2790 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2792 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]);
2793 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2794 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2795 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2796 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2797 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2798 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2799 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2800 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2802 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);
2803 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2804 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]);
2805 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2806 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2807 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2809 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2810 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2811 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2812 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2813 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2814 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2815 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2816 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2817 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2818 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2819 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2820 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2821 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2822 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2823 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2824 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2825 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2826 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2827 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2828 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2829 if (rsurfacepass == RSURFPASS_BACKGROUND)
2831 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2832 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2833 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2837 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2839 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2840 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2841 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2842 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2844 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2845 if (rsurface.rtlight)
2847 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2848 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2851 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2852 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.entityskeletalnumtransforms > 0)
2853 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.entityskeletalnumtransforms*3, rsurface.entityskeletaltransform3x4);
2856 case RENDERPATH_GL11:
2857 case RENDERPATH_GL13:
2858 case RENDERPATH_GLES1:
2860 case RENDERPATH_SOFT:
2861 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);
2862 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2863 R_SetupShader_SetPermutationSoft(mode, permutation);
2864 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2865 if (mode == SHADERMODE_LIGHTSOURCE)
2867 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2874 // additive passes are only darkened by fog, not tinted
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2876 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2880 if (mode == SHADERMODE_FLATCOLOR)
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2884 else if (mode == SHADERMODE_LIGHTDIRECTION)
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2902 // additive passes are only darkened by fog, not tinted
2903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2907 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2908 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2909 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2911 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2915 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2917 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2918 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2919 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2920 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2921 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2923 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2926 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2928 if (rsurface.texture->pantstexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2933 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2935 if (rsurface.texture->shirttexture)
2936 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2940 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2941 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2942 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2944 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2945 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2946 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2947 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2948 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2950 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2951 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2952 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2953 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2955 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2956 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2957 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2958 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2959 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2960 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2961 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2962 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2963 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2964 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2965 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2966 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2967 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2968 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2969 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2970 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2971 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2972 if (rsurfacepass == RSURFPASS_BACKGROUND)
2974 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2975 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2976 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2980 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2982 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2983 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2984 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2985 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2987 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2988 if (rsurface.rtlight)
2990 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2991 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2998 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3000 // select a permutation of the lighting shader appropriate to this
3001 // combination of texture, entity, light source, and fogging, only use the
3002 // minimum features necessary to avoid wasting rendering time in the
3003 // fragment shader on features that are not being used
3004 unsigned int permutation = 0;
3005 unsigned int mode = 0;
3006 const float *lightcolorbase = rtlight->currentcolor;
3007 float ambientscale = rtlight->ambientscale;
3008 float diffusescale = rtlight->diffusescale;
3009 float specularscale = rtlight->specularscale;
3010 // this is the location of the light in view space
3011 vec3_t viewlightorigin;
3012 // this transforms from view space (camera) to light space (cubemap)
3013 matrix4x4_t viewtolight;
3014 matrix4x4_t lighttoview;
3015 float viewtolight16f[16];
3017 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3018 if (rtlight->currentcubemap != r_texture_whitecube)
3019 permutation |= SHADERPERMUTATION_CUBEFILTER;
3020 if (diffusescale > 0)
3021 permutation |= SHADERPERMUTATION_DIFFUSE;
3022 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3023 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3024 if (r_shadow_usingshadowmap2d)
3026 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3027 if (r_shadow_shadowmapvsdct)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3030 if (r_shadow_shadowmap2ddepthbuffer)
3031 permutation |= SHADERPERMUTATION_DEPTHRGB;
3033 if (vid.allowalphatocoverage)
3034 GL_AlphaToCoverage(false);
3035 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3036 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3037 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3038 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3039 switch(vid.renderpath)
3041 case RENDERPATH_D3D9:
3043 R_SetupShader_SetPermutationHLSL(mode, permutation);
3044 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3045 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3048 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3049 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3050 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3051 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3052 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3053 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3055 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3076 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078 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);
3079 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]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3084 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3085 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3086 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3088 case RENDERPATH_GL11:
3089 case RENDERPATH_GL13:
3090 case RENDERPATH_GLES1:
3092 case RENDERPATH_SOFT:
3093 R_SetupShader_SetPermutationGLSL(mode, permutation);
3094 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3095 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3096 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3099 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3100 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3101 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3102 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3103 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3105 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3106 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3107 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3108 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3109 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3114 #define SKINFRAME_HASH 1024
3118 int loadsequence; // incremented each level change
3119 memexpandablearray_t array;
3120 skinframe_t *hash[SKINFRAME_HASH];
3123 r_skinframe_t r_skinframe;
3125 void R_SkinFrame_PrepareForPurge(void)
3127 r_skinframe.loadsequence++;
3128 // wrap it without hitting zero
3129 if (r_skinframe.loadsequence >= 200)
3130 r_skinframe.loadsequence = 1;
3133 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3137 // mark the skinframe as used for the purging code
3138 skinframe->loadsequence = r_skinframe.loadsequence;
3141 void R_SkinFrame_Purge(void)
3145 for (i = 0;i < SKINFRAME_HASH;i++)
3147 for (s = r_skinframe.hash[i];s;s = s->next)
3149 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3151 if (s->merged == s->base)
3153 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3154 R_PurgeTexture(s->stain );s->stain = NULL;
3155 R_PurgeTexture(s->merged);s->merged = NULL;
3156 R_PurgeTexture(s->base );s->base = NULL;
3157 R_PurgeTexture(s->pants );s->pants = NULL;
3158 R_PurgeTexture(s->shirt );s->shirt = NULL;
3159 R_PurgeTexture(s->nmap );s->nmap = NULL;
3160 R_PurgeTexture(s->gloss );s->gloss = NULL;
3161 R_PurgeTexture(s->glow );s->glow = NULL;
3162 R_PurgeTexture(s->fog );s->fog = NULL;
3163 R_PurgeTexture(s->reflect);s->reflect = NULL;
3164 s->loadsequence = 0;
3170 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3172 char basename[MAX_QPATH];
3174 Image_StripImageExtension(name, basename, sizeof(basename));
3176 if( last == NULL ) {
3178 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3179 item = r_skinframe.hash[hashindex];
3184 // linearly search through the hash bucket
3185 for( ; item ; item = item->next ) {
3186 if( !strcmp( item->basename, basename ) ) {
3193 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3197 char basename[MAX_QPATH];
3199 Image_StripImageExtension(name, basename, sizeof(basename));
3201 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3202 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3203 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 dyntexture = CL_GetDynTexture( basename );
3210 if (!add && !dyntexture)
3212 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3213 memset(item, 0, sizeof(*item));
3214 strlcpy(item->basename, basename, sizeof(item->basename));
3215 item->base = dyntexture; // either NULL or dyntexture handle
3216 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3217 item->comparewidth = comparewidth;
3218 item->compareheight = compareheight;
3219 item->comparecrc = comparecrc;
3220 item->next = r_skinframe.hash[hashindex];
3221 r_skinframe.hash[hashindex] = item;
3223 else if (textureflags & TEXF_FORCE_RELOAD)
3225 rtexture_t *dyntexture;
3226 // check whether its a dynamic texture
3227 dyntexture = CL_GetDynTexture( basename );
3228 if (!add && !dyntexture)
3230 if (item->merged == item->base)
3231 item->merged = NULL;
3232 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3233 R_PurgeTexture(item->stain );item->stain = NULL;
3234 R_PurgeTexture(item->merged);item->merged = NULL;
3235 R_PurgeTexture(item->base );item->base = NULL;
3236 R_PurgeTexture(item->pants );item->pants = NULL;
3237 R_PurgeTexture(item->shirt );item->shirt = NULL;
3238 R_PurgeTexture(item->nmap );item->nmap = NULL;
3239 R_PurgeTexture(item->gloss );item->gloss = NULL;
3240 R_PurgeTexture(item->glow );item->glow = NULL;
3241 R_PurgeTexture(item->fog );item->fog = NULL;
3242 R_PurgeTexture(item->reflect);item->reflect = NULL;
3243 item->loadsequence = 0;
3245 else if( item->base == NULL )
3247 rtexture_t *dyntexture;
3248 // check whether its a dynamic texture
3249 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3250 dyntexture = CL_GetDynTexture( basename );
3251 item->base = dyntexture; // either NULL or dyntexture handle
3254 R_SkinFrame_MarkUsed(item);
3258 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3260 unsigned long long avgcolor[5], wsum; \
3268 for(pix = 0; pix < cnt; ++pix) \
3271 for(comp = 0; comp < 3; ++comp) \
3273 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3276 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3278 for(comp = 0; comp < 3; ++comp) \
3279 avgcolor[comp] += getpixel * w; \
3282 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3283 avgcolor[4] += getpixel; \
3285 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3287 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3288 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3289 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3293 extern cvar_t gl_picmip;
3294 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3297 unsigned char *pixels;
3298 unsigned char *bumppixels;
3299 unsigned char *basepixels = NULL;
3300 int basepixels_width = 0;
3301 int basepixels_height = 0;
3302 skinframe_t *skinframe;
3303 rtexture_t *ddsbase = NULL;
3304 qboolean ddshasalpha = false;
3305 float ddsavgcolor[4];
3306 char basename[MAX_QPATH];
3307 int miplevel = R_PicmipForFlags(textureflags);
3308 int savemiplevel = miplevel;
3312 if (cls.state == ca_dedicated)
3315 // return an existing skinframe if already loaded
3316 // if loading of the first image fails, don't make a new skinframe as it
3317 // would cause all future lookups of this to be missing
3318 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3319 if (skinframe && skinframe->base)
3322 Image_StripImageExtension(name, basename, sizeof(basename));
3324 // check for DDS texture file first
3325 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3327 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3328 if (basepixels == NULL)
3332 // FIXME handle miplevel
3334 if (developer_loading.integer)
3335 Con_Printf("loading skin \"%s\"\n", name);
3337 // we've got some pixels to store, so really allocate this new texture now
3339 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3340 textureflags &= ~TEXF_FORCE_RELOAD;
3341 skinframe->stain = NULL;
3342 skinframe->merged = NULL;
3343 skinframe->base = NULL;
3344 skinframe->pants = NULL;
3345 skinframe->shirt = NULL;
3346 skinframe->nmap = NULL;
3347 skinframe->gloss = NULL;
3348 skinframe->glow = NULL;
3349 skinframe->fog = NULL;
3350 skinframe->reflect = NULL;
3351 skinframe->hasalpha = false;
3355 skinframe->base = ddsbase;
3356 skinframe->hasalpha = ddshasalpha;
3357 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3358 if (r_loadfog && skinframe->hasalpha)
3359 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);
3360 //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]);
3364 basepixels_width = image_width;
3365 basepixels_height = image_height;
3366 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);
3367 if (textureflags & TEXF_ALPHA)
3369 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3371 if (basepixels[j] < 255)
3373 skinframe->hasalpha = true;
3377 if (r_loadfog && skinframe->hasalpha)
3379 // has transparent pixels
3380 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3381 for (j = 0;j < image_width * image_height * 4;j += 4)
3386 pixels[j+3] = basepixels[j+3];
3388 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);
3392 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3394 //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]);
3395 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3396 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3397 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3398 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3404 mymiplevel = savemiplevel;
3405 if (r_loadnormalmap)
3406 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);
3407 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3409 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3410 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3411 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3412 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3415 // _norm is the name used by tenebrae and has been adopted as standard
3416 if (r_loadnormalmap && skinframe->nmap == NULL)
3418 mymiplevel = savemiplevel;
3419 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3421 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);
3425 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3427 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3428 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3429 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);
3431 Mem_Free(bumppixels);
3433 else if (r_shadow_bumpscale_basetexture.value > 0)
3435 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3436 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3437 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);
3441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3442 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3446 // _luma is supported only for tenebrae compatibility
3447 // _glow is the preferred name
3448 mymiplevel = savemiplevel;
3449 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_luma", skinframe->basename), false, false, false, &mymiplevel))))
3451 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);
3453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3454 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 Mem_Free(pixels);pixels = NULL;
3459 mymiplevel = savemiplevel;
3460 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3462 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);
3464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3465 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3471 mymiplevel = savemiplevel;
3472 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3474 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);
3476 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3477 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3483 mymiplevel = savemiplevel;
3484 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3486 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);
3488 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3489 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3495 mymiplevel = savemiplevel;
3496 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3498 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);
3500 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3501 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3508 Mem_Free(basepixels);
3513 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3514 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3517 unsigned char *temp1, *temp2;
3518 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //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]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe->base)
3598 //textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // 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)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //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]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3649 if (!skinframe->qpixels)
3652 if (!skinframe->qhascolormapping)
3653 colormapped = false;
3657 if (!skinframe->qgeneratebase)
3662 if (!skinframe->qgeneratemerged)
3666 width = skinframe->qwidth;
3667 height = skinframe->qheight;
3668 skindata = skinframe->qpixels;
3670 if (skinframe->qgeneratenmap)
3672 unsigned char *temp1, *temp2;
3673 skinframe->qgeneratenmap = false;
3674 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3675 temp2 = temp1 + width * height * 4;
3676 // use either a custom palette or the quake palette
3677 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3678 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3679 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3683 if (skinframe->qgenerateglow)
3685 skinframe->qgenerateglow = false;
3686 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
3691 skinframe->qgeneratebase = false;
3692 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);
3693 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);
3694 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);
3698 skinframe->qgeneratemerged = false;
3699 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);
3702 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3704 Mem_Free(skinframe->qpixels);
3705 skinframe->qpixels = NULL;
3709 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)
3712 skinframe_t *skinframe;
3715 if (cls.state == ca_dedicated)
3718 // if already loaded just return it, otherwise make a new skinframe
3719 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3720 if (skinframe->base)
3722 textureflags &= ~TEXF_FORCE_RELOAD;
3724 skinframe->stain = NULL;
3725 skinframe->merged = NULL;
3726 skinframe->base = NULL;
3727 skinframe->pants = NULL;
3728 skinframe->shirt = NULL;
3729 skinframe->nmap = NULL;
3730 skinframe->gloss = NULL;
3731 skinframe->glow = NULL;
3732 skinframe->fog = NULL;
3733 skinframe->reflect = NULL;
3734 skinframe->hasalpha = false;
3736 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3740 if (developer_loading.integer)
3741 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3743 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3744 if (textureflags & TEXF_ALPHA)
3746 for (i = 0;i < width * height;i++)
3748 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3750 skinframe->hasalpha = true;
3754 if (r_loadfog && skinframe->hasalpha)
3755 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3758 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3759 //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]);
3764 skinframe_t *R_SkinFrame_LoadMissing(void)
3766 skinframe_t *skinframe;
3768 if (cls.state == ca_dedicated)
3771 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3772 skinframe->stain = NULL;
3773 skinframe->merged = NULL;
3774 skinframe->base = NULL;
3775 skinframe->pants = NULL;
3776 skinframe->shirt = NULL;
3777 skinframe->nmap = NULL;
3778 skinframe->gloss = NULL;
3779 skinframe->glow = NULL;
3780 skinframe->fog = NULL;
3781 skinframe->reflect = NULL;
3782 skinframe->hasalpha = false;
3784 skinframe->avgcolor[0] = rand() / RAND_MAX;
3785 skinframe->avgcolor[1] = rand() / RAND_MAX;
3786 skinframe->avgcolor[2] = rand() / RAND_MAX;
3787 skinframe->avgcolor[3] = 1;
3792 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3793 typedef struct suffixinfo_s
3796 qboolean flipx, flipy, flipdiagonal;
3799 static suffixinfo_t suffix[3][6] =
3802 {"px", false, false, false},
3803 {"nx", false, false, false},
3804 {"py", false, false, false},
3805 {"ny", false, false, false},
3806 {"pz", false, false, false},
3807 {"nz", false, false, false}
3810 {"posx", false, false, false},
3811 {"negx", false, false, false},
3812 {"posy", false, false, false},
3813 {"negy", false, false, false},
3814 {"posz", false, false, false},
3815 {"negz", false, false, false}
3818 {"rt", true, false, true},
3819 {"lf", false, true, true},
3820 {"ft", true, true, false},
3821 {"bk", false, false, false},
3822 {"up", true, false, true},
3823 {"dn", true, false, true}
3827 static int componentorder[4] = {0, 1, 2, 3};
3829 static rtexture_t *R_LoadCubemap(const char *basename)
3831 int i, j, cubemapsize;
3832 unsigned char *cubemappixels, *image_buffer;
3833 rtexture_t *cubemaptexture;
3835 // must start 0 so the first loadimagepixels has no requested width/height
3837 cubemappixels = NULL;
3838 cubemaptexture = NULL;
3839 // keep trying different suffix groups (posx, px, rt) until one loads
3840 for (j = 0;j < 3 && !cubemappixels;j++)
3842 // load the 6 images in the suffix group
3843 for (i = 0;i < 6;i++)
3845 // generate an image name based on the base and and suffix
3846 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3848 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3850 // an image loaded, make sure width and height are equal
3851 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3853 // if this is the first image to load successfully, allocate the cubemap memory
3854 if (!cubemappixels && image_width >= 1)
3856 cubemapsize = image_width;
3857 // note this clears to black, so unavailable sides are black
3858 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3860 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3862 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);
3865 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3867 Mem_Free(image_buffer);
3871 // if a cubemap loaded, upload it
3874 if (developer_loading.integer)
3875 Con_Printf("loading cubemap \"%s\"\n", basename);
3877 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);
3878 Mem_Free(cubemappixels);
3882 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3883 if (developer_loading.integer)
3885 Con_Printf("(tried tried images ");
3886 for (j = 0;j < 3;j++)
3887 for (i = 0;i < 6;i++)
3888 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3889 Con_Print(" and was unable to find any of them).\n");
3892 return cubemaptexture;
3895 rtexture_t *R_GetCubemap(const char *basename)
3898 for (i = 0;i < r_texture_numcubemaps;i++)
3899 if (r_texture_cubemaps[i] != NULL)
3900 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3901 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3902 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3903 return r_texture_whitecube;
3904 r_texture_numcubemaps++;
3905 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3906 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3907 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3908 return r_texture_cubemaps[i]->texture;
3911 static void R_Main_FreeViewCache(void)
3913 if (r_refdef.viewcache.entityvisible)
3914 Mem_Free(r_refdef.viewcache.entityvisible);
3915 if (r_refdef.viewcache.world_pvsbits)
3916 Mem_Free(r_refdef.viewcache.world_pvsbits);
3917 if (r_refdef.viewcache.world_leafvisible)
3918 Mem_Free(r_refdef.viewcache.world_leafvisible);
3919 if (r_refdef.viewcache.world_surfacevisible)
3920 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3921 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3924 static void R_Main_ResizeViewCache(void)
3926 int numentities = r_refdef.scene.numentities;
3927 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3928 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3929 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3930 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3931 if (r_refdef.viewcache.maxentities < numentities)
3933 r_refdef.viewcache.maxentities = numentities;
3934 if (r_refdef.viewcache.entityvisible)
3935 Mem_Free(r_refdef.viewcache.entityvisible);
3936 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3938 if (r_refdef.viewcache.world_numclusters != numclusters)
3940 r_refdef.viewcache.world_numclusters = numclusters;
3941 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3942 if (r_refdef.viewcache.world_pvsbits)
3943 Mem_Free(r_refdef.viewcache.world_pvsbits);
3944 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3946 if (r_refdef.viewcache.world_numleafs != numleafs)
3948 r_refdef.viewcache.world_numleafs = numleafs;
3949 if (r_refdef.viewcache.world_leafvisible)
3950 Mem_Free(r_refdef.viewcache.world_leafvisible);
3951 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3953 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3955 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3956 if (r_refdef.viewcache.world_surfacevisible)
3957 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3958 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3962 extern rtexture_t *loadingscreentexture;
3963 static void gl_main_start(void)
3965 loadingscreentexture = NULL;
3966 r_texture_blanknormalmap = NULL;
3967 r_texture_white = NULL;
3968 r_texture_grey128 = NULL;
3969 r_texture_black = NULL;
3970 r_texture_whitecube = NULL;
3971 r_texture_normalizationcube = NULL;
3972 r_texture_fogattenuation = NULL;
3973 r_texture_fogheighttexture = NULL;
3974 r_texture_gammaramps = NULL;
3975 r_texture_numcubemaps = 0;
3977 r_loaddds = r_texture_dds_load.integer != 0;
3978 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3980 switch(vid.renderpath)
3982 case RENDERPATH_GL20:
3983 case RENDERPATH_D3D9:
3984 case RENDERPATH_D3D10:
3985 case RENDERPATH_D3D11:
3986 case RENDERPATH_SOFT:
3987 case RENDERPATH_GLES2:
3988 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3989 Cvar_SetValueQuick(&gl_combine, 1);
3990 Cvar_SetValueQuick(&r_glsl, 1);
3991 r_loadnormalmap = true;
3995 case RENDERPATH_GL13:
3996 case RENDERPATH_GLES1:
3997 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3998 Cvar_SetValueQuick(&gl_combine, 1);
3999 Cvar_SetValueQuick(&r_glsl, 0);
4000 r_loadnormalmap = false;
4001 r_loadgloss = false;
4004 case RENDERPATH_GL11:
4005 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4006 Cvar_SetValueQuick(&gl_combine, 0);
4007 Cvar_SetValueQuick(&r_glsl, 0);
4008 r_loadnormalmap = false;
4009 r_loadgloss = false;
4015 R_FrameData_Reset();
4019 memset(r_queries, 0, sizeof(r_queries));
4021 r_qwskincache = NULL;
4022 r_qwskincache_size = 0;
4024 // due to caching of texture_t references, the collision cache must be reset
4025 Collision_Cache_Reset(true);
4027 // set up r_skinframe loading system for textures
4028 memset(&r_skinframe, 0, sizeof(r_skinframe));
4029 r_skinframe.loadsequence = 1;
4030 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4032 r_main_texturepool = R_AllocTexturePool();
4033 R_BuildBlankTextures();
4035 if (vid.support.arb_texture_cube_map)
4038 R_BuildNormalizationCube();
4040 r_texture_fogattenuation = NULL;
4041 r_texture_fogheighttexture = NULL;
4042 r_texture_gammaramps = NULL;
4043 //r_texture_fogintensity = NULL;
4044 memset(&r_fb, 0, sizeof(r_fb));
4045 r_glsl_permutation = NULL;
4046 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4047 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4048 glslshaderstring = NULL;
4050 r_hlsl_permutation = NULL;
4051 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4052 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4054 hlslshaderstring = NULL;
4055 memset(&r_svbsp, 0, sizeof (r_svbsp));
4057 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4058 r_texture_numcubemaps = 0;
4060 r_refdef.fogmasktable_density = 0;
4063 static void gl_main_shutdown(void)
4066 R_FrameData_Reset();
4068 R_Main_FreeViewCache();
4070 switch(vid.renderpath)
4072 case RENDERPATH_GL11:
4073 case RENDERPATH_GL13:
4074 case RENDERPATH_GL20:
4075 case RENDERPATH_GLES1:
4076 case RENDERPATH_GLES2:
4077 #ifdef GL_SAMPLES_PASSED_ARB
4079 qglDeleteQueriesARB(r_maxqueries, r_queries);
4082 case RENDERPATH_D3D9:
4083 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4085 case RENDERPATH_D3D10:
4086 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4088 case RENDERPATH_D3D11:
4089 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4091 case RENDERPATH_SOFT:
4097 memset(r_queries, 0, sizeof(r_queries));
4099 r_qwskincache = NULL;
4100 r_qwskincache_size = 0;
4102 // clear out the r_skinframe state
4103 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4104 memset(&r_skinframe, 0, sizeof(r_skinframe));
4107 Mem_Free(r_svbsp.nodes);
4108 memset(&r_svbsp, 0, sizeof (r_svbsp));
4109 R_FreeTexturePool(&r_main_texturepool);
4110 loadingscreentexture = NULL;
4111 r_texture_blanknormalmap = NULL;
4112 r_texture_white = NULL;
4113 r_texture_grey128 = NULL;
4114 r_texture_black = NULL;
4115 r_texture_whitecube = NULL;
4116 r_texture_normalizationcube = NULL;
4117 r_texture_fogattenuation = NULL;
4118 r_texture_fogheighttexture = NULL;
4119 r_texture_gammaramps = NULL;
4120 r_texture_numcubemaps = 0;
4121 //r_texture_fogintensity = NULL;
4122 memset(&r_fb, 0, sizeof(r_fb));
4125 r_glsl_permutation = NULL;
4126 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4127 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4128 glslshaderstring = NULL;
4130 r_hlsl_permutation = NULL;
4131 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4132 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4134 hlslshaderstring = NULL;
4137 static void gl_main_newmap(void)
4139 // FIXME: move this code to client
4140 char *entities, entname[MAX_QPATH];
4142 Mem_Free(r_qwskincache);
4143 r_qwskincache = NULL;
4144 r_qwskincache_size = 0;
4147 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4148 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4150 CL_ParseEntityLump(entities);
4154 if (cl.worldmodel->brush.entities)
4155 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4157 R_Main_FreeViewCache();
4159 R_FrameData_Reset();
4162 void GL_Main_Init(void)
4164 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4166 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4167 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4168 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4169 if (gamemode == GAME_NEHAHRA)
4171 Cvar_RegisterVariable (&gl_fogenable);
4172 Cvar_RegisterVariable (&gl_fogdensity);
4173 Cvar_RegisterVariable (&gl_fogred);
4174 Cvar_RegisterVariable (&gl_foggreen);
4175 Cvar_RegisterVariable (&gl_fogblue);
4176 Cvar_RegisterVariable (&gl_fogstart);
4177 Cvar_RegisterVariable (&gl_fogend);
4178 Cvar_RegisterVariable (&gl_skyclip);
4180 Cvar_RegisterVariable(&r_motionblur);
4181 Cvar_RegisterVariable(&r_damageblur);
4182 Cvar_RegisterVariable(&r_motionblur_averaging);
4183 Cvar_RegisterVariable(&r_motionblur_randomize);
4184 Cvar_RegisterVariable(&r_motionblur_minblur);
4185 Cvar_RegisterVariable(&r_motionblur_maxblur);
4186 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4187 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4188 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4189 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4190 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4191 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4192 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4193 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4194 Cvar_RegisterVariable(&r_equalize_entities_by);
4195 Cvar_RegisterVariable(&r_equalize_entities_to);
4196 Cvar_RegisterVariable(&r_depthfirst);
4197 Cvar_RegisterVariable(&r_useinfinitefarclip);
4198 Cvar_RegisterVariable(&r_farclip_base);
4199 Cvar_RegisterVariable(&r_farclip_world);
4200 Cvar_RegisterVariable(&r_nearclip);
4201 Cvar_RegisterVariable(&r_deformvertexes);
4202 Cvar_RegisterVariable(&r_transparent);
4203 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4204 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4205 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4206 Cvar_RegisterVariable(&r_showoverdraw);
4207 Cvar_RegisterVariable(&r_showbboxes);
4208 Cvar_RegisterVariable(&r_showsurfaces);
4209 Cvar_RegisterVariable(&r_showtris);
4210 Cvar_RegisterVariable(&r_shownormals);
4211 Cvar_RegisterVariable(&r_showlighting);
4212 Cvar_RegisterVariable(&r_showshadowvolumes);
4213 Cvar_RegisterVariable(&r_showcollisionbrushes);
4214 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4215 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4216 Cvar_RegisterVariable(&r_showdisabledepthtest);
4217 Cvar_RegisterVariable(&r_drawportals);
4218 Cvar_RegisterVariable(&r_drawentities);
4219 Cvar_RegisterVariable(&r_draw2d);
4220 Cvar_RegisterVariable(&r_drawworld);
4221 Cvar_RegisterVariable(&r_cullentities_trace);
4222 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4223 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4224 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4225 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4226 Cvar_RegisterVariable(&r_sortentities);
4227 Cvar_RegisterVariable(&r_drawviewmodel);
4228 Cvar_RegisterVariable(&r_drawexteriormodel);
4229 Cvar_RegisterVariable(&r_speeds);
4230 Cvar_RegisterVariable(&r_fullbrights);
4231 Cvar_RegisterVariable(&r_wateralpha);
4232 Cvar_RegisterVariable(&r_dynamic);
4233 Cvar_RegisterVariable(&r_fakelight);
4234 Cvar_RegisterVariable(&r_fakelight_intensity);
4235 Cvar_RegisterVariable(&r_fullbright);
4236 Cvar_RegisterVariable(&r_shadows);
4237 Cvar_RegisterVariable(&r_shadows_darken);
4238 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4239 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4240 Cvar_RegisterVariable(&r_shadows_throwdistance);
4241 Cvar_RegisterVariable(&r_shadows_throwdirection);
4242 Cvar_RegisterVariable(&r_shadows_focus);
4243 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4244 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4245 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4246 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4247 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4248 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4249 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4250 Cvar_RegisterVariable(&r_fog_exp2);
4251 Cvar_RegisterVariable(&r_fog_clear);
4252 Cvar_RegisterVariable(&r_drawfog);
4253 Cvar_RegisterVariable(&r_transparentdepthmasking);
4254 Cvar_RegisterVariable(&r_transparent_sortmindist);
4255 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4256 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4257 Cvar_RegisterVariable(&r_texture_dds_load);
4258 Cvar_RegisterVariable(&r_texture_dds_save);
4259 Cvar_RegisterVariable(&r_textureunits);
4260 Cvar_RegisterVariable(&gl_combine);
4261 Cvar_RegisterVariable(&r_usedepthtextures);
4262 Cvar_RegisterVariable(&r_viewfbo);
4263 Cvar_RegisterVariable(&r_viewscale);
4264 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4265 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4266 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4267 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4268 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4269 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4270 Cvar_RegisterVariable(&r_glsl);
4271 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4272 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4273 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4274 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4275 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4276 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4277 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4278 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4279 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4280 Cvar_RegisterVariable(&r_glsl_postprocess);
4281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4284 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4289 Cvar_RegisterVariable(&r_celshading);
4290 Cvar_RegisterVariable(&r_celoutlines);
4292 Cvar_RegisterVariable(&r_water);
4293 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4294 Cvar_RegisterVariable(&r_water_clippingplanebias);
4295 Cvar_RegisterVariable(&r_water_refractdistort);
4296 Cvar_RegisterVariable(&r_water_reflectdistort);
4297 Cvar_RegisterVariable(&r_water_scissormode);
4298 Cvar_RegisterVariable(&r_water_lowquality);
4299 Cvar_RegisterVariable(&r_water_hideplayer);
4300 Cvar_RegisterVariable(&r_water_fbo);
4302 Cvar_RegisterVariable(&r_lerpsprites);
4303 Cvar_RegisterVariable(&r_lerpmodels);
4304 Cvar_RegisterVariable(&r_lerplightstyles);
4305 Cvar_RegisterVariable(&r_waterscroll);
4306 Cvar_RegisterVariable(&r_bloom);
4307 Cvar_RegisterVariable(&r_bloom_colorscale);
4308 Cvar_RegisterVariable(&r_bloom_brighten);
4309 Cvar_RegisterVariable(&r_bloom_blur);
4310 Cvar_RegisterVariable(&r_bloom_resolution);
4311 Cvar_RegisterVariable(&r_bloom_colorexponent);
4312 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4313 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4314 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4315 Cvar_RegisterVariable(&r_hdr_glowintensity);
4316 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4317 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4318 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4319 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4320 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4321 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4322 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4323 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4324 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4325 Cvar_RegisterVariable(&developer_texturelogging);
4326 Cvar_RegisterVariable(&gl_lightmaps);
4327 Cvar_RegisterVariable(&r_test);
4328 Cvar_RegisterVariable(&r_batch_multidraw);
4329 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4330 Cvar_RegisterVariable(&r_glsl_skeletal);
4331 Cvar_RegisterVariable(&r_glsl_saturation);
4332 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4333 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4334 Cvar_RegisterVariable(&r_framedatasize);
4335 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4336 Cvar_SetValue("r_fullbrights", 0);
4337 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4340 void Render_Init(void)
4353 R_LightningBeams_Init();
4363 extern char *ENGINE_EXTENSIONS;
4366 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4367 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4368 gl_version = (const char *)qglGetString(GL_VERSION);
4369 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4373 if (!gl_platformextensions)
4374 gl_platformextensions = "";
4376 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4377 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4378 Con_Printf("GL_VERSION: %s\n", gl_version);
4379 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4380 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4382 VID_CheckExtensions();
4384 // LordHavoc: report supported extensions
4385 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4387 // clear to black (loading plaque will be seen over this)
4388 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4392 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4396 if (r_trippy.integer)
4398 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4400 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4403 p = r_refdef.view.frustum + i;
4408 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4412 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4416 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4420 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4424 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4428 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4432 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4436 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4444 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4448 if (r_trippy.integer)
4450 for (i = 0;i < numplanes;i++)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4481 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4493 //==================================================================================
4495 // LordHavoc: this stores temporary data used within the same frame
4497 typedef struct r_framedata_mem_s
4499 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4500 size_t size; // how much usable space
4501 size_t current; // how much space in use
4502 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4503 size_t wantedsize; // how much space was allocated
4504 unsigned char *data; // start of real data (16byte aligned)
4508 static r_framedata_mem_t *r_framedata_mem;
4510 void R_FrameData_Reset(void)
4512 while (r_framedata_mem)
4514 r_framedata_mem_t *next = r_framedata_mem->purge;
4515 Mem_Free(r_framedata_mem);
4516 r_framedata_mem = next;
4520 static void R_FrameData_Resize(void)
4523 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4524 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4525 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4527 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4528 newmem->wantedsize = wantedsize;
4529 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4530 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4531 newmem->current = 0;
4533 newmem->purge = r_framedata_mem;
4534 r_framedata_mem = newmem;
4538 void R_FrameData_NewFrame(void)
4540 R_FrameData_Resize();
4541 if (!r_framedata_mem)
4543 // if we ran out of space on the last frame, free the old memory now
4544 while (r_framedata_mem->purge)
4546 // repeatedly remove the second item in the list, leaving only head
4547 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4548 Mem_Free(r_framedata_mem->purge);
4549 r_framedata_mem->purge = next;
4551 // reset the current mem pointer
4552 r_framedata_mem->current = 0;
4553 r_framedata_mem->mark = 0;
4556 void *R_FrameData_Alloc(size_t size)
4560 // align to 16 byte boundary - the data pointer is already aligned, so we
4561 // only need to ensure the size of every allocation is also aligned
4562 size = (size + 15) & ~15;
4564 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4566 // emergency - we ran out of space, allocate more memory
4567 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4568 R_FrameData_Resize();
4571 data = r_framedata_mem->data + r_framedata_mem->current;
4572 r_framedata_mem->current += size;
4574 // count the usage for stats
4575 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4576 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4578 return (void *)data;
4581 void *R_FrameData_Store(size_t size, void *data)
4583 void *d = R_FrameData_Alloc(size);
4585 memcpy(d, data, size);
4589 void R_FrameData_SetMark(void)
4591 if (!r_framedata_mem)
4593 r_framedata_mem->mark = r_framedata_mem->current;
4596 void R_FrameData_ReturnToMark(void)
4598 if (!r_framedata_mem)
4600 r_framedata_mem->current = r_framedata_mem->mark;
4603 //==================================================================================
4605 // LordHavoc: animcache originally written by Echon, rewritten since then
4608 * Animation cache prevents re-generating mesh data for an animated model
4609 * multiple times in one frame for lighting, shadowing, reflections, etc.
4612 void R_AnimCache_Free(void)
4616 void R_AnimCache_ClearCache(void)
4619 entity_render_t *ent;
4621 for (i = 0;i < r_refdef.scene.numentities;i++)
4623 ent = r_refdef.scene.entities[i];
4624 ent->animcache_vertex3f = NULL;
4625 ent->animcache_normal3f = NULL;
4626 ent->animcache_svector3f = NULL;
4627 ent->animcache_tvector3f = NULL;
4628 ent->animcache_vertexmesh = NULL;
4629 ent->animcache_vertex3fbuffer = NULL;
4630 ent->animcache_vertexmeshbuffer = NULL;
4631 ent->animcache_skeletaltransform3x4 = NULL;
4635 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4639 // check if we need the meshbuffers
4640 if (!vid.useinterleavedarrays)
4643 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4644 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4645 // TODO: upload vertex3f buffer?
4646 if (ent->animcache_vertexmesh)
4648 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4649 for (i = 0;i < numvertices;i++)
4650 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4651 if (ent->animcache_svector3f)
4652 for (i = 0;i < numvertices;i++)
4653 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4654 if (ent->animcache_tvector3f)
4655 for (i = 0;i < numvertices;i++)
4656 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4657 if (ent->animcache_normal3f)
4658 for (i = 0;i < numvertices;i++)
4659 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4660 // TODO: upload vertexmeshbuffer?
4664 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4666 dp_model_t *model = ent->model;
4669 // cache skeletal animation data first (primarily for gpu-skinning)
4670 if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0)
4674 const skeleton_t *skeleton = ent->skeleton;
4675 const frameblend_t *frameblend = ent->frameblend;
4676 float *boneposerelative;
4678 static float bonepose[256][12];
4679 ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4680 boneposerelative = ent->animcache_skeletaltransform3x4;
4681 if (skeleton && !skeleton->relativetransforms)
4683 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4686 for (i = 0;i < model->num_bones;i++)
4688 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4689 if (model->data_bones[i].parent >= 0)
4690 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4692 memcpy(bonepose[i], m, sizeof(m));
4694 // create a relative deformation matrix to describe displacement
4695 // from the base mesh, which is used by the actual weighting
4696 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4701 for (i = 0;i < model->num_bones;i++)
4703 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4704 float lerp = frameblend[0].lerp,
4705 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4706 rx = pose7s[3] * lerp,
4707 ry = pose7s[4] * lerp,
4708 rz = pose7s[5] * lerp,
4709 rw = pose7s[6] * lerp,
4710 dx = tx*rw + ty*rz - tz*ry,
4711 dy = -tx*rz + ty*rw + tz*rx,
4712 dz = tx*ry - ty*rx + tz*rw,
4713 dw = -tx*rx - ty*ry - tz*rz,
4714 scale, sx, sy, sz, sw;
4715 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4717 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4718 float lerp = frameblend[blends].lerp,
4719 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4720 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4721 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4730 dx += tx*qw + ty*qz - tz*qy;
4731 dy += -tx*qz + ty*qw + tz*qx;
4732 dz += tx*qy - ty*qx + tz*qw;
4733 dw += -tx*qx - ty*qy - tz*qz;
4735 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4740 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4741 m[1] = 2*(sx*ry - sw*rz);
4742 m[2] = 2*(sx*rz + sw*ry);
4743 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4744 m[4] = 2*(sx*ry + sw*rz);
4745 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4746 m[6] = 2*(sy*rz - sw*rx);
4747 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4748 m[8] = 2*(sx*rz - sw*ry);
4749 m[9] = 2*(sy*rz + sw*rx);
4750 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4751 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4752 if (i == r_skeletal_debugbone.integer)
4753 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4754 m[3] *= r_skeletal_debugtranslatex.value;
4755 m[7] *= r_skeletal_debugtranslatey.value;
4756 m[11] *= r_skeletal_debugtranslatez.value;
4757 if (model->data_bones[i].parent >= 0)
4758 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4760 memcpy(bonepose[i], m, sizeof(m));
4761 // create a relative deformation matrix to describe displacement
4762 // from the base mesh, which is used by the actual weighting
4763 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4768 // see if it's already cached this frame
4769 if (ent->animcache_vertex3f)
4771 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4772 if (wantnormals || wanttangents)
4774 if (ent->animcache_normal3f)
4775 wantnormals = false;
4776 if (ent->animcache_svector3f)
4777 wanttangents = false;
4778 if (wantnormals || wanttangents)
4780 numvertices = model->surfmesh.num_vertices;
4782 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4785 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4786 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4788 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4789 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4795 // see if this ent is worth caching
4796 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4798 // skip entity if the shader backend has a cheaper way
4799 if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer)
4801 switch (vid.renderpath)
4803 case RENDERPATH_GL20:
4805 case RENDERPATH_GL11:
4806 case RENDERPATH_GL13:
4807 case RENDERPATH_GLES1:
4808 case RENDERPATH_GLES2:
4809 case RENDERPATH_D3D9:
4810 case RENDERPATH_D3D10:
4811 case RENDERPATH_D3D11:
4812 case RENDERPATH_SOFT:
4816 // get some memory for this entity and generate mesh data
4817 numvertices = model->surfmesh.num_vertices;
4818 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4820 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4823 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4824 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4826 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4827 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4832 void R_AnimCache_CacheVisibleEntities(void)
4835 qboolean wantnormals = true;
4836 qboolean wanttangents = !r_showsurfaces.integer;
4838 switch(vid.renderpath)
4840 case RENDERPATH_GL20:
4841 case RENDERPATH_D3D9:
4842 case RENDERPATH_D3D10:
4843 case RENDERPATH_D3D11:
4844 case RENDERPATH_GLES2:
4846 case RENDERPATH_GL11:
4847 case RENDERPATH_GL13:
4848 case RENDERPATH_GLES1:
4849 wanttangents = false;
4851 case RENDERPATH_SOFT:
4855 if (r_shownormals.integer)
4856 wanttangents = wantnormals = true;
4858 // TODO: thread this
4859 // NOTE: R_PrepareRTLights() also caches entities
4861 for (i = 0;i < r_refdef.scene.numentities;i++)
4862 if (r_refdef.viewcache.entityvisible[i])
4863 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4866 //==================================================================================
4868 extern cvar_t r_overheadsprites_pushback;
4870 static void R_View_UpdateEntityLighting (void)
4873 entity_render_t *ent;
4874 vec3_t tempdiffusenormal, avg;
4875 vec_t f, fa, fd, fdd;
4876 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4878 for (i = 0;i < r_refdef.scene.numentities;i++)
4880 ent = r_refdef.scene.entities[i];
4882 // skip unseen models
4883 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4887 if (ent->model && ent->model == cl.worldmodel)
4889 // TODO: use modellight for r_ambient settings on world?
4890 VectorSet(ent->modellight_ambient, 0, 0, 0);
4891 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4892 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4896 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4898 // aleady updated by CSQC
4899 // TODO: force modellight on BSP models in this case?
4900 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4904 // fetch the lighting from the worldmodel data
4905 VectorClear(ent->modellight_ambient);
4906 VectorClear(ent->modellight_diffuse);
4907 VectorClear(tempdiffusenormal);
4908 if (ent->flags & RENDER_LIGHT)
4911 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4913 // complete lightning for lit sprites
4914 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4915 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4917 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4918 org[2] = org[2] + r_overheadsprites_pushback.value;
4919 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4922 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4924 if(ent->flags & RENDER_EQUALIZE)
4926 // first fix up ambient lighting...
4927 if(r_equalize_entities_minambient.value > 0)
4929 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4932 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4933 if(fa < r_equalize_entities_minambient.value * fd)
4936 // fa'/fd' = minambient
4937 // fa'+0.25*fd' = fa+0.25*fd
4939 // fa' = fd' * minambient
4940 // fd'*(0.25+minambient) = fa+0.25*fd
4942 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4943 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4945 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4946 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4947 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4948 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4953 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4955 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4956 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4960 // adjust brightness and saturation to target
4961 avg[0] = avg[1] = avg[2] = fa / f;
4962 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4963 avg[0] = avg[1] = avg[2] = fd / f;
4964 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4970 VectorSet(ent->modellight_ambient, 1, 1, 1);
4973 // move the light direction into modelspace coordinates for lighting code
4974 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4975 if(VectorLength2(ent->modellight_lightdir) == 0)
4976 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4977 VectorNormalize(ent->modellight_lightdir);
4981 #define MAX_LINEOFSIGHTTRACES 64
4983 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4986 vec3_t boxmins, boxmaxs;
4989 dp_model_t *model = r_refdef.scene.worldmodel;
4991 if (!model || !model->brush.TraceLineOfSight)
4994 // expand the box a little
4995 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4996 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4997 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4998 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4999 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5000 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5002 // return true if eye is inside enlarged box
5003 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5007 VectorCopy(eye, start);
5008 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5009 if (model->brush.TraceLineOfSight(model, start, end))
5012 // try various random positions
5013 for (i = 0;i < numsamples;i++)
5015 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5016 if (model->brush.TraceLineOfSight(model, start, end))
5024 static void R_View_UpdateEntityVisible (void)
5029 entity_render_t *ent;
5031 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5032 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5033 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5034 : RENDER_EXTERIORMODEL;
5035 if (!r_drawviewmodel.integer)
5036 renderimask |= RENDER_VIEWMODEL;
5037 if (!r_drawexteriormodel.integer)
5038 renderimask |= RENDER_EXTERIORMODEL;
5039 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5041 // worldmodel can check visibility
5042 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5043 for (i = 0;i < r_refdef.scene.numentities;i++)
5045 ent = r_refdef.scene.entities[i];
5046 if (!(ent->flags & renderimask))
5047 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)))
5048 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))
5049 r_refdef.viewcache.entityvisible[i] = true;
5054 // no worldmodel or it can't check visibility
5055 for (i = 0;i < r_refdef.scene.numentities;i++)
5057 ent = r_refdef.scene.entities[i];
5058 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5061 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5062 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5064 for (i = 0;i < r_refdef.scene.numentities;i++)
5066 if (!r_refdef.viewcache.entityvisible[i])
5068 ent = r_refdef.scene.entities[i];
5069 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5071 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5073 continue; // temp entities do pvs only
5074 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5075 ent->last_trace_visibility = realtime;
5076 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5077 r_refdef.viewcache.entityvisible[i] = 0;
5083 /// only used if skyrendermasked, and normally returns false
5084 static int R_DrawBrushModelsSky (void)
5087 entity_render_t *ent;
5090 for (i = 0;i < r_refdef.scene.numentities;i++)
5092 if (!r_refdef.viewcache.entityvisible[i])
5094 ent = r_refdef.scene.entities[i];
5095 if (!ent->model || !ent->model->DrawSky)
5097 ent->model->DrawSky(ent);
5103 static void R_DrawNoModel(entity_render_t *ent);
5104 static void R_DrawModels(void)
5107 entity_render_t *ent;
5109 for (i = 0;i < r_refdef.scene.numentities;i++)
5111 if (!r_refdef.viewcache.entityvisible[i])
5113 ent = r_refdef.scene.entities[i];
5114 r_refdef.stats.entities++;
5116 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5119 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5120 Con_Printf("R_DrawModels\n");
5121 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]);
5122 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);
5123 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);
5126 if (ent->model && ent->model->Draw != NULL)
5127 ent->model->Draw(ent);
5133 static void R_DrawModelsDepth(void)
5136 entity_render_t *ent;
5138 for (i = 0;i < r_refdef.scene.numentities;i++)
5140 if (!r_refdef.viewcache.entityvisible[i])
5142 ent = r_refdef.scene.entities[i];
5143 if (ent->model && ent->model->DrawDepth != NULL)
5144 ent->model->DrawDepth(ent);
5148 static void R_DrawModelsDebug(void)
5151 entity_render_t *ent;
5153 for (i = 0;i < r_refdef.scene.numentities;i++)
5155 if (!r_refdef.viewcache.entityvisible[i])
5157 ent = r_refdef.scene.entities[i];
5158 if (ent->model && ent->model->DrawDebug != NULL)
5159 ent->model->DrawDebug(ent);
5163 static void R_DrawModelsAddWaterPlanes(void)
5166 entity_render_t *ent;
5168 for (i = 0;i < r_refdef.scene.numentities;i++)
5170 if (!r_refdef.viewcache.entityvisible[i])
5172 ent = r_refdef.scene.entities[i];
5173 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5174 ent->model->DrawAddWaterPlanes(ent);
5178 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}};
5180 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5182 if (r_hdr_irisadaptation.integer)
5187 vec3_t diffusenormal;
5189 vec_t brightness = 0.0f;
5194 VectorCopy(r_refdef.view.forward, forward);
5195 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5197 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5198 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5199 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5200 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5201 d = DotProduct(forward, diffusenormal);
5202 brightness += VectorLength(ambient);
5204 brightness += d * VectorLength(diffuse);
5206 brightness *= 1.0f / c;
5207 brightness += 0.00001f; // make sure it's never zero
5208 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5209 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5210 current = r_hdr_irisadaptation_value.value;
5212 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5213 else if (current > goal)
5214 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5215 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5216 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5218 else if (r_hdr_irisadaptation_value.value != 1.0f)
5219 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5222 static void R_View_SetFrustum(const int *scissor)
5225 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5226 vec3_t forward, left, up, origin, v;
5230 // flipped x coordinates (because x points left here)
5231 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5232 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5234 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5235 switch(vid.renderpath)
5237 case RENDERPATH_D3D9:
5238 case RENDERPATH_D3D10:
5239 case RENDERPATH_D3D11:
5240 // non-flipped y coordinates
5241 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5242 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5244 case RENDERPATH_SOFT:
5245 case RENDERPATH_GL11:
5246 case RENDERPATH_GL13:
5247 case RENDERPATH_GL20:
5248 case RENDERPATH_GLES1:
5249 case RENDERPATH_GLES2:
5250 // non-flipped y coordinates
5251 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5252 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5257 // we can't trust r_refdef.view.forward and friends in reflected scenes
5258 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5261 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5262 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5263 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5264 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5265 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5266 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5267 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5268 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5269 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5270 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5271 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5272 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5276 zNear = r_refdef.nearclip;
5277 nudge = 1.0 - 1.0 / (1<<23);
5278 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5279 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5280 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5281 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5282 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5283 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5284 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5285 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5291 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5292 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5293 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5294 r_refdef.view.frustum[0].dist = m[15] - m[12];
5296 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5297 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5298 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5299 r_refdef.view.frustum[1].dist = m[15] + m[12];
5301 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5302 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5303 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5304 r_refdef.view.frustum[2].dist = m[15] - m[13];
5306 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5307 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5308 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5309 r_refdef.view.frustum[3].dist = m[15] + m[13];
5311 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5312 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5313 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5314 r_refdef.view.frustum[4].dist = m[15] - m[14];
5316 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5317 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5318 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5319 r_refdef.view.frustum[5].dist = m[15] + m[14];
5322 if (r_refdef.view.useperspective)
5324 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5325 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]);
5326 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]);
5327 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]);
5328 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]);
5330 // then the normals from the corners relative to origin
5331 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5332 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5333 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5334 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5336 // in a NORMAL view, forward cross left == up
5337 // in a REFLECTED view, forward cross left == down
5338 // so our cross products above need to be adjusted for a left handed coordinate system
5339 CrossProduct(forward, left, v);
5340 if(DotProduct(v, up) < 0)
5342 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5343 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5344 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5345 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5348 // Leaving those out was a mistake, those were in the old code, and they
5349 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5350 // I couldn't reproduce it after adding those normalizations. --blub
5351 VectorNormalize(r_refdef.view.frustum[0].normal);
5352 VectorNormalize(r_refdef.view.frustum[1].normal);
5353 VectorNormalize(r_refdef.view.frustum[2].normal);
5354 VectorNormalize(r_refdef.view.frustum[3].normal);
5356 // make the corners absolute
5357 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5358 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5359 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5360 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5363 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5365 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5366 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5367 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5368 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5369 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5373 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5374 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5375 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5376 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5377 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5378 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5379 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5380 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5381 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5382 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5384 r_refdef.view.numfrustumplanes = 5;
5386 if (r_refdef.view.useclipplane)
5388 r_refdef.view.numfrustumplanes = 6;
5389 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5392 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5393 PlaneClassify(r_refdef.view.frustum + i);
5395 // LordHavoc: note to all quake engine coders, Quake had a special case
5396 // for 90 degrees which assumed a square view (wrong), so I removed it,
5397 // Quake2 has it disabled as well.
5399 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5400 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5401 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5402 //PlaneClassify(&frustum[0]);
5404 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5405 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5406 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5407 //PlaneClassify(&frustum[1]);
5409 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5410 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5411 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5412 //PlaneClassify(&frustum[2]);
5414 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5415 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5416 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5417 //PlaneClassify(&frustum[3]);
5420 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5421 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5422 //PlaneClassify(&frustum[4]);
5425 static void R_View_UpdateWithScissor(const int *myscissor)
5427 R_Main_ResizeViewCache();
5428 R_View_SetFrustum(myscissor);
5429 R_View_WorldVisibility(r_refdef.view.useclipplane);
5430 R_View_UpdateEntityVisible();
5431 R_View_UpdateEntityLighting();
5434 static void R_View_Update(void)
5436 R_Main_ResizeViewCache();
5437 R_View_SetFrustum(NULL);
5438 R_View_WorldVisibility(r_refdef.view.useclipplane);
5439 R_View_UpdateEntityVisible();
5440 R_View_UpdateEntityLighting();
5443 float viewscalefpsadjusted = 1.0f;
5445 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5447 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5448 scale = bound(0.03125f, scale, 1.0f);
5449 *outwidth = (int)ceil(width * scale);
5450 *outheight = (int)ceil(height * scale);
5453 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5455 const float *customclipplane = NULL;
5457 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5458 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5460 // LordHavoc: couldn't figure out how to make this approach the
5461 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5462 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5463 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5464 dist = r_refdef.view.clipplane.dist;
5465 plane[0] = r_refdef.view.clipplane.normal[0];
5466 plane[1] = r_refdef.view.clipplane.normal[1];
5467 plane[2] = r_refdef.view.clipplane.normal[2];
5469 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5472 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5473 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5475 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5476 if (!r_refdef.view.useperspective)
5477 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5478 else if (vid.stencil && r_useinfinitefarclip.integer)
5479 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5481 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5482 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5483 R_SetViewport(&r_refdef.view.viewport);
5484 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5486 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5487 float screenplane[4];
5488 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5489 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5490 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5491 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5492 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5496 void R_EntityMatrix(const matrix4x4_t *matrix)
5498 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5500 gl_modelmatrixchanged = false;
5501 gl_modelmatrix = *matrix;
5502 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5503 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5504 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5505 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5507 switch(vid.renderpath)
5509 case RENDERPATH_D3D9:
5511 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5512 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5515 case RENDERPATH_D3D10:
5516 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5518 case RENDERPATH_D3D11:
5519 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5521 case RENDERPATH_GL11:
5522 case RENDERPATH_GL13:
5523 case RENDERPATH_GLES1:
5524 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5526 case RENDERPATH_SOFT:
5527 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5528 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5530 case RENDERPATH_GL20:
5531 case RENDERPATH_GLES2:
5532 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5533 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5539 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5541 r_viewport_t viewport;
5545 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5546 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5547 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5548 R_SetViewport(&viewport);
5549 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5550 GL_Color(1, 1, 1, 1);
5551 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5552 GL_BlendFunc(GL_ONE, GL_ZERO);
5553 GL_ScissorTest(false);
5554 GL_DepthMask(false);
5555 GL_DepthRange(0, 1);
5556 GL_DepthTest(false);
5557 GL_DepthFunc(GL_LEQUAL);
5558 R_EntityMatrix(&identitymatrix);
5559 R_Mesh_ResetTextureState();
5560 GL_PolygonOffset(0, 0);
5561 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5562 switch(vid.renderpath)
5564 case RENDERPATH_GL11:
5565 case RENDERPATH_GL13:
5566 case RENDERPATH_GL20:
5567 case RENDERPATH_GLES1:
5568 case RENDERPATH_GLES2:
5569 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5571 case RENDERPATH_D3D9:
5572 case RENDERPATH_D3D10:
5573 case RENDERPATH_D3D11:
5574 case RENDERPATH_SOFT:
5577 GL_CullFace(GL_NONE);
5582 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5586 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5589 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5593 R_SetupView(true, fbo, depthtexture, colortexture);
5594 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5595 GL_Color(1, 1, 1, 1);
5596 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5597 GL_BlendFunc(GL_ONE, GL_ZERO);
5598 GL_ScissorTest(true);
5600 GL_DepthRange(0, 1);
5602 GL_DepthFunc(GL_LEQUAL);
5603 R_EntityMatrix(&identitymatrix);
5604 R_Mesh_ResetTextureState();
5605 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5606 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5607 switch(vid.renderpath)
5609 case RENDERPATH_GL11:
5610 case RENDERPATH_GL13:
5611 case RENDERPATH_GL20:
5612 case RENDERPATH_GLES1:
5613 case RENDERPATH_GLES2:
5614 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5616 case RENDERPATH_D3D9:
5617 case RENDERPATH_D3D10:
5618 case RENDERPATH_D3D11:
5619 case RENDERPATH_SOFT:
5622 GL_CullFace(r_refdef.view.cullface_back);
5627 R_RenderView_UpdateViewVectors
5630 void R_RenderView_UpdateViewVectors(void)
5632 // break apart the view matrix into vectors for various purposes
5633 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5634 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5635 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5636 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5637 // make an inverted copy of the view matrix for tracking sprites
5638 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5641 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5642 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5644 static void R_Water_StartFrame(void)
5647 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5648 r_waterstate_waterplane_t *p;
5649 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5651 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5654 switch(vid.renderpath)
5656 case RENDERPATH_GL20:
5657 case RENDERPATH_D3D9:
5658 case RENDERPATH_D3D10:
5659 case RENDERPATH_D3D11:
5660 case RENDERPATH_SOFT:
5661 case RENDERPATH_GLES2:
5663 case RENDERPATH_GL11:
5664 case RENDERPATH_GL13:
5665 case RENDERPATH_GLES1:
5669 // set waterwidth and waterheight to the water resolution that will be
5670 // used (often less than the screen resolution for faster rendering)
5671 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5673 // calculate desired texture sizes
5674 // can't use water if the card does not support the texture size
5675 if (!r_water.integer || r_showsurfaces.integer)
5676 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5677 else if (vid.support.arb_texture_non_power_of_two)
5679 texturewidth = waterwidth;
5680 textureheight = waterheight;
5681 camerawidth = waterwidth;
5682 cameraheight = waterheight;
5686 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5687 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5688 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5689 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5692 // allocate textures as needed
5693 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5695 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5696 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5698 if (p->texture_refraction)
5699 R_FreeTexture(p->texture_refraction);
5700 p->texture_refraction = NULL;
5701 if (p->fbo_refraction)
5702 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5703 p->fbo_refraction = 0;
5704 if (p->texture_reflection)
5705 R_FreeTexture(p->texture_reflection);
5706 p->texture_reflection = NULL;
5707 if (p->fbo_reflection)
5708 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5709 p->fbo_reflection = 0;
5710 if (p->texture_camera)
5711 R_FreeTexture(p->texture_camera);
5712 p->texture_camera = NULL;
5714 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5717 memset(&r_fb.water, 0, sizeof(r_fb.water));
5718 r_fb.water.texturewidth = texturewidth;
5719 r_fb.water.textureheight = textureheight;
5720 r_fb.water.camerawidth = camerawidth;
5721 r_fb.water.cameraheight = cameraheight;
5724 if (r_fb.water.texturewidth)
5726 int scaledwidth, scaledheight;
5728 r_fb.water.enabled = true;
5730 // water resolution is usually reduced
5731 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5732 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5733 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5735 // set up variables that will be used in shader setup
5736 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5737 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5738 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5739 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5742 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5743 r_fb.water.numwaterplanes = 0;
5746 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5748 int planeindex, bestplaneindex, vertexindex;
5749 vec3_t mins, maxs, normal, center, v, n;
5750 vec_t planescore, bestplanescore;
5752 r_waterstate_waterplane_t *p;
5753 texture_t *t = R_GetCurrentTexture(surface->texture);
5755 rsurface.texture = t;
5756 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5757 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5758 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5760 // average the vertex normals, find the surface bounds (after deformvertexes)
5761 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5762 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5763 VectorCopy(n, normal);
5764 VectorCopy(v, mins);
5765 VectorCopy(v, maxs);
5766 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5768 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5769 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5770 VectorAdd(normal, n, normal);
5771 mins[0] = min(mins[0], v[0]);
5772 mins[1] = min(mins[1], v[1]);
5773 mins[2] = min(mins[2], v[2]);
5774 maxs[0] = max(maxs[0], v[0]);
5775 maxs[1] = max(maxs[1], v[1]);
5776 maxs[2] = max(maxs[2], v[2]);
5778 VectorNormalize(normal);
5779 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5781 VectorCopy(normal, plane.normal);
5782 VectorNormalize(plane.normal);
5783 plane.dist = DotProduct(center, plane.normal);
5784 PlaneClassify(&plane);
5785 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5787 // skip backfaces (except if nocullface is set)
5788 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5790 VectorNegate(plane.normal, plane.normal);
5792 PlaneClassify(&plane);
5796 // find a matching plane if there is one
5797 bestplaneindex = -1;
5798 bestplanescore = 1048576.0f;
5799 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5801 if(p->camera_entity == t->camera_entity)
5803 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5804 if (bestplaneindex < 0 || bestplanescore > planescore)
5806 bestplaneindex = planeindex;
5807 bestplanescore = planescore;
5811 planeindex = bestplaneindex;
5812 p = r_fb.water.waterplanes + planeindex;
5814 // if this surface does not fit any known plane rendered this frame, add one
5815 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5817 // store the new plane
5818 planeindex = r_fb.water.numwaterplanes++;
5819 p = r_fb.water.waterplanes + planeindex;
5821 // clear materialflags and pvs
5822 p->materialflags = 0;
5823 p->pvsvalid = false;
5824 p->camera_entity = t->camera_entity;
5825 VectorCopy(mins, p->mins);
5826 VectorCopy(maxs, p->maxs);
5830 // merge mins/maxs when we're adding this surface to the plane
5831 p->mins[0] = min(p->mins[0], mins[0]);
5832 p->mins[1] = min(p->mins[1], mins[1]);
5833 p->mins[2] = min(p->mins[2], mins[2]);
5834 p->maxs[0] = max(p->maxs[0], maxs[0]);
5835 p->maxs[1] = max(p->maxs[1], maxs[1]);
5836 p->maxs[2] = max(p->maxs[2], maxs[2]);
5838 // merge this surface's materialflags into the waterplane
5839 p->materialflags |= t->currentmaterialflags;
5840 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5842 // merge this surface's PVS into the waterplane
5843 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5844 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5846 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5852 extern cvar_t r_drawparticles;
5853 extern cvar_t r_drawdecals;
5855 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5858 r_refdef_view_t originalview;
5859 r_refdef_view_t myview;
5860 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;
5861 r_waterstate_waterplane_t *p;
5863 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5866 originalview = r_refdef.view;
5868 // lowquality hack, temporarily shut down some cvars and restore afterwards
5869 qualityreduction = r_water_lowquality.integer;
5870 if (qualityreduction > 0)
5872 if (qualityreduction >= 1)
5874 old_r_shadows = r_shadows.integer;
5875 old_r_worldrtlight = r_shadow_realtime_world.integer;
5876 old_r_dlight = r_shadow_realtime_dlight.integer;
5877 Cvar_SetValueQuick(&r_shadows, 0);
5878 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5879 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5881 if (qualityreduction >= 2)
5883 old_r_dynamic = r_dynamic.integer;
5884 old_r_particles = r_drawparticles.integer;
5885 old_r_decals = r_drawdecals.integer;
5886 Cvar_SetValueQuick(&r_dynamic, 0);
5887 Cvar_SetValueQuick(&r_drawparticles, 0);
5888 Cvar_SetValueQuick(&r_drawdecals, 0);
5892 // make sure enough textures are allocated
5893 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5895 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5897 if (!p->texture_refraction)
5898 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5899 if (!p->texture_refraction)
5903 if (r_fb.water.depthtexture == NULL)
5904 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5905 if (p->fbo_refraction == 0)
5906 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5909 else if (p->materialflags & MATERIALFLAG_CAMERA)
5911 if (!p->texture_camera)
5912 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5913 if (!p->texture_camera)
5917 if (r_fb.water.depthtexture == NULL)
5918 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5919 if (p->fbo_camera == 0)
5920 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5924 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5926 if (!p->texture_reflection)
5927 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5928 if (!p->texture_reflection)
5932 if (r_fb.water.depthtexture == NULL)
5933 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5934 if (p->fbo_reflection == 0)
5935 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5941 r_refdef.view = originalview;
5942 r_refdef.view.showdebug = false;
5943 r_refdef.view.width = r_fb.water.waterwidth;
5944 r_refdef.view.height = r_fb.water.waterheight;
5945 r_refdef.view.useclipplane = true;
5946 myview = r_refdef.view;
5947 r_fb.water.renderingscene = true;
5948 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5950 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5952 r_refdef.view = myview;
5953 if(r_water_scissormode.integer)
5955 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5956 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5957 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5960 // render reflected scene and copy into texture
5961 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5962 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5963 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5964 r_refdef.view.clipplane = p->plane;
5965 // reverse the cullface settings for this render
5966 r_refdef.view.cullface_front = GL_FRONT;
5967 r_refdef.view.cullface_back = GL_BACK;
5968 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5970 r_refdef.view.usecustompvs = true;
5972 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5974 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5977 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5978 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5979 R_ClearScreen(r_refdef.fogenabled);
5980 if(r_water_scissormode.integer & 2)
5981 R_View_UpdateWithScissor(myscissor);
5984 R_AnimCache_CacheVisibleEntities();
5985 if(r_water_scissormode.integer & 1)
5986 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5987 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5989 if (!p->fbo_reflection)
5990 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5991 r_fb.water.hideplayer = false;
5994 // render the normal view scene and copy into texture
5995 // (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)
5996 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5998 r_refdef.view = myview;
5999 if(r_water_scissormode.integer)
6001 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6002 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6003 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6006 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6008 r_refdef.view.clipplane = p->plane;
6009 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6010 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6012 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6014 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6015 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6016 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6017 R_RenderView_UpdateViewVectors();
6018 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6020 r_refdef.view.usecustompvs = true;
6021 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);
6025 PlaneClassify(&r_refdef.view.clipplane);
6027 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6028 R_ClearScreen(r_refdef.fogenabled);
6029 if(r_water_scissormode.integer & 2)
6030 R_View_UpdateWithScissor(myscissor);
6033 R_AnimCache_CacheVisibleEntities();
6034 if(r_water_scissormode.integer & 1)
6035 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6036 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6038 if (!p->fbo_refraction)
6039 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6040 r_fb.water.hideplayer = false;
6042 else if (p->materialflags & MATERIALFLAG_CAMERA)
6044 r_refdef.view = myview;
6046 r_refdef.view.clipplane = p->plane;
6047 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6048 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6050 r_refdef.view.width = r_fb.water.camerawidth;
6051 r_refdef.view.height = r_fb.water.cameraheight;
6052 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6053 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6054 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6055 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6057 if(p->camera_entity)
6059 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6060 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6063 // note: all of the view is used for displaying... so
6064 // there is no use in scissoring
6066 // reverse the cullface settings for this render
6067 r_refdef.view.cullface_front = GL_FRONT;
6068 r_refdef.view.cullface_back = GL_BACK;
6069 // also reverse the view matrix
6070 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
6071 R_RenderView_UpdateViewVectors();
6072 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6074 r_refdef.view.usecustompvs = true;
6075 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);
6078 // camera needs no clipplane
6079 r_refdef.view.useclipplane = false;
6081 PlaneClassify(&r_refdef.view.clipplane);
6083 r_fb.water.hideplayer = false;
6085 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6086 R_ClearScreen(r_refdef.fogenabled);
6088 R_AnimCache_CacheVisibleEntities();
6089 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6092 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6093 r_fb.water.hideplayer = false;
6097 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6098 r_fb.water.renderingscene = false;
6099 r_refdef.view = originalview;
6100 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6101 if (!r_fb.water.depthtexture)
6102 R_ClearScreen(r_refdef.fogenabled);
6104 R_AnimCache_CacheVisibleEntities();
6107 r_refdef.view = originalview;
6108 r_fb.water.renderingscene = false;
6109 Cvar_SetValueQuick(&r_water, 0);
6110 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6112 // lowquality hack, restore cvars
6113 if (qualityreduction > 0)
6115 if (qualityreduction >= 1)
6117 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6118 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6119 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6121 if (qualityreduction >= 2)
6123 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6124 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6125 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6130 static void R_Bloom_StartFrame(void)
6133 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6134 int viewwidth, viewheight;
6135 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6136 textype_t textype = TEXTYPE_COLORBUFFER;
6138 switch (vid.renderpath)
6140 case RENDERPATH_GL20:
6141 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6142 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6144 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6145 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6148 case RENDERPATH_GL11:
6149 case RENDERPATH_GL13:
6150 case RENDERPATH_GLES1:
6151 case RENDERPATH_GLES2:
6152 case RENDERPATH_D3D9:
6153 case RENDERPATH_D3D10:
6154 case RENDERPATH_D3D11:
6155 r_fb.usedepthtextures = false;
6157 case RENDERPATH_SOFT:
6158 r_fb.usedepthtextures = true;
6162 if (r_viewscale_fpsscaling.integer)
6164 double actualframetime;
6165 double targetframetime;
6167 actualframetime = r_refdef.lastdrawscreentime;
6168 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6169 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6170 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6171 if (r_viewscale_fpsscaling_stepsize.value > 0)
6172 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6173 viewscalefpsadjusted += adjust;
6174 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6177 viewscalefpsadjusted = 1.0f;
6179 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6181 switch(vid.renderpath)
6183 case RENDERPATH_GL20:
6184 case RENDERPATH_D3D9:
6185 case RENDERPATH_D3D10:
6186 case RENDERPATH_D3D11:
6187 case RENDERPATH_SOFT:
6188 case RENDERPATH_GLES2:
6190 case RENDERPATH_GL11:
6191 case RENDERPATH_GL13:
6192 case RENDERPATH_GLES1:
6196 // set bloomwidth and bloomheight to the bloom resolution that will be
6197 // used (often less than the screen resolution for faster rendering)
6198 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6199 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6200 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6201 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6202 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6204 // calculate desired texture sizes
6205 if (vid.support.arb_texture_non_power_of_two)
6207 screentexturewidth = vid.width;
6208 screentextureheight = vid.height;
6209 bloomtexturewidth = r_fb.bloomwidth;
6210 bloomtextureheight = r_fb.bloomheight;
6214 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6215 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6216 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6217 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6220 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))
6222 Cvar_SetValueQuick(&r_bloom, 0);
6223 Cvar_SetValueQuick(&r_motionblur, 0);
6224 Cvar_SetValueQuick(&r_damageblur, 0);
6227 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6229 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6231 && r_viewscale.value == 1.0f
6232 && !r_viewscale_fpsscaling.integer)
6233 screentexturewidth = screentextureheight = 0;
6234 if (!r_bloom.integer)
6235 bloomtexturewidth = bloomtextureheight = 0;
6237 // allocate textures as needed
6238 if (r_fb.screentexturewidth != screentexturewidth
6239 || r_fb.screentextureheight != screentextureheight
6240 || r_fb.bloomtexturewidth != bloomtexturewidth
6241 || r_fb.bloomtextureheight != bloomtextureheight
6242 || r_fb.textype != textype
6243 || useviewfbo != (r_fb.fbo != 0))
6245 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6247 if (r_fb.bloomtexture[i])
6248 R_FreeTexture(r_fb.bloomtexture[i]);
6249 r_fb.bloomtexture[i] = NULL;
6251 if (r_fb.bloomfbo[i])
6252 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6253 r_fb.bloomfbo[i] = 0;
6257 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6260 if (r_fb.colortexture)
6261 R_FreeTexture(r_fb.colortexture);
6262 r_fb.colortexture = NULL;
6264 if (r_fb.depthtexture)
6265 R_FreeTexture(r_fb.depthtexture);
6266 r_fb.depthtexture = NULL;
6268 if (r_fb.ghosttexture)
6269 R_FreeTexture(r_fb.ghosttexture);
6270 r_fb.ghosttexture = NULL;
6272 r_fb.screentexturewidth = screentexturewidth;
6273 r_fb.screentextureheight = screentextureheight;
6274 r_fb.bloomtexturewidth = bloomtexturewidth;
6275 r_fb.bloomtextureheight = bloomtextureheight;
6276 r_fb.textype = textype;
6278 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6280 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6281 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);
6282 r_fb.ghosttexture_valid = false;
6283 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6286 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6287 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6288 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6292 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6294 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6296 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6298 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6303 // bloom texture is a different resolution
6304 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6305 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6306 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6307 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6308 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6310 // set up a texcoord array for the full resolution screen image
6311 // (we have to keep this around to copy back during final render)
6312 r_fb.screentexcoord2f[0] = 0;
6313 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6314 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6315 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6316 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6317 r_fb.screentexcoord2f[5] = 0;
6318 r_fb.screentexcoord2f[6] = 0;
6319 r_fb.screentexcoord2f[7] = 0;
6323 for (i = 1;i < 8;i += 2)
6325 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6329 // set up a texcoord array for the reduced resolution bloom image
6330 // (which will be additive blended over the screen image)
6331 r_fb.bloomtexcoord2f[0] = 0;
6332 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6333 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6334 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6335 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6336 r_fb.bloomtexcoord2f[5] = 0;
6337 r_fb.bloomtexcoord2f[6] = 0;
6338 r_fb.bloomtexcoord2f[7] = 0;
6340 switch(vid.renderpath)
6342 case RENDERPATH_GL11:
6343 case RENDERPATH_GL13:
6344 case RENDERPATH_GL20:
6345 case RENDERPATH_SOFT:
6346 case RENDERPATH_GLES1:
6347 case RENDERPATH_GLES2:
6349 case RENDERPATH_D3D9:
6350 case RENDERPATH_D3D10:
6351 case RENDERPATH_D3D11:
6352 for (i = 0;i < 4;i++)
6354 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6355 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6356 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6357 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6362 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6365 r_refdef.view.clear = true;
6368 static void R_Bloom_MakeTexture(void)
6371 float xoffset, yoffset, r, brighten;
6373 float colorscale = r_bloom_colorscale.value;
6375 r_refdef.stats.bloom++;
6378 // this copy is unnecessary since it happens in R_BlendView already
6381 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6382 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6386 // scale down screen texture to the bloom texture size
6388 r_fb.bloomindex = 0;
6389 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6390 R_SetViewport(&r_fb.bloomviewport);
6391 GL_DepthTest(false);
6392 GL_BlendFunc(GL_ONE, GL_ZERO);
6393 GL_Color(colorscale, colorscale, colorscale, 1);
6394 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6395 switch(vid.renderpath)
6397 case RENDERPATH_GL11:
6398 case RENDERPATH_GL13:
6399 case RENDERPATH_GL20:
6400 case RENDERPATH_GLES1:
6401 case RENDERPATH_GLES2:
6402 case RENDERPATH_SOFT:
6403 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6405 case RENDERPATH_D3D9:
6406 case RENDERPATH_D3D10:
6407 case RENDERPATH_D3D11:
6408 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6411 // TODO: do boxfilter scale-down in shader?
6412 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6413 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6414 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6416 // we now have a properly scaled bloom image
6417 if (!r_fb.bloomfbo[r_fb.bloomindex])
6419 // copy it into the bloom texture
6420 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6421 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6424 // multiply bloom image by itself as many times as desired
6425 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6427 intex = r_fb.bloomtexture[r_fb.bloomindex];
6428 r_fb.bloomindex ^= 1;
6429 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6431 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6432 if (!r_fb.bloomfbo[r_fb.bloomindex])
6434 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6435 GL_Color(r,r,r,1); // apply fix factor
6440 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6441 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6442 GL_Color(1,1,1,1); // no fix factor supported here
6444 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6445 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6446 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6447 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6449 if (!r_fb.bloomfbo[r_fb.bloomindex])
6451 // copy the darkened image to a texture
6452 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6453 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6457 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6458 brighten = r_bloom_brighten.value;
6459 brighten = sqrt(brighten);
6461 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6463 for (dir = 0;dir < 2;dir++)
6465 intex = r_fb.bloomtexture[r_fb.bloomindex];
6466 r_fb.bloomindex ^= 1;
6467 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6468 // blend on at multiple vertical offsets to achieve a vertical blur
6469 // TODO: do offset blends using GLSL
6470 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6471 GL_BlendFunc(GL_ONE, GL_ZERO);
6472 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6473 for (x = -range;x <= range;x++)
6475 if (!dir){xoffset = 0;yoffset = x;}
6476 else {xoffset = x;yoffset = 0;}
6477 xoffset /= (float)r_fb.bloomtexturewidth;
6478 yoffset /= (float)r_fb.bloomtextureheight;
6479 // compute a texcoord array with the specified x and y offset
6480 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6481 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6482 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6483 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6484 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6485 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6486 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6487 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6488 // this r value looks like a 'dot' particle, fading sharply to
6489 // black at the edges
6490 // (probably not realistic but looks good enough)
6491 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6492 //r = brighten/(range*2+1);
6493 r = brighten / (range * 2 + 1);
6495 r *= (1 - x*x/(float)(range*range));
6496 GL_Color(r, r, r, 1);
6497 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6498 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6499 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6500 GL_BlendFunc(GL_ONE, GL_ONE);
6503 if (!r_fb.bloomfbo[r_fb.bloomindex])
6505 // copy the vertically or horizontally blurred bloom view to a texture
6506 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6507 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6512 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6514 unsigned int permutation;
6515 float uservecs[4][4];
6517 R_EntityMatrix(&identitymatrix);
6519 switch (vid.renderpath)
6521 case RENDERPATH_GL20:
6522 case RENDERPATH_D3D9:
6523 case RENDERPATH_D3D10:
6524 case RENDERPATH_D3D11:
6525 case RENDERPATH_SOFT:
6526 case RENDERPATH_GLES2:
6528 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6529 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6530 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6531 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6532 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6534 if (r_fb.colortexture)
6538 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6539 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6542 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6544 // declare variables
6545 float blur_factor, blur_mouseaccel, blur_velocity;
6546 static float blur_average;
6547 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6549 // set a goal for the factoring
6550 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6551 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6552 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6553 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6554 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6555 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6557 // from the goal, pick an averaged value between goal and last value
6558 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6559 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6561 // enforce minimum amount of blur
6562 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6564 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6566 // calculate values into a standard alpha
6567 cl.motionbluralpha = 1 - exp(-
6569 (r_motionblur.value * blur_factor / 80)
6571 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6574 max(0.0001, cl.time - cl.oldtime) // fps independent
6577 // randomization for the blur value to combat persistent ghosting
6578 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6579 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6582 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6583 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6585 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6586 GL_Color(1, 1, 1, cl.motionbluralpha);
6587 switch(vid.renderpath)
6589 case RENDERPATH_GL11:
6590 case RENDERPATH_GL13:
6591 case RENDERPATH_GL20:
6592 case RENDERPATH_GLES1:
6593 case RENDERPATH_GLES2:
6594 case RENDERPATH_SOFT:
6595 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6597 case RENDERPATH_D3D9:
6598 case RENDERPATH_D3D10:
6599 case RENDERPATH_D3D11:
6600 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6603 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6604 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6605 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6608 // updates old view angles for next pass
6609 VectorCopy(cl.viewangles, blur_oldangles);
6611 // copy view into the ghost texture
6612 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6613 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6614 r_fb.ghosttexture_valid = true;
6619 // no r_fb.colortexture means we're rendering to the real fb
6620 // we may still have to do view tint...
6621 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6623 // apply a color tint to the whole view
6624 R_ResetViewRendering2D(0, NULL, NULL);
6625 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6626 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6627 R_SetupShader_Generic_NoTexture(false, true);
6628 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6629 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6631 break; // no screen processing, no bloom, skip it
6634 if (r_fb.bloomtexture[0])
6636 // make the bloom texture
6637 R_Bloom_MakeTexture();
6640 #if _MSC_VER >= 1400
6641 #define sscanf sscanf_s
6643 memset(uservecs, 0, sizeof(uservecs));
6644 if (r_glsl_postprocess_uservec1_enable.integer)
6645 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6646 if (r_glsl_postprocess_uservec2_enable.integer)
6647 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6648 if (r_glsl_postprocess_uservec3_enable.integer)
6649 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6650 if (r_glsl_postprocess_uservec4_enable.integer)
6651 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6653 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6654 GL_Color(1, 1, 1, 1);
6655 GL_BlendFunc(GL_ONE, GL_ZERO);
6657 switch(vid.renderpath)
6659 case RENDERPATH_GL20:
6660 case RENDERPATH_GLES2:
6661 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6662 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6663 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6664 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6665 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6666 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]);
6667 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6668 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]);
6669 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]);
6670 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]);
6671 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]);
6672 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6673 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6674 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);
6676 case RENDERPATH_D3D9:
6678 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6679 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6680 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6681 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6682 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6683 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6684 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6685 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6686 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6687 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6688 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6689 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6690 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6691 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6692 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6695 case RENDERPATH_D3D10:
6696 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6698 case RENDERPATH_D3D11:
6699 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6701 case RENDERPATH_SOFT:
6702 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6703 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6704 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6705 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6706 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6707 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6708 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6709 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6710 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6711 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6712 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6713 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6714 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6715 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6720 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6721 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6723 case RENDERPATH_GL11:
6724 case RENDERPATH_GL13:
6725 case RENDERPATH_GLES1:
6726 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6728 // apply a color tint to the whole view
6729 R_ResetViewRendering2D(0, NULL, NULL);
6730 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6731 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6732 R_SetupShader_Generic_NoTexture(false, true);
6733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6734 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6740 matrix4x4_t r_waterscrollmatrix;
6742 void R_UpdateFog(void)
6745 if (gamemode == GAME_NEHAHRA)
6747 if (gl_fogenable.integer)
6749 r_refdef.oldgl_fogenable = true;
6750 r_refdef.fog_density = gl_fogdensity.value;
6751 r_refdef.fog_red = gl_fogred.value;
6752 r_refdef.fog_green = gl_foggreen.value;
6753 r_refdef.fog_blue = gl_fogblue.value;
6754 r_refdef.fog_alpha = 1;
6755 r_refdef.fog_start = 0;
6756 r_refdef.fog_end = gl_skyclip.value;
6757 r_refdef.fog_height = 1<<30;
6758 r_refdef.fog_fadedepth = 128;
6760 else if (r_refdef.oldgl_fogenable)
6762 r_refdef.oldgl_fogenable = false;
6763 r_refdef.fog_density = 0;
6764 r_refdef.fog_red = 0;
6765 r_refdef.fog_green = 0;
6766 r_refdef.fog_blue = 0;
6767 r_refdef.fog_alpha = 0;
6768 r_refdef.fog_start = 0;
6769 r_refdef.fog_end = 0;
6770 r_refdef.fog_height = 1<<30;
6771 r_refdef.fog_fadedepth = 128;
6776 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6777 r_refdef.fog_start = max(0, r_refdef.fog_start);
6778 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6780 if (r_refdef.fog_density && r_drawfog.integer)
6782 r_refdef.fogenabled = true;
6783 // this is the point where the fog reaches 0.9986 alpha, which we
6784 // consider a good enough cutoff point for the texture
6785 // (0.9986 * 256 == 255.6)
6786 if (r_fog_exp2.integer)
6787 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6789 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6790 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6791 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6792 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6793 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6794 R_BuildFogHeightTexture();
6795 // fog color was already set
6796 // update the fog texture
6797 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)
6798 R_BuildFogTexture();
6799 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6800 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6803 r_refdef.fogenabled = false;
6806 if (r_refdef.fog_density)
6808 r_refdef.fogcolor[0] = r_refdef.fog_red;
6809 r_refdef.fogcolor[1] = r_refdef.fog_green;
6810 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6812 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6813 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6814 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6815 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6819 VectorCopy(r_refdef.fogcolor, fogvec);
6820 // color.rgb *= ContrastBoost * SceneBrightness;
6821 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6822 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6823 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6824 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6829 void R_UpdateVariables(void)
6833 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6835 r_refdef.farclip = r_farclip_base.value;
6836 if (r_refdef.scene.worldmodel)
6837 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6838 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6840 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6841 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6842 r_refdef.polygonfactor = 0;
6843 r_refdef.polygonoffset = 0;
6844 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6845 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6847 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6848 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6849 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6850 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6851 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6852 if (FAKELIGHT_ENABLED)
6854 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6856 else if (r_refdef.scene.worldmodel)
6858 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6860 if (r_showsurfaces.integer)
6862 r_refdef.scene.rtworld = false;
6863 r_refdef.scene.rtworldshadows = false;
6864 r_refdef.scene.rtdlight = false;
6865 r_refdef.scene.rtdlightshadows = false;
6866 r_refdef.lightmapintensity = 0;
6869 switch(vid.renderpath)
6871 case RENDERPATH_GL20:
6872 case RENDERPATH_D3D9:
6873 case RENDERPATH_D3D10:
6874 case RENDERPATH_D3D11:
6875 case RENDERPATH_SOFT:
6876 case RENDERPATH_GLES2:
6877 if(v_glslgamma.integer && !vid_gammatables_trivial)
6879 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6881 // build GLSL gamma texture
6882 #define RAMPWIDTH 256
6883 unsigned short ramp[RAMPWIDTH * 3];
6884 unsigned char rampbgr[RAMPWIDTH][4];
6887 r_texture_gammaramps_serial = vid_gammatables_serial;
6889 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6890 for(i = 0; i < RAMPWIDTH; ++i)
6892 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6893 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6894 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6897 if (r_texture_gammaramps)
6899 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6903 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6909 // remove GLSL gamma texture
6912 case RENDERPATH_GL11:
6913 case RENDERPATH_GL13:
6914 case RENDERPATH_GLES1:
6919 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6920 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6926 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6927 if( scenetype != r_currentscenetype ) {
6928 // store the old scenetype
6929 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6930 r_currentscenetype = scenetype;
6931 // move in the new scene
6932 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6941 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6943 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6944 if( scenetype == r_currentscenetype ) {
6945 return &r_refdef.scene;
6947 return &r_scenes_store[ scenetype ];
6951 static int R_SortEntities_Compare(const void *ap, const void *bp)
6953 const entity_render_t *a = *(const entity_render_t **)ap;
6954 const entity_render_t *b = *(const entity_render_t **)bp;
6957 if(a->model < b->model)
6959 if(a->model > b->model)
6963 // TODO possibly calculate the REAL skinnum here first using
6965 if(a->skinnum < b->skinnum)
6967 if(a->skinnum > b->skinnum)
6970 // everything we compared is equal
6973 static void R_SortEntities(void)
6975 // below or equal 2 ents, sorting never gains anything
6976 if(r_refdef.scene.numentities <= 2)
6979 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6987 int dpsoftrast_test;
6988 extern cvar_t r_shadow_bouncegrid;
6989 void R_RenderView(void)
6991 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6993 rtexture_t *depthtexture;
6994 rtexture_t *colortexture;
6996 dpsoftrast_test = r_test.integer;
6998 if (r_timereport_active)
6999 R_TimeReport("start");
7000 r_textureframe++; // used only by R_GetCurrentTexture
7001 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7003 if(R_CompileShader_CheckStaticParms())
7006 if (!r_drawentities.integer)
7007 r_refdef.scene.numentities = 0;
7008 else if (r_sortentities.integer)
7011 R_AnimCache_ClearCache();
7012 R_FrameData_NewFrame();
7014 /* adjust for stereo display */
7015 if(R_Stereo_Active())
7017 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);
7018 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7021 if (r_refdef.view.isoverlay)
7023 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7024 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7025 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7026 R_TimeReport("depthclear");
7028 r_refdef.view.showdebug = false;
7030 r_fb.water.enabled = false;
7031 r_fb.water.numwaterplanes = 0;
7033 R_RenderScene(0, NULL, NULL);
7035 r_refdef.view.matrix = originalmatrix;
7041 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7043 r_refdef.view.matrix = originalmatrix;
7047 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7049 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7050 // in sRGB fallback, behave similar to true sRGB: convert this
7051 // value from linear to sRGB
7052 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7054 R_RenderView_UpdateViewVectors();
7056 R_Shadow_UpdateWorldLightSelection();
7058 R_Bloom_StartFrame();
7060 // apply bloom brightness offset
7061 if(r_fb.bloomtexture[0])
7062 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7064 R_Water_StartFrame();
7066 // now we probably have an fbo to render into
7068 depthtexture = r_fb.depthtexture;
7069 colortexture = r_fb.colortexture;
7072 if (r_timereport_active)
7073 R_TimeReport("viewsetup");
7075 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7077 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7079 R_ClearScreen(r_refdef.fogenabled);
7080 if (r_timereport_active)
7081 R_TimeReport("viewclear");
7083 r_refdef.view.clear = true;
7085 r_refdef.view.showdebug = true;
7088 if (r_timereport_active)
7089 R_TimeReport("visibility");
7091 R_AnimCache_CacheVisibleEntities();
7092 if (r_timereport_active)
7093 R_TimeReport("animcache");
7095 R_Shadow_UpdateBounceGridTexture();
7096 if (r_timereport_active && r_shadow_bouncegrid.integer)
7097 R_TimeReport("bouncegrid");
7099 r_fb.water.numwaterplanes = 0;
7100 if (r_fb.water.enabled)
7101 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7103 R_RenderScene(fbo, depthtexture, colortexture);
7104 r_fb.water.numwaterplanes = 0;
7106 R_BlendView(fbo, depthtexture, colortexture);
7107 if (r_timereport_active)
7108 R_TimeReport("blendview");
7110 GL_Scissor(0, 0, vid.width, vid.height);
7111 GL_ScissorTest(false);
7113 r_refdef.view.matrix = originalmatrix;
7118 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7120 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7122 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7123 if (r_timereport_active)
7124 R_TimeReport("waterworld");
7127 // don't let sound skip if going slow
7128 if (r_refdef.scene.extraupdate)
7131 R_DrawModelsAddWaterPlanes();
7132 if (r_timereport_active)
7133 R_TimeReport("watermodels");
7135 if (r_fb.water.numwaterplanes)
7137 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7138 if (r_timereport_active)
7139 R_TimeReport("waterscenes");
7143 extern cvar_t cl_locs_show;
7144 static void R_DrawLocs(void);
7145 static void R_DrawEntityBBoxes(void);
7146 static void R_DrawModelDecals(void);
7147 extern cvar_t cl_decals_newsystem;
7148 extern qboolean r_shadow_usingdeferredprepass;
7149 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7151 qboolean shadowmapping = false;
7153 if (r_timereport_active)
7154 R_TimeReport("beginscene");
7156 r_refdef.stats.renders++;
7160 // don't let sound skip if going slow
7161 if (r_refdef.scene.extraupdate)
7164 R_MeshQueue_BeginScene();
7168 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);
7170 if (r_timereport_active)
7171 R_TimeReport("skystartframe");
7173 if (cl.csqc_vidvars.drawworld)
7175 // don't let sound skip if going slow
7176 if (r_refdef.scene.extraupdate)
7179 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7181 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7182 if (r_timereport_active)
7183 R_TimeReport("worldsky");
7186 if (R_DrawBrushModelsSky() && r_timereport_active)
7187 R_TimeReport("bmodelsky");
7189 if (skyrendermasked && skyrenderlater)
7191 // we have to force off the water clipping plane while rendering sky
7192 R_SetupView(false, fbo, depthtexture, colortexture);
7194 R_SetupView(true, fbo, depthtexture, colortexture);
7195 if (r_timereport_active)
7196 R_TimeReport("sky");
7200 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7201 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7202 R_Shadow_PrepareModelShadows();
7203 if (r_timereport_active)
7204 R_TimeReport("preparelights");
7206 if (R_Shadow_ShadowMappingEnabled())
7207 shadowmapping = true;
7209 if (r_shadow_usingdeferredprepass)
7210 R_Shadow_DrawPrepass();
7212 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7214 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7215 if (r_timereport_active)
7216 R_TimeReport("worlddepth");
7218 if (r_depthfirst.integer >= 2)
7220 R_DrawModelsDepth();
7221 if (r_timereport_active)
7222 R_TimeReport("modeldepth");
7225 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7227 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7228 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7229 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7230 // don't let sound skip if going slow
7231 if (r_refdef.scene.extraupdate)
7235 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7237 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7238 if (r_timereport_active)
7239 R_TimeReport("world");
7242 // don't let sound skip if going slow
7243 if (r_refdef.scene.extraupdate)
7247 if (r_timereport_active)
7248 R_TimeReport("models");
7250 // don't let sound skip if going slow
7251 if (r_refdef.scene.extraupdate)
7254 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7256 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7257 R_DrawModelShadows(fbo, depthtexture, colortexture);
7258 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7259 // don't let sound skip if going slow
7260 if (r_refdef.scene.extraupdate)
7264 if (!r_shadow_usingdeferredprepass)
7266 R_Shadow_DrawLights();
7267 if (r_timereport_active)
7268 R_TimeReport("rtlights");
7271 // don't let sound skip if going slow
7272 if (r_refdef.scene.extraupdate)
7275 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7277 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7278 R_DrawModelShadows(fbo, depthtexture, colortexture);
7279 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7280 // don't let sound skip if going slow
7281 if (r_refdef.scene.extraupdate)
7285 if (cl.csqc_vidvars.drawworld)
7287 if (cl_decals_newsystem.integer)
7289 R_DrawModelDecals();
7290 if (r_timereport_active)
7291 R_TimeReport("modeldecals");
7296 if (r_timereport_active)
7297 R_TimeReport("decals");
7301 if (r_timereport_active)
7302 R_TimeReport("particles");
7305 if (r_timereport_active)
7306 R_TimeReport("explosions");
7308 R_DrawLightningBeams();
7309 if (r_timereport_active)
7310 R_TimeReport("lightning");
7314 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7316 if (r_refdef.view.showdebug)
7318 if (cl_locs_show.integer)
7321 if (r_timereport_active)
7322 R_TimeReport("showlocs");
7325 if (r_drawportals.integer)
7328 if (r_timereport_active)
7329 R_TimeReport("portals");
7332 if (r_showbboxes.value > 0)
7334 R_DrawEntityBBoxes();
7335 if (r_timereport_active)
7336 R_TimeReport("bboxes");
7340 if (r_transparent.integer)
7342 R_MeshQueue_RenderTransparent();
7343 if (r_timereport_active)
7344 R_TimeReport("drawtrans");
7347 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))
7349 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7350 if (r_timereport_active)
7351 R_TimeReport("worlddebug");
7352 R_DrawModelsDebug();
7353 if (r_timereport_active)
7354 R_TimeReport("modeldebug");
7357 if (cl.csqc_vidvars.drawworld)
7359 R_Shadow_DrawCoronas();
7360 if (r_timereport_active)
7361 R_TimeReport("coronas");
7366 GL_DepthTest(false);
7367 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7368 GL_Color(1, 1, 1, 1);
7369 qglBegin(GL_POLYGON);
7370 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7371 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7372 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7373 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7375 qglBegin(GL_POLYGON);
7376 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7377 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7378 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7379 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7381 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7385 // don't let sound skip if going slow
7386 if (r_refdef.scene.extraupdate)
7390 static const unsigned short bboxelements[36] =
7400 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7403 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7405 RSurf_ActiveWorldEntity();
7407 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7408 GL_DepthMask(false);
7409 GL_DepthRange(0, 1);
7410 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7411 // R_Mesh_ResetTextureState();
7413 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7414 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7415 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7416 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7417 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7418 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7419 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7420 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7421 R_FillColors(color4f, 8, cr, cg, cb, ca);
7422 if (r_refdef.fogenabled)
7424 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7426 f1 = RSurf_FogVertex(v);
7428 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7429 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7430 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7433 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7434 R_Mesh_ResetTextureState();
7435 R_SetupShader_Generic_NoTexture(false, false);
7436 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7439 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7441 prvm_prog_t *prog = SVVM_prog;
7444 prvm_edict_t *edict;
7446 // this function draws bounding boxes of server entities
7450 GL_CullFace(GL_NONE);
7451 R_SetupShader_Generic_NoTexture(false, false);
7453 for (i = 0;i < numsurfaces;i++)
7455 edict = PRVM_EDICT_NUM(surfacelist[i]);
7456 switch ((int)PRVM_serveredictfloat(edict, solid))
7458 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7459 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7460 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7461 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7462 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7463 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7464 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7466 color[3] *= r_showbboxes.value;
7467 color[3] = bound(0, color[3], 1);
7468 GL_DepthTest(!r_showdisabledepthtest.integer);
7469 GL_CullFace(r_refdef.view.cullface_front);
7470 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7474 static void R_DrawEntityBBoxes(void)
7477 prvm_edict_t *edict;
7479 prvm_prog_t *prog = SVVM_prog;
7481 // this function draws bounding boxes of server entities
7485 for (i = 0;i < prog->num_edicts;i++)
7487 edict = PRVM_EDICT_NUM(i);
7488 if (edict->priv.server->free)
7490 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7491 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7493 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7495 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7496 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7500 static const int nomodelelement3i[24] =
7512 static const unsigned short nomodelelement3s[24] =
7524 static const float nomodelvertex3f[6*3] =
7534 static const float nomodelcolor4f[6*4] =
7536 0.0f, 0.0f, 0.5f, 1.0f,
7537 0.0f, 0.0f, 0.5f, 1.0f,
7538 0.0f, 0.5f, 0.0f, 1.0f,
7539 0.0f, 0.5f, 0.0f, 1.0f,
7540 0.5f, 0.0f, 0.0f, 1.0f,
7541 0.5f, 0.0f, 0.0f, 1.0f
7544 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7550 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);
7552 // this is only called once per entity so numsurfaces is always 1, and
7553 // surfacelist is always {0}, so this code does not handle batches
7555 if (rsurface.ent_flags & RENDER_ADDITIVE)
7557 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7558 GL_DepthMask(false);
7560 else if (rsurface.colormod[3] < 1)
7562 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7563 GL_DepthMask(false);
7567 GL_BlendFunc(GL_ONE, GL_ZERO);
7570 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7571 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7572 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7573 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7574 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7575 for (i = 0, c = color4f;i < 6;i++, c += 4)
7577 c[0] *= rsurface.colormod[0];
7578 c[1] *= rsurface.colormod[1];
7579 c[2] *= rsurface.colormod[2];
7580 c[3] *= rsurface.colormod[3];
7582 if (r_refdef.fogenabled)
7584 for (i = 0, c = color4f;i < 6;i++, c += 4)
7586 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7588 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7589 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7590 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7593 // R_Mesh_ResetTextureState();
7594 R_SetupShader_Generic_NoTexture(false, false);
7595 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7596 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7599 void R_DrawNoModel(entity_render_t *ent)
7602 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7603 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7604 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7606 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7609 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7611 vec3_t right1, right2, diff, normal;
7613 VectorSubtract (org2, org1, normal);
7615 // calculate 'right' vector for start
7616 VectorSubtract (r_refdef.view.origin, org1, diff);
7617 CrossProduct (normal, diff, right1);
7618 VectorNormalize (right1);
7620 // calculate 'right' vector for end
7621 VectorSubtract (r_refdef.view.origin, org2, diff);
7622 CrossProduct (normal, diff, right2);
7623 VectorNormalize (right2);
7625 vert[ 0] = org1[0] + width * right1[0];
7626 vert[ 1] = org1[1] + width * right1[1];
7627 vert[ 2] = org1[2] + width * right1[2];
7628 vert[ 3] = org1[0] - width * right1[0];
7629 vert[ 4] = org1[1] - width * right1[1];
7630 vert[ 5] = org1[2] - width * right1[2];
7631 vert[ 6] = org2[0] - width * right2[0];
7632 vert[ 7] = org2[1] - width * right2[1];
7633 vert[ 8] = org2[2] - width * right2[2];
7634 vert[ 9] = org2[0] + width * right2[0];
7635 vert[10] = org2[1] + width * right2[1];
7636 vert[11] = org2[2] + width * right2[2];
7639 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)
7641 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7642 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7643 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7644 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7645 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7646 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7647 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7648 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7649 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7650 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7651 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7652 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7655 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7660 VectorSet(v, x, y, z);
7661 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7662 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7664 if (i == mesh->numvertices)
7666 if (mesh->numvertices < mesh->maxvertices)
7668 VectorCopy(v, vertex3f);
7669 mesh->numvertices++;
7671 return mesh->numvertices;
7677 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7681 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7682 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7683 e = mesh->element3i + mesh->numtriangles * 3;
7684 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7686 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7687 if (mesh->numtriangles < mesh->maxtriangles)
7692 mesh->numtriangles++;
7694 element[1] = element[2];
7698 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7702 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7703 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7704 e = mesh->element3i + mesh->numtriangles * 3;
7705 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7707 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7708 if (mesh->numtriangles < mesh->maxtriangles)
7713 mesh->numtriangles++;
7715 element[1] = element[2];
7719 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7720 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7722 int planenum, planenum2;
7725 mplane_t *plane, *plane2;
7727 double temppoints[2][256*3];
7728 // figure out how large a bounding box we need to properly compute this brush
7730 for (w = 0;w < numplanes;w++)
7731 maxdist = max(maxdist, fabs(planes[w].dist));
7732 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7733 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7734 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7738 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7739 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7741 if (planenum2 == planenum)
7743 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);
7746 if (tempnumpoints < 3)
7748 // generate elements forming a triangle fan for this polygon
7749 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7753 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7755 texturelayer_t *layer;
7756 layer = t->currentlayers + t->currentnumlayers++;
7758 layer->depthmask = depthmask;
7759 layer->blendfunc1 = blendfunc1;
7760 layer->blendfunc2 = blendfunc2;
7761 layer->texture = texture;
7762 layer->texmatrix = *matrix;
7763 layer->color[0] = r;
7764 layer->color[1] = g;
7765 layer->color[2] = b;
7766 layer->color[3] = a;
7769 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7771 if(parms[0] == 0 && parms[1] == 0)
7773 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7774 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7779 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7782 index = parms[2] + rsurface.shadertime * parms[3];
7783 index -= floor(index);
7784 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7787 case Q3WAVEFUNC_NONE:
7788 case Q3WAVEFUNC_NOISE:
7789 case Q3WAVEFUNC_COUNT:
7792 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7793 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7794 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7795 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7796 case Q3WAVEFUNC_TRIANGLE:
7798 f = index - floor(index);
7811 f = parms[0] + parms[1] * f;
7812 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7813 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7817 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7823 matrix4x4_t matrix, temp;
7824 switch(tcmod->tcmod)
7828 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7829 matrix = r_waterscrollmatrix;
7831 matrix = identitymatrix;
7833 case Q3TCMOD_ENTITYTRANSLATE:
7834 // this is used in Q3 to allow the gamecode to control texcoord
7835 // scrolling on the entity, which is not supported in darkplaces yet.
7836 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7838 case Q3TCMOD_ROTATE:
7839 f = tcmod->parms[0] * rsurface.shadertime;
7840 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7841 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7842 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7845 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7847 case Q3TCMOD_SCROLL:
7848 // extra care is needed because of precision breakdown with large values of time
7849 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7850 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7851 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7853 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7854 w = (int) tcmod->parms[0];
7855 h = (int) tcmod->parms[1];
7856 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7858 idx = (int) floor(f * w * h);
7859 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7861 case Q3TCMOD_STRETCH:
7862 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7863 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7865 case Q3TCMOD_TRANSFORM:
7866 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7867 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7868 VectorSet(tcmat + 6, 0 , 0 , 1);
7869 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7870 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7872 case Q3TCMOD_TURBULENT:
7873 // this is handled in the RSurf_PrepareVertices function
7874 matrix = identitymatrix;
7878 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7881 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7883 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7884 char name[MAX_QPATH];
7885 skinframe_t *skinframe;
7886 unsigned char pixels[296*194];
7887 strlcpy(cache->name, skinname, sizeof(cache->name));
7888 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7889 if (developer_loading.integer)
7890 Con_Printf("loading %s\n", name);
7891 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7892 if (!skinframe || !skinframe->base)
7895 fs_offset_t filesize;
7897 f = FS_LoadFile(name, tempmempool, true, &filesize);
7900 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7901 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7905 cache->skinframe = skinframe;
7908 texture_t *R_GetCurrentTexture(texture_t *t)
7911 const entity_render_t *ent = rsurface.entity;
7912 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7913 q3shaderinfo_layer_tcmod_t *tcmod;
7915 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7916 return t->currentframe;
7917 t->update_lastrenderframe = r_textureframe;
7918 t->update_lastrenderentity = (void *)ent;
7920 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7921 t->camera_entity = ent->entitynumber;
7923 t->camera_entity = 0;
7925 // switch to an alternate material if this is a q1bsp animated material
7927 texture_t *texture = t;
7928 int s = rsurface.ent_skinnum;
7929 if ((unsigned int)s >= (unsigned int)model->numskins)
7931 if (model->skinscenes)
7933 if (model->skinscenes[s].framecount > 1)
7934 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7936 s = model->skinscenes[s].firstframe;
7939 t = t + s * model->num_surfaces;
7942 // use an alternate animation if the entity's frame is not 0,
7943 // and only if the texture has an alternate animation
7944 if (rsurface.ent_alttextures && t->anim_total[1])
7945 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7947 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7949 texture->currentframe = t;
7952 // update currentskinframe to be a qw skin or animation frame
7953 if (rsurface.ent_qwskin >= 0)
7955 i = rsurface.ent_qwskin;
7956 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7958 r_qwskincache_size = cl.maxclients;
7960 Mem_Free(r_qwskincache);
7961 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7963 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7964 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7965 t->currentskinframe = r_qwskincache[i].skinframe;
7966 if (t->currentskinframe == NULL)
7967 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7969 else if (t->numskinframes >= 2)
7970 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7971 if (t->backgroundnumskinframes >= 2)
7972 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7974 t->currentmaterialflags = t->basematerialflags;
7975 t->currentalpha = rsurface.colormod[3];
7976 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7977 t->currentalpha *= r_wateralpha.value;
7978 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7979 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7980 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7981 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7982 if (!(rsurface.ent_flags & RENDER_LIGHT))
7983 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7984 else if (FAKELIGHT_ENABLED)
7986 // no modellight if using fakelight for the map
7988 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7990 // pick a model lighting mode
7991 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7992 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7994 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7996 if (rsurface.ent_flags & RENDER_ADDITIVE)
7997 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7998 else if (t->currentalpha < 1)
7999 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8000 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8001 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8002 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8003 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8004 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8005 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8006 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8007 if (t->backgroundnumskinframes)
8008 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8009 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8011 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8012 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8015 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8016 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8018 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8019 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8021 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8022 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8024 // there is no tcmod
8025 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8027 t->currenttexmatrix = r_waterscrollmatrix;
8028 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8030 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8032 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8033 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8036 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8037 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8038 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8039 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8041 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8042 if (t->currentskinframe->qpixels)
8043 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8044 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8045 if (!t->basetexture)
8046 t->basetexture = r_texture_notexture;
8047 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8048 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8049 t->nmaptexture = t->currentskinframe->nmap;
8050 if (!t->nmaptexture)
8051 t->nmaptexture = r_texture_blanknormalmap;
8052 t->glosstexture = r_texture_black;
8053 t->glowtexture = t->currentskinframe->glow;
8054 t->fogtexture = t->currentskinframe->fog;
8055 t->reflectmasktexture = t->currentskinframe->reflect;
8056 if (t->backgroundnumskinframes)
8058 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8059 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8060 t->backgroundglosstexture = r_texture_black;
8061 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8062 if (!t->backgroundnmaptexture)
8063 t->backgroundnmaptexture = r_texture_blanknormalmap;
8064 // make sure that if glow is going to be used, both textures are not NULL
8065 if (!t->backgroundglowtexture && t->glowtexture)
8066 t->backgroundglowtexture = r_texture_black;
8067 if (!t->glowtexture && t->backgroundglowtexture)
8068 t->glowtexture = r_texture_black;
8072 t->backgroundbasetexture = r_texture_white;
8073 t->backgroundnmaptexture = r_texture_blanknormalmap;
8074 t->backgroundglosstexture = r_texture_black;
8075 t->backgroundglowtexture = NULL;
8077 t->specularpower = r_shadow_glossexponent.value;
8078 // TODO: store reference values for these in the texture?
8079 t->specularscale = 0;
8080 if (r_shadow_gloss.integer > 0)
8082 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8084 if (r_shadow_glossintensity.value > 0)
8086 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8087 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8088 t->specularscale = r_shadow_glossintensity.value;
8091 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8093 t->glosstexture = r_texture_white;
8094 t->backgroundglosstexture = r_texture_white;
8095 t->specularscale = r_shadow_gloss2intensity.value;
8096 t->specularpower = r_shadow_gloss2exponent.value;
8099 t->specularscale *= t->specularscalemod;
8100 t->specularpower *= t->specularpowermod;
8101 t->rtlightambient = 0;
8103 // lightmaps mode looks bad with dlights using actual texturing, so turn
8104 // off the colormap and glossmap, but leave the normalmap on as it still
8105 // accurately represents the shading involved
8106 if (gl_lightmaps.integer)
8108 t->basetexture = r_texture_grey128;
8109 t->pantstexture = r_texture_black;
8110 t->shirttexture = r_texture_black;
8111 if (gl_lightmaps.integer < 2)
8112 t->nmaptexture = r_texture_blanknormalmap;
8113 t->glosstexture = r_texture_black;
8114 t->glowtexture = NULL;
8115 t->fogtexture = NULL;
8116 t->reflectmasktexture = NULL;
8117 t->backgroundbasetexture = NULL;
8118 if (gl_lightmaps.integer < 2)
8119 t->backgroundnmaptexture = r_texture_blanknormalmap;
8120 t->backgroundglosstexture = r_texture_black;
8121 t->backgroundglowtexture = NULL;
8122 t->specularscale = 0;
8123 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8126 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8127 VectorClear(t->dlightcolor);
8128 t->currentnumlayers = 0;
8129 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8131 int blendfunc1, blendfunc2;
8133 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8135 blendfunc1 = GL_SRC_ALPHA;
8136 blendfunc2 = GL_ONE;
8138 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8140 blendfunc1 = GL_SRC_ALPHA;
8141 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8143 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8145 blendfunc1 = t->customblendfunc[0];
8146 blendfunc2 = t->customblendfunc[1];
8150 blendfunc1 = GL_ONE;
8151 blendfunc2 = GL_ZERO;
8153 // don't colormod evilblend textures
8154 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8155 VectorSet(t->lightmapcolor, 1, 1, 1);
8156 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8157 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8159 // fullbright is not affected by r_refdef.lightmapintensity
8160 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8161 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8162 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8163 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8164 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8168 vec3_t ambientcolor;
8170 // set the color tint used for lights affecting this surface
8171 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8173 // q3bsp has no lightmap updates, so the lightstylevalue that
8174 // would normally be baked into the lightmap must be
8175 // applied to the color
8176 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8177 if (model->type == mod_brushq3)
8178 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8179 colorscale *= r_refdef.lightmapintensity;
8180 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8181 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8182 // basic lit geometry
8183 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8184 // add pants/shirt if needed
8185 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8186 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8187 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8188 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8189 // now add ambient passes if needed
8190 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8192 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8193 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8194 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8195 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8196 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8199 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8200 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8201 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8203 // if this is opaque use alpha blend which will darken the earlier
8206 // if this is an alpha blended material, all the earlier passes
8207 // were darkened by fog already, so we only need to add the fog
8208 // color ontop through the fog mask texture
8210 // if this is an additive blended material, all the earlier passes
8211 // were darkened by fog already, and we should not add fog color
8212 // (because the background was not darkened, there is no fog color
8213 // that was lost behind it).
8214 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8218 return t->currentframe;
8221 rsurfacestate_t rsurface;
8223 void RSurf_ActiveWorldEntity(void)
8225 dp_model_t *model = r_refdef.scene.worldmodel;
8226 //if (rsurface.entity == r_refdef.scene.worldentity)
8228 rsurface.entity = r_refdef.scene.worldentity;
8229 rsurface.skeleton = NULL;
8230 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8231 rsurface.ent_skinnum = 0;
8232 rsurface.ent_qwskin = -1;
8233 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8234 rsurface.shadertime = r_refdef.scene.time;
8235 rsurface.matrix = identitymatrix;
8236 rsurface.inversematrix = identitymatrix;
8237 rsurface.matrixscale = 1;
8238 rsurface.inversematrixscale = 1;
8239 R_EntityMatrix(&identitymatrix);
8240 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8241 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8242 rsurface.fograngerecip = r_refdef.fograngerecip;
8243 rsurface.fogheightfade = r_refdef.fogheightfade;
8244 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8245 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8246 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8247 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8248 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8249 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8250 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8251 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8252 rsurface.colormod[3] = 1;
8253 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8254 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8255 rsurface.frameblend[0].lerp = 1;
8256 rsurface.ent_alttextures = false;
8257 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8258 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8259 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8260 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8261 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8262 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8263 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8264 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8265 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8266 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8267 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8268 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8269 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8271 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8272 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8274 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8275 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8277 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8278 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8279 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8280 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8281 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8283 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8284 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8286 rsurface.modelelement3i = model->surfmesh.data_element3i;
8287 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8288 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8289 rsurface.modelelement3s = model->surfmesh.data_element3s;
8290 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8291 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8292 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8293 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8294 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8295 rsurface.modelsurfaces = model->data_surfaces;
8296 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8297 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8298 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8299 rsurface.modelgeneratedvertex = false;
8300 rsurface.batchgeneratedvertex = false;
8301 rsurface.batchfirstvertex = 0;
8302 rsurface.batchnumvertices = 0;
8303 rsurface.batchfirsttriangle = 0;
8304 rsurface.batchnumtriangles = 0;
8305 rsurface.batchvertex3f = NULL;
8306 rsurface.batchvertex3f_vertexbuffer = NULL;
8307 rsurface.batchvertex3f_bufferoffset = 0;
8308 rsurface.batchsvector3f = NULL;
8309 rsurface.batchsvector3f_vertexbuffer = NULL;
8310 rsurface.batchsvector3f_bufferoffset = 0;
8311 rsurface.batchtvector3f = NULL;
8312 rsurface.batchtvector3f_vertexbuffer = NULL;
8313 rsurface.batchtvector3f_bufferoffset = 0;
8314 rsurface.batchnormal3f = NULL;
8315 rsurface.batchnormal3f_vertexbuffer = NULL;
8316 rsurface.batchnormal3f_bufferoffset = 0;
8317 rsurface.batchlightmapcolor4f = NULL;
8318 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8319 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8320 rsurface.batchtexcoordtexture2f = NULL;
8321 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8322 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8323 rsurface.batchtexcoordlightmap2f = NULL;
8324 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8325 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8326 rsurface.batchskeletalindex4ub = NULL;
8327 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8328 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8329 rsurface.batchskeletalweight4ub = NULL;
8330 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8331 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8332 rsurface.batchvertexmesh = NULL;
8333 rsurface.batchvertexmeshbuffer = NULL;
8334 rsurface.batchvertex3fbuffer = NULL;
8335 rsurface.batchelement3i = NULL;
8336 rsurface.batchelement3i_indexbuffer = NULL;
8337 rsurface.batchelement3i_bufferoffset = 0;
8338 rsurface.batchelement3s = NULL;
8339 rsurface.batchelement3s_indexbuffer = NULL;
8340 rsurface.batchelement3s_bufferoffset = 0;
8341 rsurface.passcolor4f = NULL;
8342 rsurface.passcolor4f_vertexbuffer = NULL;
8343 rsurface.passcolor4f_bufferoffset = 0;
8344 rsurface.forcecurrenttextureupdate = false;
8347 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8349 dp_model_t *model = ent->model;
8350 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8352 rsurface.entity = (entity_render_t *)ent;
8353 rsurface.skeleton = ent->skeleton;
8354 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8355 rsurface.ent_skinnum = ent->skinnum;
8356 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;
8357 rsurface.ent_flags = ent->flags;
8358 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8359 rsurface.matrix = ent->matrix;
8360 rsurface.inversematrix = ent->inversematrix;
8361 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8362 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8363 R_EntityMatrix(&rsurface.matrix);
8364 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8365 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8366 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8367 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8368 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8369 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8370 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8371 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8372 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8373 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8374 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8375 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8376 rsurface.colormod[3] = ent->alpha;
8377 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8378 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8379 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8380 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8381 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8382 if (ent->model->brush.submodel && !prepass)
8384 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8385 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8387 // if the animcache code decided it should use the shader path, skip the deform step
8388 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8389 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8390 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8392 if (ent->animcache_vertex3f)
8394 rsurface.modelvertex3f = ent->animcache_vertex3f;
8395 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8396 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8397 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8398 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8399 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8400 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8402 else if (wanttangents)
8404 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8405 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8406 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8407 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8408 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8409 rsurface.modelvertexmesh = NULL;
8410 rsurface.modelvertexmeshbuffer = NULL;
8411 rsurface.modelvertex3fbuffer = NULL;
8413 else if (wantnormals)
8415 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8416 rsurface.modelsvector3f = NULL;
8417 rsurface.modeltvector3f = NULL;
8418 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8419 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8420 rsurface.modelvertexmesh = NULL;
8421 rsurface.modelvertexmeshbuffer = NULL;
8422 rsurface.modelvertex3fbuffer = NULL;
8426 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8427 rsurface.modelsvector3f = NULL;
8428 rsurface.modeltvector3f = NULL;
8429 rsurface.modelnormal3f = NULL;
8430 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8431 rsurface.modelvertexmesh = NULL;
8432 rsurface.modelvertexmeshbuffer = NULL;
8433 rsurface.modelvertex3fbuffer = NULL;
8435 rsurface.modelvertex3f_vertexbuffer = 0;
8436 rsurface.modelvertex3f_bufferoffset = 0;
8437 rsurface.modelsvector3f_vertexbuffer = 0;
8438 rsurface.modelsvector3f_bufferoffset = 0;
8439 rsurface.modeltvector3f_vertexbuffer = 0;
8440 rsurface.modeltvector3f_bufferoffset = 0;
8441 rsurface.modelnormal3f_vertexbuffer = 0;
8442 rsurface.modelnormal3f_bufferoffset = 0;
8443 rsurface.modelgeneratedvertex = true;
8447 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8448 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8449 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8450 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8451 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8452 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8453 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8454 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8455 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8456 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8457 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8458 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8459 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8460 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8461 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8462 rsurface.modelgeneratedvertex = false;
8464 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8465 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8466 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8467 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8468 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8469 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8470 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8471 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8472 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8473 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8474 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8475 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8476 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8477 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8478 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8479 rsurface.modelelement3i = model->surfmesh.data_element3i;
8480 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8481 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8482 rsurface.modelelement3s = model->surfmesh.data_element3s;
8483 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8484 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8485 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8486 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8487 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8488 rsurface.modelsurfaces = model->data_surfaces;
8489 rsurface.batchgeneratedvertex = false;
8490 rsurface.batchfirstvertex = 0;
8491 rsurface.batchnumvertices = 0;
8492 rsurface.batchfirsttriangle = 0;
8493 rsurface.batchnumtriangles = 0;
8494 rsurface.batchvertex3f = NULL;
8495 rsurface.batchvertex3f_vertexbuffer = NULL;
8496 rsurface.batchvertex3f_bufferoffset = 0;
8497 rsurface.batchsvector3f = NULL;
8498 rsurface.batchsvector3f_vertexbuffer = NULL;
8499 rsurface.batchsvector3f_bufferoffset = 0;
8500 rsurface.batchtvector3f = NULL;
8501 rsurface.batchtvector3f_vertexbuffer = NULL;
8502 rsurface.batchtvector3f_bufferoffset = 0;
8503 rsurface.batchnormal3f = NULL;
8504 rsurface.batchnormal3f_vertexbuffer = NULL;
8505 rsurface.batchnormal3f_bufferoffset = 0;
8506 rsurface.batchlightmapcolor4f = NULL;
8507 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8508 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8509 rsurface.batchtexcoordtexture2f = NULL;
8510 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8511 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8512 rsurface.batchtexcoordlightmap2f = NULL;
8513 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8514 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8515 rsurface.batchskeletalindex4ub = NULL;
8516 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8517 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8518 rsurface.batchskeletalweight4ub = NULL;
8519 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8520 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8521 rsurface.batchvertexmesh = NULL;
8522 rsurface.batchvertexmeshbuffer = NULL;
8523 rsurface.batchvertex3fbuffer = NULL;
8524 rsurface.batchelement3i = NULL;
8525 rsurface.batchelement3i_indexbuffer = NULL;
8526 rsurface.batchelement3i_bufferoffset = 0;
8527 rsurface.batchelement3s = NULL;
8528 rsurface.batchelement3s_indexbuffer = NULL;
8529 rsurface.batchelement3s_bufferoffset = 0;
8530 rsurface.passcolor4f = NULL;
8531 rsurface.passcolor4f_vertexbuffer = NULL;
8532 rsurface.passcolor4f_bufferoffset = 0;
8533 rsurface.forcecurrenttextureupdate = false;
8536 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)
8538 rsurface.entity = r_refdef.scene.worldentity;
8539 rsurface.skeleton = NULL;
8540 rsurface.ent_skinnum = 0;
8541 rsurface.ent_qwskin = -1;
8542 rsurface.ent_flags = entflags;
8543 rsurface.shadertime = r_refdef.scene.time - shadertime;
8544 rsurface.modelnumvertices = numvertices;
8545 rsurface.modelnumtriangles = numtriangles;
8546 rsurface.matrix = *matrix;
8547 rsurface.inversematrix = *inversematrix;
8548 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8549 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8550 R_EntityMatrix(&rsurface.matrix);
8551 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8552 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8553 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8554 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8555 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8556 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8557 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8558 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8559 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8560 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8561 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8562 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8563 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8564 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8565 rsurface.frameblend[0].lerp = 1;
8566 rsurface.ent_alttextures = false;
8567 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8568 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8571 rsurface.modelvertex3f = (float *)vertex3f;
8572 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8573 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8574 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8576 else if (wantnormals)
8578 rsurface.modelvertex3f = (float *)vertex3f;
8579 rsurface.modelsvector3f = NULL;
8580 rsurface.modeltvector3f = NULL;
8581 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8585 rsurface.modelvertex3f = (float *)vertex3f;
8586 rsurface.modelsvector3f = NULL;
8587 rsurface.modeltvector3f = NULL;
8588 rsurface.modelnormal3f = NULL;
8590 rsurface.modelvertexmesh = NULL;
8591 rsurface.modelvertexmeshbuffer = NULL;
8592 rsurface.modelvertex3fbuffer = NULL;
8593 rsurface.modelvertex3f_vertexbuffer = 0;
8594 rsurface.modelvertex3f_bufferoffset = 0;
8595 rsurface.modelsvector3f_vertexbuffer = 0;
8596 rsurface.modelsvector3f_bufferoffset = 0;
8597 rsurface.modeltvector3f_vertexbuffer = 0;
8598 rsurface.modeltvector3f_bufferoffset = 0;
8599 rsurface.modelnormal3f_vertexbuffer = 0;
8600 rsurface.modelnormal3f_bufferoffset = 0;
8601 rsurface.modelgeneratedvertex = true;
8602 rsurface.modellightmapcolor4f = (float *)color4f;
8603 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8604 rsurface.modellightmapcolor4f_bufferoffset = 0;
8605 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8606 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8607 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8608 rsurface.modeltexcoordlightmap2f = NULL;
8609 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8610 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8611 rsurface.modelskeletalindex4ub = NULL;
8612 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8613 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8614 rsurface.modelskeletalweight4ub = NULL;
8615 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8616 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8617 rsurface.modelelement3i = (int *)element3i;
8618 rsurface.modelelement3i_indexbuffer = NULL;
8619 rsurface.modelelement3i_bufferoffset = 0;
8620 rsurface.modelelement3s = (unsigned short *)element3s;
8621 rsurface.modelelement3s_indexbuffer = NULL;
8622 rsurface.modelelement3s_bufferoffset = 0;
8623 rsurface.modellightmapoffsets = NULL;
8624 rsurface.modelsurfaces = NULL;
8625 rsurface.batchgeneratedvertex = false;
8626 rsurface.batchfirstvertex = 0;
8627 rsurface.batchnumvertices = 0;
8628 rsurface.batchfirsttriangle = 0;
8629 rsurface.batchnumtriangles = 0;
8630 rsurface.batchvertex3f = NULL;
8631 rsurface.batchvertex3f_vertexbuffer = NULL;
8632 rsurface.batchvertex3f_bufferoffset = 0;
8633 rsurface.batchsvector3f = NULL;
8634 rsurface.batchsvector3f_vertexbuffer = NULL;
8635 rsurface.batchsvector3f_bufferoffset = 0;
8636 rsurface.batchtvector3f = NULL;
8637 rsurface.batchtvector3f_vertexbuffer = NULL;
8638 rsurface.batchtvector3f_bufferoffset = 0;
8639 rsurface.batchnormal3f = NULL;
8640 rsurface.batchnormal3f_vertexbuffer = NULL;
8641 rsurface.batchnormal3f_bufferoffset = 0;
8642 rsurface.batchlightmapcolor4f = NULL;
8643 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8644 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8645 rsurface.batchtexcoordtexture2f = NULL;
8646 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8647 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8648 rsurface.batchtexcoordlightmap2f = NULL;
8649 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8650 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8651 rsurface.batchskeletalindex4ub = NULL;
8652 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8653 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8654 rsurface.batchskeletalweight4ub = NULL;
8655 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8656 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8657 rsurface.batchvertexmesh = NULL;
8658 rsurface.batchvertexmeshbuffer = NULL;
8659 rsurface.batchvertex3fbuffer = NULL;
8660 rsurface.batchelement3i = NULL;
8661 rsurface.batchelement3i_indexbuffer = NULL;
8662 rsurface.batchelement3i_bufferoffset = 0;
8663 rsurface.batchelement3s = NULL;
8664 rsurface.batchelement3s_indexbuffer = NULL;
8665 rsurface.batchelement3s_bufferoffset = 0;
8666 rsurface.passcolor4f = NULL;
8667 rsurface.passcolor4f_vertexbuffer = NULL;
8668 rsurface.passcolor4f_bufferoffset = 0;
8669 rsurface.forcecurrenttextureupdate = true;
8671 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8673 if ((wantnormals || wanttangents) && !normal3f)
8675 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8676 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8678 if (wanttangents && !svector3f)
8680 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8681 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8682 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8687 float RSurf_FogPoint(const float *v)
8689 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8690 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8691 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8692 float FogHeightFade = r_refdef.fogheightfade;
8694 unsigned int fogmasktableindex;
8695 if (r_refdef.fogplaneviewabove)
8696 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8698 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8699 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8700 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8703 float RSurf_FogVertex(const float *v)
8705 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8706 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8707 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8708 float FogHeightFade = rsurface.fogheightfade;
8710 unsigned int fogmasktableindex;
8711 if (r_refdef.fogplaneviewabove)
8712 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8714 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8715 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8716 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8719 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8722 for (i = 0;i < numelements;i++)
8723 outelement3i[i] = inelement3i[i] + adjust;
8726 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8727 extern cvar_t gl_vbo;
8728 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8736 int surfacefirsttriangle;
8737 int surfacenumtriangles;
8738 int surfacefirstvertex;
8739 int surfaceendvertex;
8740 int surfacenumvertices;
8741 int batchnumvertices;
8742 int batchnumtriangles;
8746 qboolean dynamicvertex;
8750 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8753 q3shaderinfo_deform_t *deform;
8754 const msurface_t *surface, *firstsurface;
8755 r_vertexmesh_t *vertexmesh;
8756 if (!texturenumsurfaces)
8758 // find vertex range of this surface batch
8760 firstsurface = texturesurfacelist[0];
8761 firsttriangle = firstsurface->num_firsttriangle;
8762 batchnumvertices = 0;
8763 batchnumtriangles = 0;
8764 firstvertex = endvertex = firstsurface->num_firstvertex;
8765 for (i = 0;i < texturenumsurfaces;i++)
8767 surface = texturesurfacelist[i];
8768 if (surface != firstsurface + i)
8770 surfacefirstvertex = surface->num_firstvertex;
8771 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8772 surfacenumvertices = surface->num_vertices;
8773 surfacenumtriangles = surface->num_triangles;
8774 if (firstvertex > surfacefirstvertex)
8775 firstvertex = surfacefirstvertex;
8776 if (endvertex < surfaceendvertex)
8777 endvertex = surfaceendvertex;
8778 batchnumvertices += surfacenumvertices;
8779 batchnumtriangles += surfacenumtriangles;
8782 // we now know the vertex range used, and if there are any gaps in it
8783 rsurface.batchfirstvertex = firstvertex;
8784 rsurface.batchnumvertices = endvertex - firstvertex;
8785 rsurface.batchfirsttriangle = firsttriangle;
8786 rsurface.batchnumtriangles = batchnumtriangles;
8788 // this variable holds flags for which properties have been updated that
8789 // may require regenerating vertexmesh array...
8792 // check if any dynamic vertex processing must occur
8793 dynamicvertex = false;
8795 // if there is a chance of animated vertex colors, it's a dynamic batch
8796 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8798 dynamicvertex = true;
8799 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8802 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8804 switch (deform->deform)
8807 case Q3DEFORM_PROJECTIONSHADOW:
8808 case Q3DEFORM_TEXT0:
8809 case Q3DEFORM_TEXT1:
8810 case Q3DEFORM_TEXT2:
8811 case Q3DEFORM_TEXT3:
8812 case Q3DEFORM_TEXT4:
8813 case Q3DEFORM_TEXT5:
8814 case Q3DEFORM_TEXT6:
8815 case Q3DEFORM_TEXT7:
8818 case Q3DEFORM_AUTOSPRITE:
8819 dynamicvertex = true;
8820 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8821 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8823 case Q3DEFORM_AUTOSPRITE2:
8824 dynamicvertex = true;
8825 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8826 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8828 case Q3DEFORM_NORMAL:
8829 dynamicvertex = true;
8830 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8831 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8834 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8835 break; // if wavefunc is a nop, ignore this transform
8836 dynamicvertex = true;
8837 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8838 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8840 case Q3DEFORM_BULGE:
8841 dynamicvertex = true;
8842 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8843 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8846 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8847 break; // if wavefunc is a nop, ignore this transform
8848 dynamicvertex = true;
8849 batchneed |= BATCHNEED_ARRAY_VERTEX;
8850 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8854 switch(rsurface.texture->tcgen.tcgen)
8857 case Q3TCGEN_TEXTURE:
8859 case Q3TCGEN_LIGHTMAP:
8860 dynamicvertex = true;
8861 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8862 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8864 case Q3TCGEN_VECTOR:
8865 dynamicvertex = true;
8866 batchneed |= BATCHNEED_ARRAY_VERTEX;
8867 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8869 case Q3TCGEN_ENVIRONMENT:
8870 dynamicvertex = true;
8871 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8872 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8875 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8877 dynamicvertex = true;
8878 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8879 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8882 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8884 dynamicvertex = true;
8885 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8888 // when the model data has no vertex buffer (dynamic mesh), we need to
8890 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8891 batchneed |= BATCHNEED_NOGAPS;
8893 // the caller can specify BATCHNEED_NOGAPS to force a batch with
8894 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
8895 // we ensure this by treating the vertex batch as dynamic...
8896 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
8897 dynamicvertex = true;
8901 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8902 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8903 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8904 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8905 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8906 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8907 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8908 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
8911 // if needsupdate, we have to do a dynamic vertex batch for sure
8912 if (needsupdate & batchneed)
8913 dynamicvertex = true;
8915 // see if we need to build vertexmesh from arrays
8916 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8917 dynamicvertex = true;
8919 rsurface.batchvertex3f = rsurface.modelvertex3f;
8920 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8921 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8922 rsurface.batchsvector3f = rsurface.modelsvector3f;
8923 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8924 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8925 rsurface.batchtvector3f = rsurface.modeltvector3f;
8926 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8927 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8928 rsurface.batchnormal3f = rsurface.modelnormal3f;
8929 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8930 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8931 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8932 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8933 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8934 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8935 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8936 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8937 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8938 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8939 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8940 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
8941 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
8942 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
8943 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
8944 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
8945 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
8946 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8947 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8948 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8949 rsurface.batchelement3i = rsurface.modelelement3i;
8950 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8951 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8952 rsurface.batchelement3s = rsurface.modelelement3s;
8953 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8954 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8956 // if any dynamic vertex processing has to occur in software, we copy the
8957 // entire surface list together before processing to rebase the vertices
8958 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8960 // if any gaps exist and we do not have a static vertex buffer, we have to
8961 // copy the surface list together to avoid wasting upload bandwidth on the
8962 // vertices in the gaps.
8964 // if gaps exist and we have a static vertex buffer, we can choose whether
8965 // to combine the index buffer ranges into one dynamic index buffer or
8966 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
8968 // in many cases the batch is reduced to one draw call.
8970 rsurface.batchmultidraw = false;
8971 rsurface.batchmultidrawnumsurfaces = 0;
8972 rsurface.batchmultidrawsurfacelist = NULL;
8976 // static vertex data, just set pointers...
8977 rsurface.batchgeneratedvertex = false;
8978 // if there are gaps, we want to build a combined index buffer,
8979 // otherwise use the original static buffer with an appropriate offset
8982 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
8984 rsurface.batchmultidraw = true;
8985 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
8986 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
8989 // build a new triangle elements array for this batch
8990 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8991 rsurface.batchfirsttriangle = 0;
8993 for (i = 0;i < texturenumsurfaces;i++)
8995 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8996 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8997 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8998 numtriangles += surfacenumtriangles;
9000 rsurface.batchelement3i_indexbuffer = NULL;
9001 rsurface.batchelement3i_bufferoffset = 0;
9002 rsurface.batchelement3s = NULL;
9003 rsurface.batchelement3s_indexbuffer = NULL;
9004 rsurface.batchelement3s_bufferoffset = 0;
9005 if (endvertex <= 65536)
9007 // make a 16bit (unsigned short) index array if possible
9008 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9009 for (i = 0;i < numtriangles*3;i++)
9010 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9016 // something needs software processing, do it for real...
9017 // we only directly handle separate array data in this case and then
9018 // generate interleaved data if needed...
9019 rsurface.batchgeneratedvertex = true;
9021 // now copy the vertex data into a combined array and make an index array
9022 // (this is what Quake3 does all the time)
9023 //if (dynamicvertex)
9025 rsurface.batchvertex3fbuffer = NULL;
9026 rsurface.batchvertexmesh = NULL;
9027 rsurface.batchvertexmeshbuffer = NULL;
9028 rsurface.batchvertex3f = NULL;
9029 rsurface.batchvertex3f_vertexbuffer = NULL;
9030 rsurface.batchvertex3f_bufferoffset = 0;
9031 rsurface.batchsvector3f = NULL;
9032 rsurface.batchsvector3f_vertexbuffer = NULL;
9033 rsurface.batchsvector3f_bufferoffset = 0;
9034 rsurface.batchtvector3f = NULL;
9035 rsurface.batchtvector3f_vertexbuffer = NULL;
9036 rsurface.batchtvector3f_bufferoffset = 0;
9037 rsurface.batchnormal3f = NULL;
9038 rsurface.batchnormal3f_vertexbuffer = NULL;
9039 rsurface.batchnormal3f_bufferoffset = 0;
9040 rsurface.batchlightmapcolor4f = NULL;
9041 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9042 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9043 rsurface.batchtexcoordtexture2f = NULL;
9044 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9045 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9046 rsurface.batchtexcoordlightmap2f = NULL;
9047 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9048 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9049 rsurface.batchskeletalindex4ub = NULL;
9050 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9051 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9052 rsurface.batchskeletalweight4ub = NULL;
9053 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9054 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9055 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9056 rsurface.batchelement3i_indexbuffer = NULL;
9057 rsurface.batchelement3i_bufferoffset = 0;
9058 rsurface.batchelement3s = NULL;
9059 rsurface.batchelement3s_indexbuffer = NULL;
9060 rsurface.batchelement3s_bufferoffset = 0;
9061 // we'll only be setting up certain arrays as needed
9062 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9063 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9064 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9065 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9066 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9067 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9068 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9070 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9071 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9073 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9074 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9075 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9076 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9077 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9078 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9079 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9081 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9082 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9086 for (i = 0;i < texturenumsurfaces;i++)
9088 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9089 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9090 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9091 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9092 // copy only the data requested
9093 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9094 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9095 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9097 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9099 if (rsurface.batchvertex3f)
9100 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9102 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9104 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9106 if (rsurface.modelnormal3f)
9107 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9109 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9111 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9113 if (rsurface.modelsvector3f)
9115 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9116 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9120 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9121 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9124 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9126 if (rsurface.modellightmapcolor4f)
9127 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9129 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9131 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9133 if (rsurface.modeltexcoordtexture2f)
9134 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9136 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9138 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9140 if (rsurface.modeltexcoordlightmap2f)
9141 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9143 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9145 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9147 if (rsurface.modelskeletalindex4ub)
9149 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9150 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9154 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9155 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9156 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9157 for (j = 0;j < surfacenumvertices;j++)
9162 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9163 numvertices += surfacenumvertices;
9164 numtriangles += surfacenumtriangles;
9167 // generate a 16bit index array as well if possible
9168 // (in general, dynamic batches fit)
9169 if (numvertices <= 65536)
9171 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9172 for (i = 0;i < numtriangles*3;i++)
9173 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9176 // since we've copied everything, the batch now starts at 0
9177 rsurface.batchfirstvertex = 0;
9178 rsurface.batchnumvertices = batchnumvertices;
9179 rsurface.batchfirsttriangle = 0;
9180 rsurface.batchnumtriangles = batchnumtriangles;
9183 // q1bsp surfaces rendered in vertex color mode have to have colors
9184 // calculated based on lightstyles
9185 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9187 // generate color arrays for the surfaces in this list
9192 const unsigned char *lm;
9193 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9194 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9195 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9197 for (i = 0;i < texturenumsurfaces;i++)
9199 surface = texturesurfacelist[i];
9200 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9201 surfacenumvertices = surface->num_vertices;
9202 if (surface->lightmapinfo->samples)
9204 for (j = 0;j < surfacenumvertices;j++)
9206 lm = surface->lightmapinfo->samples + offsets[j];
9207 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9208 VectorScale(lm, scale, c);
9209 if (surface->lightmapinfo->styles[1] != 255)
9211 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9213 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9214 VectorMA(c, scale, lm, c);
9215 if (surface->lightmapinfo->styles[2] != 255)
9218 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9219 VectorMA(c, scale, lm, c);
9220 if (surface->lightmapinfo->styles[3] != 255)
9223 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9224 VectorMA(c, scale, lm, c);
9231 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);
9237 for (j = 0;j < surfacenumvertices;j++)
9239 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9246 // if vertices are deformed (sprite flares and things in maps, possibly
9247 // water waves, bulges and other deformations), modify the copied vertices
9249 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9251 switch (deform->deform)
9254 case Q3DEFORM_PROJECTIONSHADOW:
9255 case Q3DEFORM_TEXT0:
9256 case Q3DEFORM_TEXT1:
9257 case Q3DEFORM_TEXT2:
9258 case Q3DEFORM_TEXT3:
9259 case Q3DEFORM_TEXT4:
9260 case Q3DEFORM_TEXT5:
9261 case Q3DEFORM_TEXT6:
9262 case Q3DEFORM_TEXT7:
9265 case Q3DEFORM_AUTOSPRITE:
9266 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9267 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9268 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9269 VectorNormalize(newforward);
9270 VectorNormalize(newright);
9271 VectorNormalize(newup);
9272 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9273 // rsurface.batchvertex3f_vertexbuffer = NULL;
9274 // rsurface.batchvertex3f_bufferoffset = 0;
9275 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9276 // rsurface.batchsvector3f_vertexbuffer = NULL;
9277 // rsurface.batchsvector3f_bufferoffset = 0;
9278 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9279 // rsurface.batchtvector3f_vertexbuffer = NULL;
9280 // rsurface.batchtvector3f_bufferoffset = 0;
9281 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9282 // rsurface.batchnormal3f_vertexbuffer = NULL;
9283 // rsurface.batchnormal3f_bufferoffset = 0;
9284 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9285 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9286 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9287 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9288 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);
9289 // a single autosprite surface can contain multiple sprites...
9290 for (j = 0;j < batchnumvertices - 3;j += 4)
9292 VectorClear(center);
9293 for (i = 0;i < 4;i++)
9294 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9295 VectorScale(center, 0.25f, center);
9296 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9297 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9298 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9299 for (i = 0;i < 4;i++)
9301 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9302 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9305 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9306 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9307 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);
9309 case Q3DEFORM_AUTOSPRITE2:
9310 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9311 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9312 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9313 VectorNormalize(newforward);
9314 VectorNormalize(newright);
9315 VectorNormalize(newup);
9316 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9317 // rsurface.batchvertex3f_vertexbuffer = NULL;
9318 // rsurface.batchvertex3f_bufferoffset = 0;
9320 const float *v1, *v2;
9330 memset(shortest, 0, sizeof(shortest));
9331 // a single autosprite surface can contain multiple sprites...
9332 for (j = 0;j < batchnumvertices - 3;j += 4)
9334 VectorClear(center);
9335 for (i = 0;i < 4;i++)
9336 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9337 VectorScale(center, 0.25f, center);
9338 // find the two shortest edges, then use them to define the
9339 // axis vectors for rotating around the central axis
9340 for (i = 0;i < 6;i++)
9342 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9343 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9344 l = VectorDistance2(v1, v2);
9345 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9347 l += (1.0f / 1024.0f);
9348 if (shortest[0].length2 > l || i == 0)
9350 shortest[1] = shortest[0];
9351 shortest[0].length2 = l;
9352 shortest[0].v1 = v1;
9353 shortest[0].v2 = v2;
9355 else if (shortest[1].length2 > l || i == 1)
9357 shortest[1].length2 = l;
9358 shortest[1].v1 = v1;
9359 shortest[1].v2 = v2;
9362 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9363 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9364 // this calculates the right vector from the shortest edge
9365 // and the up vector from the edge midpoints
9366 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9367 VectorNormalize(right);
9368 VectorSubtract(end, start, up);
9369 VectorNormalize(up);
9370 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9371 VectorSubtract(rsurface.localvieworigin, center, forward);
9372 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9373 VectorNegate(forward, forward);
9374 VectorReflect(forward, 0, up, forward);
9375 VectorNormalize(forward);
9376 CrossProduct(up, forward, newright);
9377 VectorNormalize(newright);
9378 // rotate the quad around the up axis vector, this is made
9379 // especially easy by the fact we know the quad is flat,
9380 // so we only have to subtract the center position and
9381 // measure distance along the right vector, and then
9382 // multiply that by the newright vector and add back the
9384 // we also need to subtract the old position to undo the
9385 // displacement from the center, which we do with a
9386 // DotProduct, the subtraction/addition of center is also
9387 // optimized into DotProducts here
9388 l = DotProduct(right, center);
9389 for (i = 0;i < 4;i++)
9391 v1 = rsurface.batchvertex3f + 3*(j+i);
9392 f = DotProduct(right, v1) - l;
9393 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9397 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9399 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9400 // rsurface.batchnormal3f_vertexbuffer = NULL;
9401 // rsurface.batchnormal3f_bufferoffset = 0;
9402 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9404 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9406 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9407 // rsurface.batchsvector3f_vertexbuffer = NULL;
9408 // rsurface.batchsvector3f_bufferoffset = 0;
9409 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9410 // rsurface.batchtvector3f_vertexbuffer = NULL;
9411 // rsurface.batchtvector3f_bufferoffset = 0;
9412 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);
9415 case Q3DEFORM_NORMAL:
9416 // deform the normals to make reflections wavey
9417 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9418 rsurface.batchnormal3f_vertexbuffer = NULL;
9419 rsurface.batchnormal3f_bufferoffset = 0;
9420 for (j = 0;j < batchnumvertices;j++)
9423 float *normal = rsurface.batchnormal3f + 3*j;
9424 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9425 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9426 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9427 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9428 VectorNormalize(normal);
9430 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9432 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9433 // rsurface.batchsvector3f_vertexbuffer = NULL;
9434 // rsurface.batchsvector3f_bufferoffset = 0;
9435 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9436 // rsurface.batchtvector3f_vertexbuffer = NULL;
9437 // rsurface.batchtvector3f_bufferoffset = 0;
9438 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);
9442 // deform vertex array to make wavey water and flags and such
9443 waveparms[0] = deform->waveparms[0];
9444 waveparms[1] = deform->waveparms[1];
9445 waveparms[2] = deform->waveparms[2];
9446 waveparms[3] = deform->waveparms[3];
9447 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9448 break; // if wavefunc is a nop, don't make a dynamic vertex array
9449 // this is how a divisor of vertex influence on deformation
9450 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9451 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9452 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9453 // rsurface.batchvertex3f_vertexbuffer = NULL;
9454 // rsurface.batchvertex3f_bufferoffset = 0;
9455 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9456 // rsurface.batchnormal3f_vertexbuffer = NULL;
9457 // rsurface.batchnormal3f_bufferoffset = 0;
9458 for (j = 0;j < batchnumvertices;j++)
9460 // if the wavefunc depends on time, evaluate it per-vertex
9463 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9464 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9466 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9468 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9469 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9470 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9472 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9473 // rsurface.batchsvector3f_vertexbuffer = NULL;
9474 // rsurface.batchsvector3f_bufferoffset = 0;
9475 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9476 // rsurface.batchtvector3f_vertexbuffer = NULL;
9477 // rsurface.batchtvector3f_bufferoffset = 0;
9478 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);
9481 case Q3DEFORM_BULGE:
9482 // deform vertex array to make the surface have moving bulges
9483 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9484 // rsurface.batchvertex3f_vertexbuffer = NULL;
9485 // rsurface.batchvertex3f_bufferoffset = 0;
9486 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9487 // rsurface.batchnormal3f_vertexbuffer = NULL;
9488 // rsurface.batchnormal3f_bufferoffset = 0;
9489 for (j = 0;j < batchnumvertices;j++)
9491 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9492 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9494 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9495 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9496 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9498 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9499 // rsurface.batchsvector3f_vertexbuffer = NULL;
9500 // rsurface.batchsvector3f_bufferoffset = 0;
9501 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9502 // rsurface.batchtvector3f_vertexbuffer = NULL;
9503 // rsurface.batchtvector3f_bufferoffset = 0;
9504 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);
9508 // deform vertex array
9509 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9510 break; // if wavefunc is a nop, don't make a dynamic vertex array
9511 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9512 VectorScale(deform->parms, scale, waveparms);
9513 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9514 // rsurface.batchvertex3f_vertexbuffer = NULL;
9515 // rsurface.batchvertex3f_bufferoffset = 0;
9516 for (j = 0;j < batchnumvertices;j++)
9517 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9522 // generate texcoords based on the chosen texcoord source
9523 switch(rsurface.texture->tcgen.tcgen)
9526 case Q3TCGEN_TEXTURE:
9528 case Q3TCGEN_LIGHTMAP:
9529 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9530 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9531 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9532 if (rsurface.batchtexcoordlightmap2f)
9533 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9535 case Q3TCGEN_VECTOR:
9536 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9537 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9538 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9539 for (j = 0;j < batchnumvertices;j++)
9541 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9542 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9545 case Q3TCGEN_ENVIRONMENT:
9546 // make environment reflections using a spheremap
9547 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9548 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9549 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9550 for (j = 0;j < batchnumvertices;j++)
9552 // identical to Q3A's method, but executed in worldspace so
9553 // carried models can be shiny too
9555 float viewer[3], d, reflected[3], worldreflected[3];
9557 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9558 // VectorNormalize(viewer);
9560 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9562 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9563 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9564 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9565 // note: this is proportinal to viewer, so we can normalize later
9567 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9568 VectorNormalize(worldreflected);
9570 // note: this sphere map only uses world x and z!
9571 // so positive and negative y will LOOK THE SAME.
9572 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9573 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9577 // the only tcmod that needs software vertex processing is turbulent, so
9578 // check for it here and apply the changes if needed
9579 // and we only support that as the first one
9580 // (handling a mixture of turbulent and other tcmods would be problematic
9581 // without punting it entirely to a software path)
9582 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9584 amplitude = rsurface.texture->tcmods[0].parms[1];
9585 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9586 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9587 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9588 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9589 for (j = 0;j < batchnumvertices;j++)
9591 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);
9592 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9596 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9598 // convert the modified arrays to vertex structs
9599 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9600 // rsurface.batchvertexmeshbuffer = NULL;
9601 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9602 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9603 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9604 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9605 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9606 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9607 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9609 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9611 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9612 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9615 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9616 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9617 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9618 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9619 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9620 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9621 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9622 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9623 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9624 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9626 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9628 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9629 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9635 void RSurf_DrawBatch(void)
9637 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9638 // through the pipeline, killing it earlier in the pipeline would have
9639 // per-surface overhead rather than per-batch overhead, so it's best to
9640 // reject it here, before it hits glDraw.
9641 if (rsurface.batchnumtriangles == 0)
9644 // batch debugging code
9645 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9651 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9652 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9655 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9657 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9659 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9660 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);
9667 if (rsurface.batchmultidraw)
9669 // issue multiple draws rather than copying index data
9670 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9671 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9672 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9673 for (i = 0;i < numsurfaces;)
9675 // combine consecutive surfaces as one draw
9676 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9677 if (surfacelist[j] != surfacelist[k] + 1)
9679 firstvertex = surfacelist[i]->num_firstvertex;
9680 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9681 firsttriangle = surfacelist[i]->num_firsttriangle;
9682 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9683 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);
9689 // there is only one consecutive run of index data (may have been combined)
9690 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);
9694 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9696 // pick the closest matching water plane
9697 int planeindex, vertexindex, bestplaneindex = -1;
9701 r_waterstate_waterplane_t *p;
9702 qboolean prepared = false;
9704 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9706 if(p->camera_entity != rsurface.texture->camera_entity)
9711 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
9713 if(rsurface.batchnumvertices == 0)
9716 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9718 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9719 d += fabs(PlaneDiff(vert, &p->plane));
9721 if (bestd > d || bestplaneindex < 0)
9724 bestplaneindex = planeindex;
9727 return bestplaneindex;
9728 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9729 // this situation though, as it might be better to render single larger
9730 // batches with useless stuff (backface culled for example) than to
9731 // render multiple smaller batches
9734 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9737 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9738 rsurface.passcolor4f_vertexbuffer = 0;
9739 rsurface.passcolor4f_bufferoffset = 0;
9740 for (i = 0;i < rsurface.batchnumvertices;i++)
9741 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9744 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9751 if (rsurface.passcolor4f)
9753 // generate color arrays
9754 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9755 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9756 rsurface.passcolor4f_vertexbuffer = 0;
9757 rsurface.passcolor4f_bufferoffset = 0;
9758 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9760 f = RSurf_FogVertex(v);
9769 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9770 rsurface.passcolor4f_vertexbuffer = 0;
9771 rsurface.passcolor4f_bufferoffset = 0;
9772 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9774 f = RSurf_FogVertex(v);
9783 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9790 if (!rsurface.passcolor4f)
9792 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9793 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9794 rsurface.passcolor4f_vertexbuffer = 0;
9795 rsurface.passcolor4f_bufferoffset = 0;
9796 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9798 f = RSurf_FogVertex(v);
9799 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9800 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9801 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9806 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9811 if (!rsurface.passcolor4f)
9813 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9814 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9815 rsurface.passcolor4f_vertexbuffer = 0;
9816 rsurface.passcolor4f_bufferoffset = 0;
9817 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9826 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9831 if (!rsurface.passcolor4f)
9833 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9834 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9835 rsurface.passcolor4f_vertexbuffer = 0;
9836 rsurface.passcolor4f_bufferoffset = 0;
9837 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9839 c2[0] = c[0] + r_refdef.scene.ambient;
9840 c2[1] = c[1] + r_refdef.scene.ambient;
9841 c2[2] = c[2] + r_refdef.scene.ambient;
9846 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9849 rsurface.passcolor4f = NULL;
9850 rsurface.passcolor4f_vertexbuffer = 0;
9851 rsurface.passcolor4f_bufferoffset = 0;
9852 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9853 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9854 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9855 GL_Color(r, g, b, a);
9856 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9860 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9862 // TODO: optimize applyfog && applycolor case
9863 // just apply fog if necessary, and tint the fog color array if necessary
9864 rsurface.passcolor4f = NULL;
9865 rsurface.passcolor4f_vertexbuffer = 0;
9866 rsurface.passcolor4f_bufferoffset = 0;
9867 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9868 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9869 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9870 GL_Color(r, g, b, a);
9874 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9877 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9878 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9879 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9880 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9881 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9882 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9883 GL_Color(r, g, b, a);
9887 static void RSurf_DrawBatch_GL11_ClampColor(void)
9892 if (!rsurface.passcolor4f)
9894 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9896 c2[0] = bound(0.0f, c1[0], 1.0f);
9897 c2[1] = bound(0.0f, c1[1], 1.0f);
9898 c2[2] = bound(0.0f, c1[2], 1.0f);
9899 c2[3] = bound(0.0f, c1[3], 1.0f);
9903 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9913 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9914 rsurface.passcolor4f_vertexbuffer = 0;
9915 rsurface.passcolor4f_bufferoffset = 0;
9916 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9918 f = -DotProduct(r_refdef.view.forward, n);
9920 f = f * 0.85 + 0.15; // work around so stuff won't get black
9921 f *= r_refdef.lightmapintensity;
9922 Vector4Set(c, f, f, f, 1);
9926 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9928 RSurf_DrawBatch_GL11_ApplyFakeLight();
9929 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9930 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9931 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9932 GL_Color(r, g, b, a);
9936 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9944 vec3_t ambientcolor;
9945 vec3_t diffusecolor;
9949 VectorCopy(rsurface.modellight_lightdir, lightdir);
9950 f = 0.5f * r_refdef.lightmapintensity;
9951 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9952 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9953 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9954 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9955 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9956 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9958 if (VectorLength2(diffusecolor) > 0)
9960 // q3-style directional shading
9961 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9962 rsurface.passcolor4f_vertexbuffer = 0;
9963 rsurface.passcolor4f_bufferoffset = 0;
9964 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9966 if ((f = DotProduct(n, lightdir)) > 0)
9967 VectorMA(ambientcolor, f, diffusecolor, c);
9969 VectorCopy(ambientcolor, c);
9976 *applycolor = false;
9980 *r = ambientcolor[0];
9981 *g = ambientcolor[1];
9982 *b = ambientcolor[2];
9983 rsurface.passcolor4f = NULL;
9984 rsurface.passcolor4f_vertexbuffer = 0;
9985 rsurface.passcolor4f_bufferoffset = 0;
9989 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9991 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9992 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9993 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9994 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9995 GL_Color(r, g, b, a);
9999 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10007 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10008 rsurface.passcolor4f_vertexbuffer = 0;
10009 rsurface.passcolor4f_bufferoffset = 0;
10011 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10013 f = 1 - RSurf_FogVertex(v);
10021 void RSurf_SetupDepthAndCulling(void)
10023 // submodels are biased to avoid z-fighting with world surfaces that they
10024 // may be exactly overlapping (avoids z-fighting artifacts on certain
10025 // doors and things in Quake maps)
10026 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10027 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10028 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10029 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10032 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10034 // transparent sky would be ridiculous
10035 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10037 R_SetupShader_Generic_NoTexture(false, false);
10038 skyrenderlater = true;
10039 RSurf_SetupDepthAndCulling();
10040 GL_DepthMask(true);
10041 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10042 // skymasking on them, and Quake3 never did sky masking (unlike
10043 // software Quake and software Quake2), so disable the sky masking
10044 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10045 // and skymasking also looks very bad when noclipping outside the
10046 // level, so don't use it then either.
10047 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10049 R_Mesh_ResetTextureState();
10050 if (skyrendermasked)
10052 R_SetupShader_DepthOrShadow(false, false);
10053 // depth-only (masking)
10054 GL_ColorMask(0,0,0,0);
10055 // just to make sure that braindead drivers don't draw
10056 // anything despite that colormask...
10057 GL_BlendFunc(GL_ZERO, GL_ONE);
10058 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10059 if (rsurface.batchvertex3fbuffer)
10060 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10062 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10066 R_SetupShader_Generic_NoTexture(false, false);
10068 GL_BlendFunc(GL_ONE, GL_ZERO);
10069 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10070 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10071 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10074 if (skyrendermasked)
10075 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10077 R_Mesh_ResetTextureState();
10078 GL_Color(1, 1, 1, 1);
10081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10083 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10085 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10089 // render screenspace normalmap to texture
10090 GL_DepthMask(true);
10091 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10096 // bind lightmap texture
10098 // water/refraction/reflection/camera surfaces have to be handled specially
10099 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10101 int start, end, startplaneindex;
10102 for (start = 0;start < texturenumsurfaces;start = end)
10104 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10105 if(startplaneindex < 0)
10107 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10108 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10112 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10114 // now that we have a batch using the same planeindex, render it
10115 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10117 // render water or distortion background
10118 GL_DepthMask(true);
10119 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10121 // blend surface on top
10122 GL_DepthMask(false);
10123 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10126 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10128 // render surface with reflection texture as input
10129 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10130 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10137 // render surface batch normally
10138 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10139 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10143 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10145 // OpenGL 1.3 path - anything not completely ancient
10146 qboolean applycolor;
10149 const texturelayer_t *layer;
10150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10151 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10153 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10156 int layertexrgbscale;
10157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10159 if (layerindex == 0)
10160 GL_AlphaTest(true);
10163 GL_AlphaTest(false);
10164 GL_DepthFunc(GL_EQUAL);
10167 GL_DepthMask(layer->depthmask && writedepth);
10168 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10169 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10171 layertexrgbscale = 4;
10172 VectorScale(layer->color, 0.25f, layercolor);
10174 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10176 layertexrgbscale = 2;
10177 VectorScale(layer->color, 0.5f, layercolor);
10181 layertexrgbscale = 1;
10182 VectorScale(layer->color, 1.0f, layercolor);
10184 layercolor[3] = layer->color[3];
10185 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10186 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10187 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10188 switch (layer->type)
10190 case TEXTURELAYERTYPE_LITTEXTURE:
10191 // single-pass lightmapped texture with 2x rgbscale
10192 R_Mesh_TexBind(0, r_texture_white);
10193 R_Mesh_TexMatrix(0, NULL);
10194 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10195 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10196 R_Mesh_TexBind(1, layer->texture);
10197 R_Mesh_TexMatrix(1, &layer->texmatrix);
10198 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10199 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10201 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10202 else if (FAKELIGHT_ENABLED)
10203 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10204 else if (rsurface.uselightmaptexture)
10205 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10207 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10209 case TEXTURELAYERTYPE_TEXTURE:
10210 // singletexture unlit texture with transparency support
10211 R_Mesh_TexBind(0, layer->texture);
10212 R_Mesh_TexMatrix(0, &layer->texmatrix);
10213 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10214 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10215 R_Mesh_TexBind(1, 0);
10216 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10217 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10219 case TEXTURELAYERTYPE_FOG:
10220 // singletexture fogging
10221 if (layer->texture)
10223 R_Mesh_TexBind(0, layer->texture);
10224 R_Mesh_TexMatrix(0, &layer->texmatrix);
10225 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10226 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10230 R_Mesh_TexBind(0, 0);
10231 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10233 R_Mesh_TexBind(1, 0);
10234 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10235 // generate a color array for the fog pass
10236 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10237 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10241 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10246 GL_DepthFunc(GL_LEQUAL);
10247 GL_AlphaTest(false);
10251 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10253 // OpenGL 1.1 - crusty old voodoo path
10256 const texturelayer_t *layer;
10257 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10258 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10260 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10262 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10264 if (layerindex == 0)
10265 GL_AlphaTest(true);
10268 GL_AlphaTest(false);
10269 GL_DepthFunc(GL_EQUAL);
10272 GL_DepthMask(layer->depthmask && writedepth);
10273 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10274 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10275 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10276 switch (layer->type)
10278 case TEXTURELAYERTYPE_LITTEXTURE:
10279 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10281 // two-pass lit texture with 2x rgbscale
10282 // first the lightmap pass
10283 R_Mesh_TexBind(0, r_texture_white);
10284 R_Mesh_TexMatrix(0, NULL);
10285 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10286 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10288 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10289 else if (FAKELIGHT_ENABLED)
10290 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10291 else if (rsurface.uselightmaptexture)
10292 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10294 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10295 // then apply the texture to it
10296 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10297 R_Mesh_TexBind(0, layer->texture);
10298 R_Mesh_TexMatrix(0, &layer->texmatrix);
10299 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10300 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10301 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10305 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10306 R_Mesh_TexBind(0, layer->texture);
10307 R_Mesh_TexMatrix(0, &layer->texmatrix);
10308 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10309 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10311 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10312 else if (FAKELIGHT_ENABLED)
10313 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10315 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10318 case TEXTURELAYERTYPE_TEXTURE:
10319 // singletexture unlit texture with transparency support
10320 R_Mesh_TexBind(0, layer->texture);
10321 R_Mesh_TexMatrix(0, &layer->texmatrix);
10322 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10323 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10324 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10326 case TEXTURELAYERTYPE_FOG:
10327 // singletexture fogging
10328 if (layer->texture)
10330 R_Mesh_TexBind(0, layer->texture);
10331 R_Mesh_TexMatrix(0, &layer->texmatrix);
10332 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10333 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10337 R_Mesh_TexBind(0, 0);
10338 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10340 // generate a color array for the fog pass
10341 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10342 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10346 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10351 GL_DepthFunc(GL_LEQUAL);
10352 GL_AlphaTest(false);
10356 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10360 r_vertexgeneric_t *batchvertex;
10363 // R_Mesh_ResetTextureState();
10364 R_SetupShader_Generic_NoTexture(false, false);
10366 if(rsurface.texture && rsurface.texture->currentskinframe)
10368 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10369 c[3] *= rsurface.texture->currentalpha;
10379 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10381 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10382 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10383 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10386 // brighten it up (as texture value 127 means "unlit")
10387 c[0] *= 2 * r_refdef.view.colorscale;
10388 c[1] *= 2 * r_refdef.view.colorscale;
10389 c[2] *= 2 * r_refdef.view.colorscale;
10391 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10392 c[3] *= r_wateralpha.value;
10394 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10397 GL_DepthMask(false);
10399 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10401 GL_BlendFunc(GL_ONE, GL_ONE);
10402 GL_DepthMask(false);
10404 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10406 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10407 GL_DepthMask(false);
10409 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10411 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10412 GL_DepthMask(false);
10416 GL_BlendFunc(GL_ONE, GL_ZERO);
10417 GL_DepthMask(writedepth);
10420 if (r_showsurfaces.integer == 3)
10422 rsurface.passcolor4f = NULL;
10424 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10426 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10428 rsurface.passcolor4f = NULL;
10429 rsurface.passcolor4f_vertexbuffer = 0;
10430 rsurface.passcolor4f_bufferoffset = 0;
10432 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10434 qboolean applycolor = true;
10437 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10439 r_refdef.lightmapintensity = 1;
10440 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10441 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10443 else if (FAKELIGHT_ENABLED)
10445 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10447 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10448 RSurf_DrawBatch_GL11_ApplyFakeLight();
10449 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10453 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10455 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10456 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10457 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10460 if(!rsurface.passcolor4f)
10461 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10463 RSurf_DrawBatch_GL11_ApplyAmbient();
10464 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10465 if(r_refdef.fogenabled)
10466 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10467 RSurf_DrawBatch_GL11_ClampColor();
10469 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10470 R_SetupShader_Generic_NoTexture(false, false);
10473 else if (!r_refdef.view.showdebug)
10475 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10476 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10477 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10479 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10480 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10482 R_Mesh_PrepareVertices_Generic_Unlock();
10485 else if (r_showsurfaces.integer == 4)
10487 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10488 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10489 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10491 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10492 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10493 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10495 R_Mesh_PrepareVertices_Generic_Unlock();
10498 else if (r_showsurfaces.integer == 2)
10501 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10502 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10503 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10505 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10506 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10507 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10508 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10509 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10510 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10511 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10513 R_Mesh_PrepareVertices_Generic_Unlock();
10514 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10518 int texturesurfaceindex;
10520 const msurface_t *surface;
10521 float surfacecolor4f[4];
10522 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10523 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10525 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10527 surface = texturesurfacelist[texturesurfaceindex];
10528 k = (int)(((size_t)surface) / sizeof(msurface_t));
10529 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10530 for (j = 0;j < surface->num_vertices;j++)
10532 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10533 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10537 R_Mesh_PrepareVertices_Generic_Unlock();
10542 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10545 RSurf_SetupDepthAndCulling();
10546 if (r_showsurfaces.integer)
10548 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10551 switch (vid.renderpath)
10553 case RENDERPATH_GL20:
10554 case RENDERPATH_D3D9:
10555 case RENDERPATH_D3D10:
10556 case RENDERPATH_D3D11:
10557 case RENDERPATH_SOFT:
10558 case RENDERPATH_GLES2:
10559 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10561 case RENDERPATH_GL13:
10562 case RENDERPATH_GLES1:
10563 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10565 case RENDERPATH_GL11:
10566 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10572 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10575 RSurf_SetupDepthAndCulling();
10576 if (r_showsurfaces.integer)
10578 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10581 switch (vid.renderpath)
10583 case RENDERPATH_GL20:
10584 case RENDERPATH_D3D9:
10585 case RENDERPATH_D3D10:
10586 case RENDERPATH_D3D11:
10587 case RENDERPATH_SOFT:
10588 case RENDERPATH_GLES2:
10589 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10591 case RENDERPATH_GL13:
10592 case RENDERPATH_GLES1:
10593 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10595 case RENDERPATH_GL11:
10596 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10602 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10605 int texturenumsurfaces, endsurface;
10606 texture_t *texture;
10607 const msurface_t *surface;
10608 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10610 // if the model is static it doesn't matter what value we give for
10611 // wantnormals and wanttangents, so this logic uses only rules applicable
10612 // to a model, knowing that they are meaningless otherwise
10613 if (ent == r_refdef.scene.worldentity)
10614 RSurf_ActiveWorldEntity();
10615 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10616 RSurf_ActiveModelEntity(ent, false, false, false);
10619 switch (vid.renderpath)
10621 case RENDERPATH_GL20:
10622 case RENDERPATH_D3D9:
10623 case RENDERPATH_D3D10:
10624 case RENDERPATH_D3D11:
10625 case RENDERPATH_SOFT:
10626 case RENDERPATH_GLES2:
10627 RSurf_ActiveModelEntity(ent, true, true, false);
10629 case RENDERPATH_GL11:
10630 case RENDERPATH_GL13:
10631 case RENDERPATH_GLES1:
10632 RSurf_ActiveModelEntity(ent, true, false, false);
10637 if (r_transparentdepthmasking.integer)
10639 qboolean setup = false;
10640 for (i = 0;i < numsurfaces;i = j)
10643 surface = rsurface.modelsurfaces + surfacelist[i];
10644 texture = surface->texture;
10645 rsurface.texture = R_GetCurrentTexture(texture);
10646 rsurface.lightmaptexture = NULL;
10647 rsurface.deluxemaptexture = NULL;
10648 rsurface.uselightmaptexture = false;
10649 // scan ahead until we find a different texture
10650 endsurface = min(i + 1024, numsurfaces);
10651 texturenumsurfaces = 0;
10652 texturesurfacelist[texturenumsurfaces++] = surface;
10653 for (;j < endsurface;j++)
10655 surface = rsurface.modelsurfaces + surfacelist[j];
10656 if (texture != surface->texture)
10658 texturesurfacelist[texturenumsurfaces++] = surface;
10660 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10662 // render the range of surfaces as depth
10666 GL_ColorMask(0,0,0,0);
10668 GL_DepthTest(true);
10669 GL_BlendFunc(GL_ONE, GL_ZERO);
10670 GL_DepthMask(true);
10671 // R_Mesh_ResetTextureState();
10672 R_SetupShader_DepthOrShadow(false, false);
10674 RSurf_SetupDepthAndCulling();
10675 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10676 if (rsurface.batchvertex3fbuffer)
10677 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10679 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10683 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10686 for (i = 0;i < numsurfaces;i = j)
10689 surface = rsurface.modelsurfaces + surfacelist[i];
10690 texture = surface->texture;
10691 rsurface.texture = R_GetCurrentTexture(texture);
10692 // scan ahead until we find a different texture
10693 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10694 texturenumsurfaces = 0;
10695 texturesurfacelist[texturenumsurfaces++] = surface;
10696 if(FAKELIGHT_ENABLED)
10698 rsurface.lightmaptexture = NULL;
10699 rsurface.deluxemaptexture = NULL;
10700 rsurface.uselightmaptexture = false;
10701 for (;j < endsurface;j++)
10703 surface = rsurface.modelsurfaces + surfacelist[j];
10704 if (texture != surface->texture)
10706 texturesurfacelist[texturenumsurfaces++] = surface;
10711 rsurface.lightmaptexture = surface->lightmaptexture;
10712 rsurface.deluxemaptexture = surface->deluxemaptexture;
10713 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10714 for (;j < endsurface;j++)
10716 surface = rsurface.modelsurfaces + surfacelist[j];
10717 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10719 texturesurfacelist[texturenumsurfaces++] = surface;
10722 // render the range of surfaces
10723 if (ent == r_refdef.scene.worldentity)
10724 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10726 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10728 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10731 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10733 // transparent surfaces get pushed off into the transparent queue
10734 int surfacelistindex;
10735 const msurface_t *surface;
10736 vec3_t tempcenter, center;
10737 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10739 surface = texturesurfacelist[surfacelistindex];
10740 if (r_transparent_sortsurfacesbynearest.integer)
10742 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10743 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10744 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10748 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10749 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10750 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10752 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10753 if (rsurface.entity->transparent_offset) // transparent offset
10755 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10756 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10757 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10759 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);
10763 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10765 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10767 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10769 RSurf_SetupDepthAndCulling();
10770 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10771 if (rsurface.batchvertex3fbuffer)
10772 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10774 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10778 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10782 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10785 if (!rsurface.texture->currentnumlayers)
10787 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10788 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10790 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10792 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10793 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10794 else if (!rsurface.texture->currentnumlayers)
10796 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10798 // in the deferred case, transparent surfaces were queued during prepass
10799 if (!r_shadow_usingdeferredprepass)
10800 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10804 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10805 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10810 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10813 texture_t *texture;
10814 R_FrameData_SetMark();
10815 // break the surface list down into batches by texture and use of lightmapping
10816 for (i = 0;i < numsurfaces;i = j)
10819 // texture is the base texture pointer, rsurface.texture is the
10820 // current frame/skin the texture is directing us to use (for example
10821 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10822 // use skin 1 instead)
10823 texture = surfacelist[i]->texture;
10824 rsurface.texture = R_GetCurrentTexture(texture);
10825 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10827 // if this texture is not the kind we want, skip ahead to the next one
10828 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10832 if(FAKELIGHT_ENABLED || depthonly || prepass)
10834 rsurface.lightmaptexture = NULL;
10835 rsurface.deluxemaptexture = NULL;
10836 rsurface.uselightmaptexture = false;
10837 // simply scan ahead until we find a different texture or lightmap state
10838 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10843 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10844 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10845 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10846 // simply scan ahead until we find a different texture or lightmap state
10847 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10850 // render the range of surfaces
10851 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10853 R_FrameData_ReturnToMark();
10856 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10860 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10863 if (!rsurface.texture->currentnumlayers)
10865 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10866 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10868 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10870 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10871 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10872 else if (!rsurface.texture->currentnumlayers)
10874 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10876 // in the deferred case, transparent surfaces were queued during prepass
10877 if (!r_shadow_usingdeferredprepass)
10878 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10882 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10883 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10888 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10891 texture_t *texture;
10892 R_FrameData_SetMark();
10893 // break the surface list down into batches by texture and use of lightmapping
10894 for (i = 0;i < numsurfaces;i = j)
10897 // texture is the base texture pointer, rsurface.texture is the
10898 // current frame/skin the texture is directing us to use (for example
10899 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10900 // use skin 1 instead)
10901 texture = surfacelist[i]->texture;
10902 rsurface.texture = R_GetCurrentTexture(texture);
10903 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10905 // if this texture is not the kind we want, skip ahead to the next one
10906 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10910 if(FAKELIGHT_ENABLED || depthonly || prepass)
10912 rsurface.lightmaptexture = NULL;
10913 rsurface.deluxemaptexture = NULL;
10914 rsurface.uselightmaptexture = false;
10915 // simply scan ahead until we find a different texture or lightmap state
10916 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10921 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10922 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10923 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10924 // simply scan ahead until we find a different texture or lightmap state
10925 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10928 // render the range of surfaces
10929 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10931 R_FrameData_ReturnToMark();
10934 float locboxvertex3f[6*4*3] =
10936 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10937 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10938 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10939 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10940 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10941 1,0,0, 0,0,0, 0,1,0, 1,1,0
10944 unsigned short locboxelements[6*2*3] =
10949 12,13,14, 12,14,15,
10950 16,17,18, 16,18,19,
10954 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10957 cl_locnode_t *loc = (cl_locnode_t *)ent;
10959 float vertex3f[6*4*3];
10961 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10962 GL_DepthMask(false);
10963 GL_DepthRange(0, 1);
10964 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10965 GL_DepthTest(true);
10966 GL_CullFace(GL_NONE);
10967 R_EntityMatrix(&identitymatrix);
10969 // R_Mesh_ResetTextureState();
10971 i = surfacelist[0];
10972 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10973 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10974 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10975 surfacelist[0] < 0 ? 0.5f : 0.125f);
10977 if (VectorCompare(loc->mins, loc->maxs))
10979 VectorSet(size, 2, 2, 2);
10980 VectorMA(loc->mins, -0.5f, size, mins);
10984 VectorCopy(loc->mins, mins);
10985 VectorSubtract(loc->maxs, loc->mins, size);
10988 for (i = 0;i < 6*4*3;)
10989 for (j = 0;j < 3;j++, i++)
10990 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10992 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10993 R_SetupShader_Generic_NoTexture(false, false);
10994 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10997 void R_DrawLocs(void)
11000 cl_locnode_t *loc, *nearestloc;
11002 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11003 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11005 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11006 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11010 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11012 if (decalsystem->decals)
11013 Mem_Free(decalsystem->decals);
11014 memset(decalsystem, 0, sizeof(*decalsystem));
11017 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, int decalsequence)
11020 tridecal_t *decals;
11023 // expand or initialize the system
11024 if (decalsystem->maxdecals <= decalsystem->numdecals)
11026 decalsystem_t old = *decalsystem;
11027 qboolean useshortelements;
11028 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11029 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11030 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)));
11031 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11032 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11033 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11034 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11035 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11036 if (decalsystem->numdecals)
11037 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11039 Mem_Free(old.decals);
11040 for (i = 0;i < decalsystem->maxdecals*3;i++)
11041 decalsystem->element3i[i] = i;
11042 if (useshortelements)
11043 for (i = 0;i < decalsystem->maxdecals*3;i++)
11044 decalsystem->element3s[i] = i;
11047 // grab a decal and search for another free slot for the next one
11048 decals = decalsystem->decals;
11049 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11050 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11052 decalsystem->freedecal = i;
11053 if (decalsystem->numdecals <= i)
11054 decalsystem->numdecals = i + 1;
11056 // initialize the decal
11058 decal->triangleindex = triangleindex;
11059 decal->surfaceindex = surfaceindex;
11060 decal->decalsequence = decalsequence;
11061 decal->color4f[0][0] = c0[0];
11062 decal->color4f[0][1] = c0[1];
11063 decal->color4f[0][2] = c0[2];
11064 decal->color4f[0][3] = 1;
11065 decal->color4f[1][0] = c1[0];
11066 decal->color4f[1][1] = c1[1];
11067 decal->color4f[1][2] = c1[2];
11068 decal->color4f[1][3] = 1;
11069 decal->color4f[2][0] = c2[0];
11070 decal->color4f[2][1] = c2[1];
11071 decal->color4f[2][2] = c2[2];
11072 decal->color4f[2][3] = 1;
11073 decal->vertex3f[0][0] = v0[0];
11074 decal->vertex3f[0][1] = v0[1];
11075 decal->vertex3f[0][2] = v0[2];
11076 decal->vertex3f[1][0] = v1[0];
11077 decal->vertex3f[1][1] = v1[1];
11078 decal->vertex3f[1][2] = v1[2];
11079 decal->vertex3f[2][0] = v2[0];
11080 decal->vertex3f[2][1] = v2[1];
11081 decal->vertex3f[2][2] = v2[2];
11082 decal->texcoord2f[0][0] = t0[0];
11083 decal->texcoord2f[0][1] = t0[1];
11084 decal->texcoord2f[1][0] = t1[0];
11085 decal->texcoord2f[1][1] = t1[1];
11086 decal->texcoord2f[2][0] = t2[0];
11087 decal->texcoord2f[2][1] = t2[1];
11088 TriangleNormal(v0, v1, v2, decal->plane);
11089 VectorNormalize(decal->plane);
11090 decal->plane[3] = DotProduct(v0, decal->plane);
11093 extern cvar_t cl_decals_bias;
11094 extern cvar_t cl_decals_models;
11095 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11096 // baseparms, parms, temps
11097 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11102 const float *vertex3f;
11103 const float *normal3f;
11105 float points[2][9][3];
11112 e = rsurface.modelelement3i + 3*triangleindex;
11114 vertex3f = rsurface.modelvertex3f;
11115 normal3f = rsurface.modelnormal3f;
11119 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11121 index = 3*e[cornerindex];
11122 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11127 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11129 index = 3*e[cornerindex];
11130 VectorCopy(vertex3f + index, v[cornerindex]);
11135 //TriangleNormal(v[0], v[1], v[2], normal);
11136 //if (DotProduct(normal, localnormal) < 0.0f)
11138 // clip by each of the box planes formed from the projection matrix
11139 // if anything survives, we emit the decal
11140 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]);
11143 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]);
11146 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]);
11149 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]);
11152 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]);
11155 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]);
11158 // some part of the triangle survived, so we have to accept it...
11161 // dynamic always uses the original triangle
11163 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11165 index = 3*e[cornerindex];
11166 VectorCopy(vertex3f + index, v[cornerindex]);
11169 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11171 // convert vertex positions to texcoords
11172 Matrix4x4_Transform(projection, v[cornerindex], temp);
11173 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11174 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11175 // calculate distance fade from the projection origin
11176 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11177 f = bound(0.0f, f, 1.0f);
11178 c[cornerindex][0] = r * f;
11179 c[cornerindex][1] = g * f;
11180 c[cornerindex][2] = b * f;
11181 c[cornerindex][3] = 1.0f;
11182 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11185 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);
11187 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11188 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);
11190 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, int decalsequence)
11192 matrix4x4_t projection;
11193 decalsystem_t *decalsystem;
11196 const msurface_t *surface;
11197 const msurface_t *surfaces;
11198 const int *surfacelist;
11199 const texture_t *texture;
11201 int numsurfacelist;
11202 int surfacelistindex;
11205 float localorigin[3];
11206 float localnormal[3];
11207 float localmins[3];
11208 float localmaxs[3];
11211 float planes[6][4];
11214 int bih_triangles_count;
11215 int bih_triangles[256];
11216 int bih_surfaces[256];
11218 decalsystem = &ent->decalsystem;
11219 model = ent->model;
11220 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11222 R_DecalSystem_Reset(&ent->decalsystem);
11226 if (!model->brush.data_leafs && !cl_decals_models.integer)
11228 if (decalsystem->model)
11229 R_DecalSystem_Reset(decalsystem);
11233 if (decalsystem->model != model)
11234 R_DecalSystem_Reset(decalsystem);
11235 decalsystem->model = model;
11237 RSurf_ActiveModelEntity(ent, true, false, false);
11239 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11240 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11241 VectorNormalize(localnormal);
11242 localsize = worldsize*rsurface.inversematrixscale;
11243 localmins[0] = localorigin[0] - localsize;
11244 localmins[1] = localorigin[1] - localsize;
11245 localmins[2] = localorigin[2] - localsize;
11246 localmaxs[0] = localorigin[0] + localsize;
11247 localmaxs[1] = localorigin[1] + localsize;
11248 localmaxs[2] = localorigin[2] + localsize;
11250 //VectorCopy(localnormal, planes[4]);
11251 //VectorVectors(planes[4], planes[2], planes[0]);
11252 AnglesFromVectors(angles, localnormal, NULL, false);
11253 AngleVectors(angles, planes[0], planes[2], planes[4]);
11254 VectorNegate(planes[0], planes[1]);
11255 VectorNegate(planes[2], planes[3]);
11256 VectorNegate(planes[4], planes[5]);
11257 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11258 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11259 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11260 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11261 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11262 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11267 matrix4x4_t forwardprojection;
11268 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11269 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11274 float projectionvector[4][3];
11275 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11276 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11277 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11278 projectionvector[0][0] = planes[0][0] * ilocalsize;
11279 projectionvector[0][1] = planes[1][0] * ilocalsize;
11280 projectionvector[0][2] = planes[2][0] * ilocalsize;
11281 projectionvector[1][0] = planes[0][1] * ilocalsize;
11282 projectionvector[1][1] = planes[1][1] * ilocalsize;
11283 projectionvector[1][2] = planes[2][1] * ilocalsize;
11284 projectionvector[2][0] = planes[0][2] * ilocalsize;
11285 projectionvector[2][1] = planes[1][2] * ilocalsize;
11286 projectionvector[2][2] = planes[2][2] * ilocalsize;
11287 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11288 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11289 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11290 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11294 dynamic = model->surfmesh.isanimated;
11295 numsurfacelist = model->nummodelsurfaces;
11296 surfacelist = model->sortedmodelsurfaces;
11297 surfaces = model->data_surfaces;
11300 bih_triangles_count = -1;
11303 if(model->render_bih.numleafs)
11304 bih = &model->render_bih;
11305 else if(model->collision_bih.numleafs)
11306 bih = &model->collision_bih;
11309 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11310 if(bih_triangles_count == 0)
11312 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11314 if(bih_triangles_count > 0)
11316 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11318 surfaceindex = bih_surfaces[triangleindex];
11319 surface = surfaces + surfaceindex;
11320 texture = surface->texture;
11321 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11323 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11325 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11330 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11332 surfaceindex = surfacelist[surfacelistindex];
11333 surface = surfaces + surfaceindex;
11334 // check cull box first because it rejects more than any other check
11335 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11337 // skip transparent surfaces
11338 texture = surface->texture;
11339 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11341 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11343 numtriangles = surface->num_triangles;
11344 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11345 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11350 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11351 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, int decalsequence)
11353 int renderentityindex;
11354 float worldmins[3];
11355 float worldmaxs[3];
11356 entity_render_t *ent;
11358 if (!cl_decals_newsystem.integer)
11361 worldmins[0] = worldorigin[0] - worldsize;
11362 worldmins[1] = worldorigin[1] - worldsize;
11363 worldmins[2] = worldorigin[2] - worldsize;
11364 worldmaxs[0] = worldorigin[0] + worldsize;
11365 worldmaxs[1] = worldorigin[1] + worldsize;
11366 worldmaxs[2] = worldorigin[2] + worldsize;
11368 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11370 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11372 ent = r_refdef.scene.entities[renderentityindex];
11373 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11376 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11380 typedef struct r_decalsystem_splatqueue_s
11382 vec3_t worldorigin;
11383 vec3_t worldnormal;
11389 r_decalsystem_splatqueue_t;
11391 int r_decalsystem_numqueued = 0;
11392 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11394 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)
11396 r_decalsystem_splatqueue_t *queue;
11398 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11401 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11402 VectorCopy(worldorigin, queue->worldorigin);
11403 VectorCopy(worldnormal, queue->worldnormal);
11404 Vector4Set(queue->color, r, g, b, a);
11405 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11406 queue->worldsize = worldsize;
11407 queue->decalsequence = cl.decalsequence++;
11410 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11413 r_decalsystem_splatqueue_t *queue;
11415 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11416 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);
11417 r_decalsystem_numqueued = 0;
11420 extern cvar_t cl_decals_max;
11421 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11424 decalsystem_t *decalsystem = &ent->decalsystem;
11431 if (!decalsystem->numdecals)
11434 if (r_showsurfaces.integer)
11437 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11439 R_DecalSystem_Reset(decalsystem);
11443 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11444 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11446 if (decalsystem->lastupdatetime)
11447 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11450 decalsystem->lastupdatetime = r_refdef.scene.time;
11451 numdecals = decalsystem->numdecals;
11453 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11455 if (decal->color4f[0][3])
11457 decal->lived += frametime;
11458 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11460 memset(decal, 0, sizeof(*decal));
11461 if (decalsystem->freedecal > i)
11462 decalsystem->freedecal = i;
11466 decal = decalsystem->decals;
11467 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11470 // collapse the array by shuffling the tail decals into the gaps
11473 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11474 decalsystem->freedecal++;
11475 if (decalsystem->freedecal == numdecals)
11477 decal[decalsystem->freedecal] = decal[--numdecals];
11480 decalsystem->numdecals = numdecals;
11482 if (numdecals <= 0)
11484 // if there are no decals left, reset decalsystem
11485 R_DecalSystem_Reset(decalsystem);
11489 extern skinframe_t *decalskinframe;
11490 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11493 decalsystem_t *decalsystem = &ent->decalsystem;
11502 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11505 numdecals = decalsystem->numdecals;
11509 if (r_showsurfaces.integer)
11512 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11514 R_DecalSystem_Reset(decalsystem);
11518 // if the model is static it doesn't matter what value we give for
11519 // wantnormals and wanttangents, so this logic uses only rules applicable
11520 // to a model, knowing that they are meaningless otherwise
11521 if (ent == r_refdef.scene.worldentity)
11522 RSurf_ActiveWorldEntity();
11524 RSurf_ActiveModelEntity(ent, false, false, false);
11526 decalsystem->lastupdatetime = r_refdef.scene.time;
11528 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11530 // update vertex positions for animated models
11531 v3f = decalsystem->vertex3f;
11532 c4f = decalsystem->color4f;
11533 t2f = decalsystem->texcoord2f;
11534 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11536 if (!decal->color4f[0][3])
11539 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11543 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11546 // update color values for fading decals
11547 if (decal->lived >= cl_decals_time.value)
11548 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11552 c4f[ 0] = decal->color4f[0][0] * alpha;
11553 c4f[ 1] = decal->color4f[0][1] * alpha;
11554 c4f[ 2] = decal->color4f[0][2] * alpha;
11556 c4f[ 4] = decal->color4f[1][0] * alpha;
11557 c4f[ 5] = decal->color4f[1][1] * alpha;
11558 c4f[ 6] = decal->color4f[1][2] * alpha;
11560 c4f[ 8] = decal->color4f[2][0] * alpha;
11561 c4f[ 9] = decal->color4f[2][1] * alpha;
11562 c4f[10] = decal->color4f[2][2] * alpha;
11565 t2f[0] = decal->texcoord2f[0][0];
11566 t2f[1] = decal->texcoord2f[0][1];
11567 t2f[2] = decal->texcoord2f[1][0];
11568 t2f[3] = decal->texcoord2f[1][1];
11569 t2f[4] = decal->texcoord2f[2][0];
11570 t2f[5] = decal->texcoord2f[2][1];
11572 // update vertex positions for animated models
11573 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11575 e = rsurface.modelelement3i + 3*decal->triangleindex;
11576 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11577 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11578 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11582 VectorCopy(decal->vertex3f[0], v3f);
11583 VectorCopy(decal->vertex3f[1], v3f + 3);
11584 VectorCopy(decal->vertex3f[2], v3f + 6);
11587 if (r_refdef.fogenabled)
11589 alpha = RSurf_FogVertex(v3f);
11590 VectorScale(c4f, alpha, c4f);
11591 alpha = RSurf_FogVertex(v3f + 3);
11592 VectorScale(c4f + 4, alpha, c4f + 4);
11593 alpha = RSurf_FogVertex(v3f + 6);
11594 VectorScale(c4f + 8, alpha, c4f + 8);
11605 r_refdef.stats.drawndecals += numtris;
11607 // now render the decals all at once
11608 // (this assumes they all use one particle font texture!)
11609 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);
11610 // R_Mesh_ResetTextureState();
11611 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11612 GL_DepthMask(false);
11613 GL_DepthRange(0, 1);
11614 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11615 GL_DepthTest(true);
11616 GL_CullFace(GL_NONE);
11617 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11618 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11619 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11623 static void R_DrawModelDecals(void)
11627 // fade faster when there are too many decals
11628 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11629 for (i = 0;i < r_refdef.scene.numentities;i++)
11630 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11632 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11633 for (i = 0;i < r_refdef.scene.numentities;i++)
11634 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11635 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11637 R_DecalSystem_ApplySplatEntitiesQueue();
11639 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11640 for (i = 0;i < r_refdef.scene.numentities;i++)
11641 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11643 r_refdef.stats.totaldecals += numdecals;
11645 if (r_showsurfaces.integer)
11648 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11650 for (i = 0;i < r_refdef.scene.numentities;i++)
11652 if (!r_refdef.viewcache.entityvisible[i])
11654 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11655 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11659 extern cvar_t mod_collision_bih;
11660 static void R_DrawDebugModel(void)
11662 entity_render_t *ent = rsurface.entity;
11663 int i, j, k, l, flagsmask;
11664 const msurface_t *surface;
11665 dp_model_t *model = ent->model;
11668 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11671 if (r_showoverdraw.value > 0)
11673 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11674 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11675 R_SetupShader_Generic_NoTexture(false, false);
11676 GL_DepthTest(false);
11677 GL_DepthMask(false);
11678 GL_DepthRange(0, 1);
11679 GL_BlendFunc(GL_ONE, GL_ONE);
11680 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11682 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11684 rsurface.texture = R_GetCurrentTexture(surface->texture);
11685 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11687 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11688 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11689 if (!rsurface.texture->currentlayers->depthmask)
11690 GL_Color(c, 0, 0, 1.0f);
11691 else if (ent == r_refdef.scene.worldentity)
11692 GL_Color(c, c, c, 1.0f);
11694 GL_Color(0, c, 0, 1.0f);
11695 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11699 rsurface.texture = NULL;
11702 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11704 // R_Mesh_ResetTextureState();
11705 R_SetupShader_Generic_NoTexture(false, false);
11706 GL_DepthRange(0, 1);
11707 GL_DepthTest(!r_showdisabledepthtest.integer);
11708 GL_DepthMask(false);
11709 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11711 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11715 qboolean cullbox = false;
11716 const q3mbrush_t *brush;
11717 const bih_t *bih = &model->collision_bih;
11718 const bih_leaf_t *bihleaf;
11719 float vertex3f[3][3];
11720 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11721 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11723 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11725 switch (bihleaf->type)
11728 brush = model->brush.data_brushes + bihleaf->itemindex;
11729 if (brush->colbrushf && brush->colbrushf->numtriangles)
11731 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);
11732 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11733 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11736 case BIH_COLLISIONTRIANGLE:
11737 triangleindex = bihleaf->itemindex;
11738 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11739 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11740 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11741 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);
11742 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11743 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11745 case BIH_RENDERTRIANGLE:
11746 triangleindex = bihleaf->itemindex;
11747 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11748 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11749 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11750 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);
11751 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11752 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11758 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11761 if (r_showtris.integer && qglPolygonMode)
11763 if (r_showdisabledepthtest.integer)
11765 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11766 GL_DepthMask(false);
11770 GL_BlendFunc(GL_ONE, GL_ZERO);
11771 GL_DepthMask(true);
11773 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11774 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11776 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11778 rsurface.texture = R_GetCurrentTexture(surface->texture);
11779 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11781 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11782 if (!rsurface.texture->currentlayers->depthmask)
11783 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11784 else if (ent == r_refdef.scene.worldentity)
11785 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11787 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11788 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11792 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11793 rsurface.texture = NULL;
11796 if (r_shownormals.value != 0 && qglBegin)
11798 if (r_showdisabledepthtest.integer)
11800 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11801 GL_DepthMask(false);
11805 GL_BlendFunc(GL_ONE, GL_ZERO);
11806 GL_DepthMask(true);
11808 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11810 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11812 rsurface.texture = R_GetCurrentTexture(surface->texture);
11813 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11815 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11816 qglBegin(GL_LINES);
11817 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11819 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11821 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11822 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11823 qglVertex3f(v[0], v[1], v[2]);
11824 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11825 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11826 qglVertex3f(v[0], v[1], v[2]);
11829 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11831 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11833 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11834 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11835 qglVertex3f(v[0], v[1], v[2]);
11836 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11837 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11838 qglVertex3f(v[0], v[1], v[2]);
11841 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11843 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11845 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11846 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11847 qglVertex3f(v[0], v[1], v[2]);
11848 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11849 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11850 qglVertex3f(v[0], v[1], v[2]);
11853 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11855 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11857 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11858 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11859 qglVertex3f(v[0], v[1], v[2]);
11860 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11861 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11862 qglVertex3f(v[0], v[1], v[2]);
11869 rsurface.texture = NULL;
11874 int r_maxsurfacelist = 0;
11875 const msurface_t **r_surfacelist = NULL;
11876 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11878 int i, j, endj, flagsmask;
11879 dp_model_t *model = r_refdef.scene.worldmodel;
11880 msurface_t *surfaces;
11881 unsigned char *update;
11882 int numsurfacelist = 0;
11886 if (r_maxsurfacelist < model->num_surfaces)
11888 r_maxsurfacelist = model->num_surfaces;
11890 Mem_Free((msurface_t**)r_surfacelist);
11891 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11894 RSurf_ActiveWorldEntity();
11896 surfaces = model->data_surfaces;
11897 update = model->brushq1.lightmapupdateflags;
11899 // update light styles on this submodel
11900 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11902 model_brush_lightstyleinfo_t *style;
11903 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11905 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11907 int *list = style->surfacelist;
11908 style->value = r_refdef.scene.lightstylevalue[style->style];
11909 for (j = 0;j < style->numsurfaces;j++)
11910 update[list[j]] = true;
11915 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11919 R_DrawDebugModel();
11920 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11924 rsurface.lightmaptexture = NULL;
11925 rsurface.deluxemaptexture = NULL;
11926 rsurface.uselightmaptexture = false;
11927 rsurface.texture = NULL;
11928 rsurface.rtlight = NULL;
11929 numsurfacelist = 0;
11930 // add visible surfaces to draw list
11931 for (i = 0;i < model->nummodelsurfaces;i++)
11933 j = model->sortedmodelsurfaces[i];
11934 if (r_refdef.viewcache.world_surfacevisible[j])
11935 r_surfacelist[numsurfacelist++] = surfaces + j;
11937 // update lightmaps if needed
11938 if (model->brushq1.firstrender)
11940 model->brushq1.firstrender = false;
11941 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11943 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11947 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11948 if (r_refdef.viewcache.world_surfacevisible[j])
11950 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11952 // don't do anything if there were no surfaces
11953 if (!numsurfacelist)
11955 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11958 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11960 // add to stats if desired
11961 if (r_speeds.integer && !skysurfaces && !depthonly)
11963 r_refdef.stats.world_surfaces += numsurfacelist;
11964 for (j = 0;j < numsurfacelist;j++)
11965 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11968 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11971 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11973 int i, j, endj, flagsmask;
11974 dp_model_t *model = ent->model;
11975 msurface_t *surfaces;
11976 unsigned char *update;
11977 int numsurfacelist = 0;
11981 if (r_maxsurfacelist < model->num_surfaces)
11983 r_maxsurfacelist = model->num_surfaces;
11985 Mem_Free((msurface_t **)r_surfacelist);
11986 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11989 // if the model is static it doesn't matter what value we give for
11990 // wantnormals and wanttangents, so this logic uses only rules applicable
11991 // to a model, knowing that they are meaningless otherwise
11992 if (ent == r_refdef.scene.worldentity)
11993 RSurf_ActiveWorldEntity();
11994 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11995 RSurf_ActiveModelEntity(ent, false, false, false);
11997 RSurf_ActiveModelEntity(ent, true, true, true);
11998 else if (depthonly)
12000 switch (vid.renderpath)
12002 case RENDERPATH_GL20:
12003 case RENDERPATH_D3D9:
12004 case RENDERPATH_D3D10:
12005 case RENDERPATH_D3D11:
12006 case RENDERPATH_SOFT:
12007 case RENDERPATH_GLES2:
12008 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12010 case RENDERPATH_GL11:
12011 case RENDERPATH_GL13:
12012 case RENDERPATH_GLES1:
12013 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12019 switch (vid.renderpath)
12021 case RENDERPATH_GL20:
12022 case RENDERPATH_D3D9:
12023 case RENDERPATH_D3D10:
12024 case RENDERPATH_D3D11:
12025 case RENDERPATH_SOFT:
12026 case RENDERPATH_GLES2:
12027 RSurf_ActiveModelEntity(ent, true, true, false);
12029 case RENDERPATH_GL11:
12030 case RENDERPATH_GL13:
12031 case RENDERPATH_GLES1:
12032 RSurf_ActiveModelEntity(ent, true, false, false);
12037 surfaces = model->data_surfaces;
12038 update = model->brushq1.lightmapupdateflags;
12040 // update light styles
12041 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12043 model_brush_lightstyleinfo_t *style;
12044 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12046 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12048 int *list = style->surfacelist;
12049 style->value = r_refdef.scene.lightstylevalue[style->style];
12050 for (j = 0;j < style->numsurfaces;j++)
12051 update[list[j]] = true;
12056 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12060 R_DrawDebugModel();
12061 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12065 rsurface.lightmaptexture = NULL;
12066 rsurface.deluxemaptexture = NULL;
12067 rsurface.uselightmaptexture = false;
12068 rsurface.texture = NULL;
12069 rsurface.rtlight = NULL;
12070 numsurfacelist = 0;
12071 // add visible surfaces to draw list
12072 for (i = 0;i < model->nummodelsurfaces;i++)
12073 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12074 // don't do anything if there were no surfaces
12075 if (!numsurfacelist)
12077 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12080 // update lightmaps if needed
12084 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12089 R_BuildLightMap(ent, surfaces + j);
12094 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12096 // add to stats if desired
12097 if (r_speeds.integer && !skysurfaces && !depthonly)
12099 r_refdef.stats.entities_surfaces += numsurfacelist;
12100 for (j = 0;j < numsurfacelist;j++)
12101 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12104 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12107 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12109 static texture_t texture;
12110 static msurface_t surface;
12111 const msurface_t *surfacelist = &surface;
12113 // fake enough texture and surface state to render this geometry
12115 texture.update_lastrenderframe = -1; // regenerate this texture
12116 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12117 texture.currentskinframe = skinframe;
12118 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12119 texture.offsetmapping = OFFSETMAPPING_OFF;
12120 texture.offsetscale = 1;
12121 texture.specularscalemod = 1;
12122 texture.specularpowermod = 1;
12123 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12124 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12125 // JUST GREP FOR "specularscalemod = 1".
12127 surface.texture = &texture;
12128 surface.num_triangles = numtriangles;
12129 surface.num_firsttriangle = firsttriangle;
12130 surface.num_vertices = numvertices;
12131 surface.num_firstvertex = firstvertex;
12134 rsurface.texture = R_GetCurrentTexture(surface.texture);
12135 rsurface.lightmaptexture = NULL;
12136 rsurface.deluxemaptexture = NULL;
12137 rsurface.uselightmaptexture = false;
12138 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12141 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)
12143 static msurface_t surface;
12144 const msurface_t *surfacelist = &surface;
12146 // fake enough texture and surface state to render this geometry
12147 surface.texture = texture;
12148 surface.num_triangles = numtriangles;
12149 surface.num_firsttriangle = firsttriangle;
12150 surface.num_vertices = numvertices;
12151 surface.num_firstvertex = firstvertex;
12154 rsurface.texture = R_GetCurrentTexture(surface.texture);
12155 rsurface.lightmaptexture = NULL;
12156 rsurface.deluxemaptexture = NULL;
12157 rsurface.uselightmaptexture = false;
12158 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);