2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 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"};
66 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"};
67 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"};
68 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"};
69 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"};
70 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"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 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 (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 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) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 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"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 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"};
86 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"};
87 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"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 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)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 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"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 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"};
97 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"};
98 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"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 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)"};
110 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)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 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."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 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."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 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."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 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"};
144 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"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 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"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 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
155 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
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 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)"};
167 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"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 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"};
174 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"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 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"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 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"};
180 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)"};
181 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)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 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)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 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)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 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)"};
190 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)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 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"};
193 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."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 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)"};
196 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)"};
197 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)"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
204 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)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 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"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 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"};
212 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"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 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"};
242 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"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 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)"};
249 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)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 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"};
256 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."};
258 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)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#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 dpuint64 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;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (vid.support.arb_uniform_buffer_object)
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340 // clear the uniform block bindings
1341 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1342 // bind the uniform blocks in use
1344 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1345 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1347 // we're done compiling and setting up the shader, at least until it is used
1349 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1352 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1356 Mem_Free(sourcestring);
1359 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1361 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1362 if (r_glsl_permutation != perm)
1364 r_glsl_permutation = perm;
1365 if (!r_glsl_permutation->program)
1367 if (!r_glsl_permutation->compiled)
1369 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1370 R_GLSL_CompilePermutation(perm, mode, permutation);
1372 if (!r_glsl_permutation->program)
1374 // remove features until we find a valid permutation
1376 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1378 // reduce i more quickly whenever it would not remove any bits
1379 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1380 if (!(permutation & j))
1383 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1384 if (!r_glsl_permutation->compiled)
1385 R_GLSL_CompilePermutation(perm, mode, permutation);
1386 if (r_glsl_permutation->program)
1389 if (i >= SHADERPERMUTATION_COUNT)
1391 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1392 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1393 qglUseProgram(0);CHECKGLERROR
1394 return; // no bit left to clear, entire mode is broken
1399 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1401 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1402 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1403 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1407 void R_GLSL_Restart_f(void)
1409 unsigned int i, limit;
1410 switch(vid.renderpath)
1412 case RENDERPATH_GL20:
1413 case RENDERPATH_GLES2:
1415 r_glsl_permutation_t *p;
1416 r_glsl_permutation = NULL;
1417 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1418 for (i = 0;i < limit;i++)
1420 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1422 GL_Backend_FreeProgram(p->program);
1423 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1426 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1432 static void R_GLSL_DumpShader_f(void)
1434 int i, language, mode, dupe;
1436 shadermodeinfo_t *modeinfo;
1439 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1441 modeinfo = shadermodeinfo[language];
1442 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1444 // don't dump the same file multiple times (most or all shaders come from the same file)
1445 for (dupe = mode - 1;dupe >= 0;dupe--)
1446 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1450 text = modeinfo[mode].builtinstring;
1453 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1456 FS_Print(file, "/* The engine may define the following macros:\n");
1457 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1458 for (i = 0;i < SHADERMODE_COUNT;i++)
1459 FS_Print(file, modeinfo[i].pretext);
1460 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1461 FS_Print(file, shaderpermutationinfo[i].pretext);
1462 FS_Print(file, "*/\n");
1463 FS_Print(file, text);
1465 Con_Printf("%s written\n", modeinfo[mode].filename);
1468 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1473 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1475 dpuint64 permutation = 0;
1476 if (r_trippy.integer && !notrippy)
1477 permutation |= SHADERPERMUTATION_TRIPPY;
1478 permutation |= SHADERPERMUTATION_VIEWTINT;
1480 permutation |= SHADERPERMUTATION_DIFFUSE;
1481 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1482 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1483 if (suppresstexalpha)
1484 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1485 if (vid.allowalphatocoverage)
1486 GL_AlphaToCoverage(false);
1487 switch (vid.renderpath)
1489 case RENDERPATH_GL20:
1490 case RENDERPATH_GLES2:
1491 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1492 if (r_glsl_permutation->tex_Texture_First >= 0)
1493 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1494 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1495 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1500 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1502 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1505 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1507 dpuint64 permutation = 0;
1508 if (r_trippy.integer && !notrippy)
1509 permutation |= SHADERPERMUTATION_TRIPPY;
1511 permutation |= SHADERPERMUTATION_DEPTHRGB;
1513 permutation |= SHADERPERMUTATION_SKELETAL;
1515 if (vid.allowalphatocoverage)
1516 GL_AlphaToCoverage(false);
1517 switch (vid.renderpath)
1519 case RENDERPATH_GL20:
1520 case RENDERPATH_GLES2:
1521 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1522 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1523 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1529 #define BLENDFUNC_ALLOWS_COLORMOD 1
1530 #define BLENDFUNC_ALLOWS_FOG 2
1531 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1532 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1533 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1534 static int R_BlendFuncFlags(int src, int dst)
1538 // a blendfunc allows colormod if:
1539 // a) it can never keep the destination pixel invariant, or
1540 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1541 // this is to prevent unintended side effects from colormod
1543 // a blendfunc allows fog if:
1544 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1545 // this is to prevent unintended side effects from fog
1547 // these checks are the output of fogeval.pl
1549 r |= BLENDFUNC_ALLOWS_COLORMOD;
1550 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1558 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1559 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1560 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1564 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1565 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1566 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1568 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1569 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1570 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1575 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1577 // select a permutation of the lighting shader appropriate to this
1578 // combination of texture, entity, light source, and fogging, only use the
1579 // minimum features necessary to avoid wasting rendering time in the
1580 // fragment shader on features that are not being used
1581 dpuint64 permutation = 0;
1582 unsigned int mode = 0;
1584 texture_t *t = rsurface.texture;
1586 matrix4x4_t tempmatrix;
1587 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1588 if (r_trippy.integer && !notrippy)
1589 permutation |= SHADERPERMUTATION_TRIPPY;
1590 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1591 permutation |= SHADERPERMUTATION_ALPHAKILL;
1592 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1593 permutation |= SHADERPERMUTATION_OCCLUDE;
1594 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1595 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1596 if (rsurfacepass == RSURFPASS_BACKGROUND)
1598 // distorted background
1599 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1601 mode = SHADERMODE_WATER;
1602 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1603 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1604 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1606 // this is the right thing to do for wateralpha
1607 GL_BlendFunc(GL_ONE, GL_ZERO);
1608 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1612 // this is the right thing to do for entity alpha
1613 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1614 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1619 mode = SHADERMODE_REFRACTION;
1620 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1621 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1627 mode = SHADERMODE_GENERIC;
1628 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1629 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1632 if (vid.allowalphatocoverage)
1633 GL_AlphaToCoverage(false);
1635 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1637 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1639 switch(t->offsetmapping)
1641 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1642 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1643 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1644 case OFFSETMAPPING_OFF: break;
1647 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1648 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1649 // normalmap (deferred prepass), may use alpha test on diffuse
1650 mode = SHADERMODE_DEFERREDGEOMETRY;
1651 GL_BlendFunc(GL_ONE, GL_ZERO);
1652 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1653 if (vid.allowalphatocoverage)
1654 GL_AlphaToCoverage(false);
1656 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1658 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1660 switch(t->offsetmapping)
1662 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1663 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1664 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1665 case OFFSETMAPPING_OFF: break;
1668 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1669 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1670 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1671 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1673 mode = SHADERMODE_LIGHTSOURCE;
1674 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1675 permutation |= SHADERPERMUTATION_CUBEFILTER;
1676 if (VectorLength2(rtlightdiffuse) > 0)
1677 permutation |= SHADERPERMUTATION_DIFFUSE;
1678 if (VectorLength2(rtlightspecular) > 0)
1679 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1680 if (r_refdef.fogenabled)
1681 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1682 if (t->colormapping)
1683 permutation |= SHADERPERMUTATION_COLORMAPPING;
1684 if (r_shadow_usingshadowmap2d)
1686 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1687 if(r_shadow_shadowmapvsdct)
1688 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1690 if (r_shadow_shadowmap2ddepthbuffer)
1691 permutation |= SHADERPERMUTATION_DEPTHRGB;
1693 if (t->reflectmasktexture)
1694 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1696 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1697 if (vid.allowalphatocoverage)
1698 GL_AlphaToCoverage(false);
1700 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1702 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1704 switch(t->offsetmapping)
1706 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1707 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1708 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1709 case OFFSETMAPPING_OFF: break;
1712 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1713 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1714 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1715 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1716 // directional model lighting
1717 mode = SHADERMODE_LIGHTDIRECTION;
1718 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1719 permutation |= SHADERPERMUTATION_GLOW;
1720 if (VectorLength2(t->render_modellight_diffuse))
1721 permutation |= SHADERPERMUTATION_DIFFUSE;
1722 if (VectorLength2(t->render_modellight_specular) > 0)
1723 permutation |= SHADERPERMUTATION_SPECULAR;
1724 if (r_refdef.fogenabled)
1725 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1726 if (t->colormapping)
1727 permutation |= SHADERPERMUTATION_COLORMAPPING;
1728 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1730 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1731 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1733 if (r_shadow_shadowmap2ddepthbuffer)
1734 permutation |= SHADERPERMUTATION_DEPTHRGB;
1736 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1737 permutation |= SHADERPERMUTATION_REFLECTION;
1738 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1739 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1740 if (t->reflectmasktexture)
1741 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1742 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1744 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1745 if (r_shadow_bouncegrid_state.directional)
1746 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1748 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1749 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1750 // when using alphatocoverage, we don't need alphakill
1751 if (vid.allowalphatocoverage)
1753 if (r_transparent_alphatocoverage.integer)
1755 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1756 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1759 GL_AlphaToCoverage(false);
1764 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1766 switch(t->offsetmapping)
1768 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1769 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1770 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1771 case OFFSETMAPPING_OFF: break;
1774 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1775 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1776 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1777 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1779 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1780 permutation |= SHADERPERMUTATION_GLOW;
1781 if (r_refdef.fogenabled)
1782 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1783 if (t->colormapping)
1784 permutation |= SHADERPERMUTATION_COLORMAPPING;
1785 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1787 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1788 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1790 if (r_shadow_shadowmap2ddepthbuffer)
1791 permutation |= SHADERPERMUTATION_DEPTHRGB;
1793 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1794 permutation |= SHADERPERMUTATION_REFLECTION;
1795 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1796 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1797 if (t->reflectmasktexture)
1798 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1799 if (FAKELIGHT_ENABLED)
1801 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1802 mode = SHADERMODE_FAKELIGHT;
1803 permutation |= SHADERPERMUTATION_DIFFUSE;
1804 if (VectorLength2(t->render_lightmap_specular) > 0)
1805 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1807 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1809 // deluxemapping (light direction texture)
1810 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1811 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1813 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1814 permutation |= SHADERPERMUTATION_DIFFUSE;
1815 if (VectorLength2(t->render_lightmap_specular) > 0)
1816 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1818 else if (r_glsl_deluxemapping.integer >= 2)
1820 // fake deluxemapping (uniform light direction in tangentspace)
1821 if (rsurface.uselightmaptexture)
1822 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1824 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1825 permutation |= SHADERPERMUTATION_DIFFUSE;
1826 if (VectorLength2(t->render_lightmap_specular) > 0)
1827 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1829 else if (rsurface.uselightmaptexture)
1831 // ordinary lightmapping (q1bsp, q3bsp)
1832 mode = SHADERMODE_LIGHTMAP;
1836 // ordinary vertex coloring (q3bsp)
1837 mode = SHADERMODE_VERTEXCOLOR;
1839 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1841 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1842 if (r_shadow_bouncegrid_state.directional)
1843 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1845 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1846 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1847 // when using alphatocoverage, we don't need alphakill
1848 if (vid.allowalphatocoverage)
1850 if (r_transparent_alphatocoverage.integer)
1852 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1853 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1856 GL_AlphaToCoverage(false);
1859 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1860 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1861 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1862 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1863 switch(vid.renderpath)
1865 case RENDERPATH_GL20:
1866 case RENDERPATH_GLES2:
1867 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);
1868 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1869 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1870 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1871 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1872 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1873 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1874 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1875 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1876 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1877 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1878 // this has to be after RSurf_PrepareVerticesForBatch
1879 if (rsurface.batchskeletaltransform3x4buffer)
1880 permutation |= SHADERPERMUTATION_SKELETAL;
1881 R_SetupShader_SetPermutationGLSL(mode, permutation);
1882 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1883 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1885 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1886 if (mode == SHADERMODE_LIGHTSOURCE)
1888 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1889 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1890 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1891 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1892 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1893 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1895 // additive passes are only darkened by fog, not tinted
1896 if (r_glsl_permutation->loc_FogColor >= 0)
1897 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1898 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1902 if (mode == SHADERMODE_FLATCOLOR)
1904 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1906 else if (mode == SHADERMODE_LIGHTDIRECTION)
1908 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1909 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1910 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1911 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1912 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1913 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1914 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1918 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1919 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1920 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1921 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1922 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1924 // additive passes are only darkened by fog, not tinted
1925 if (r_glsl_permutation->loc_FogColor >= 0)
1927 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1928 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1930 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1932 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1933 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]);
1934 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]);
1935 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1936 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1937 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1938 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1939 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1940 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1942 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1943 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1944 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1945 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1947 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1948 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1952 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1953 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1956 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1957 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1958 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1959 if (r_glsl_permutation->loc_Color_Pants >= 0)
1961 if (t->pantstexture)
1962 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1964 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1966 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1968 if (t->shirttexture)
1969 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1971 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1973 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]);
1974 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1975 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1976 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1977 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1978 r_glsl_offsetmapping_scale.value*t->offsetscale,
1979 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1980 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1981 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1983 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);
1984 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1985 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]);
1986 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1987 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1988 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1990 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1991 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1992 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1993 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1994 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1995 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1996 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1997 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1998 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1999 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2000 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2001 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2002 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2003 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2004 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2005 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2006 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2007 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2008 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2009 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2010 if (rsurfacepass == RSURFPASS_BACKGROUND)
2012 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2013 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2014 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2018 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2020 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2021 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2022 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2023 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2025 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2026 if (rsurface.rtlight)
2028 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2029 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2032 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2038 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2040 // select a permutation of the lighting shader appropriate to this
2041 // combination of texture, entity, light source, and fogging, only use the
2042 // minimum features necessary to avoid wasting rendering time in the
2043 // fragment shader on features that are not being used
2044 dpuint64 permutation = 0;
2045 unsigned int mode = 0;
2046 const float *lightcolorbase = rtlight->currentcolor;
2047 float ambientscale = rtlight->ambientscale;
2048 float diffusescale = rtlight->diffusescale;
2049 float specularscale = rtlight->specularscale;
2050 // this is the location of the light in view space
2051 vec3_t viewlightorigin;
2052 // this transforms from view space (camera) to light space (cubemap)
2053 matrix4x4_t viewtolight;
2054 matrix4x4_t lighttoview;
2055 float viewtolight16f[16];
2057 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2058 if (rtlight->currentcubemap != r_texture_whitecube)
2059 permutation |= SHADERPERMUTATION_CUBEFILTER;
2060 if (diffusescale > 0)
2061 permutation |= SHADERPERMUTATION_DIFFUSE;
2062 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2063 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2064 if (r_shadow_usingshadowmap2d)
2066 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2067 if (r_shadow_shadowmapvsdct)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2070 if (r_shadow_shadowmap2ddepthbuffer)
2071 permutation |= SHADERPERMUTATION_DEPTHRGB;
2073 if (vid.allowalphatocoverage)
2074 GL_AlphaToCoverage(false);
2075 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2076 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2077 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2078 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2079 switch(vid.renderpath)
2081 case RENDERPATH_GL20:
2082 case RENDERPATH_GLES2:
2083 R_SetupShader_SetPermutationGLSL(mode, permutation);
2084 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2085 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2086 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2087 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2088 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2089 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2090 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2091 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);
2092 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]);
2093 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2095 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2096 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2097 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2098 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2099 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2104 #define SKINFRAME_HASH 1024
2108 unsigned int loadsequence; // incremented each level change
2109 memexpandablearray_t array;
2110 skinframe_t *hash[SKINFRAME_HASH];
2113 r_skinframe_t r_skinframe;
2115 void R_SkinFrame_PrepareForPurge(void)
2117 r_skinframe.loadsequence++;
2118 // wrap it without hitting zero
2119 if (r_skinframe.loadsequence >= 200)
2120 r_skinframe.loadsequence = 1;
2123 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2127 // mark the skinframe as used for the purging code
2128 skinframe->loadsequence = r_skinframe.loadsequence;
2131 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2135 if (s->merged == s->base)
2137 R_PurgeTexture(s->stain); s->stain = NULL;
2138 R_PurgeTexture(s->merged); s->merged = NULL;
2139 R_PurgeTexture(s->base); s->base = NULL;
2140 R_PurgeTexture(s->pants); s->pants = NULL;
2141 R_PurgeTexture(s->shirt); s->shirt = NULL;
2142 R_PurgeTexture(s->nmap); s->nmap = NULL;
2143 R_PurgeTexture(s->gloss); s->gloss = NULL;
2144 R_PurgeTexture(s->glow); s->glow = NULL;
2145 R_PurgeTexture(s->fog); s->fog = NULL;
2146 R_PurgeTexture(s->reflect); s->reflect = NULL;
2147 s->loadsequence = 0;
2150 void R_SkinFrame_Purge(void)
2154 for (i = 0;i < SKINFRAME_HASH;i++)
2156 for (s = r_skinframe.hash[i];s;s = s->next)
2158 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2159 R_SkinFrame_PurgeSkinFrame(s);
2164 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2166 char basename[MAX_QPATH];
2168 Image_StripImageExtension(name, basename, sizeof(basename));
2170 if( last == NULL ) {
2172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2173 item = r_skinframe.hash[hashindex];
2178 // linearly search through the hash bucket
2179 for( ; item ; item = item->next ) {
2180 if( !strcmp( item->basename, basename ) ) {
2187 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2191 char basename[MAX_QPATH];
2193 Image_StripImageExtension(name, basename, sizeof(basename));
2195 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2196 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2197 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2204 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2205 memset(item, 0, sizeof(*item));
2206 strlcpy(item->basename, basename, sizeof(item->basename));
2207 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2208 item->comparewidth = comparewidth;
2209 item->compareheight = compareheight;
2210 item->comparecrc = comparecrc;
2211 item->next = r_skinframe.hash[hashindex];
2212 r_skinframe.hash[hashindex] = item;
2214 else if (textureflags & TEXF_FORCE_RELOAD)
2218 R_SkinFrame_PurgeSkinFrame(item);
2221 R_SkinFrame_MarkUsed(item);
2225 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2227 unsigned long long avgcolor[5], wsum; \
2235 for(pix = 0; pix < cnt; ++pix) \
2238 for(comp = 0; comp < 3; ++comp) \
2240 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2243 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2245 for(comp = 0; comp < 3; ++comp) \
2246 avgcolor[comp] += getpixel * w; \
2249 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2250 avgcolor[4] += getpixel; \
2252 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2254 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2255 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2256 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2257 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2260 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2262 skinframe_t *skinframe;
2264 if (cls.state == ca_dedicated)
2267 // return an existing skinframe if already loaded
2268 // if loading of the first image fails, don't make a new skinframe as it
2269 // would cause all future lookups of this to be missing
2270 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2271 if (skinframe && skinframe->base)
2274 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2277 extern cvar_t gl_picmip;
2278 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2281 unsigned char *pixels;
2282 unsigned char *bumppixels;
2283 unsigned char *basepixels = NULL;
2284 int basepixels_width = 0;
2285 int basepixels_height = 0;
2286 rtexture_t *ddsbase = NULL;
2287 qboolean ddshasalpha = false;
2288 float ddsavgcolor[4];
2289 char basename[MAX_QPATH];
2290 int miplevel = R_PicmipForFlags(textureflags);
2291 int savemiplevel = miplevel;
2295 if (cls.state == ca_dedicated)
2298 Image_StripImageExtension(name, basename, sizeof(basename));
2300 // check for DDS texture file first
2301 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2303 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2304 if (basepixels == NULL && fallbacknotexture)
2305 basepixels = Image_GenerateNoTexture();
2306 if (basepixels == NULL)
2310 // FIXME handle miplevel
2312 if (developer_loading.integer)
2313 Con_Printf("loading skin \"%s\"\n", name);
2315 // we've got some pixels to store, so really allocate this new texture now
2317 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2318 textureflags &= ~TEXF_FORCE_RELOAD;
2319 skinframe->stain = NULL;
2320 skinframe->merged = NULL;
2321 skinframe->base = NULL;
2322 skinframe->pants = NULL;
2323 skinframe->shirt = NULL;
2324 skinframe->nmap = NULL;
2325 skinframe->gloss = NULL;
2326 skinframe->glow = NULL;
2327 skinframe->fog = NULL;
2328 skinframe->reflect = NULL;
2329 skinframe->hasalpha = false;
2330 // we could store the q2animname here too
2334 skinframe->base = ddsbase;
2335 skinframe->hasalpha = ddshasalpha;
2336 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2337 if (r_loadfog && skinframe->hasalpha)
2338 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);
2339 //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]);
2343 basepixels_width = image_width;
2344 basepixels_height = image_height;
2345 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);
2346 if (textureflags & TEXF_ALPHA)
2348 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2350 if (basepixels[j] < 255)
2352 skinframe->hasalpha = true;
2356 if (r_loadfog && skinframe->hasalpha)
2358 // has transparent pixels
2359 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2360 for (j = 0;j < image_width * image_height * 4;j += 4)
2365 pixels[j+3] = basepixels[j+3];
2367 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);
2371 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2373 //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]);
2374 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2375 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2376 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2377 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2383 mymiplevel = savemiplevel;
2384 if (r_loadnormalmap)
2385 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);
2386 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2389 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2390 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2391 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2394 // _norm is the name used by tenebrae and has been adopted as standard
2395 if (r_loadnormalmap && skinframe->nmap == NULL)
2397 mymiplevel = savemiplevel;
2398 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2400 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);
2404 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2406 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2407 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2408 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);
2410 Mem_Free(bumppixels);
2412 else if (r_shadow_bumpscale_basetexture.value > 0)
2414 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2415 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2416 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);
2420 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2421 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2425 // _luma is supported only for tenebrae compatibility
2426 // _glow is the preferred name
2427 mymiplevel = savemiplevel;
2428 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))))
2430 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);
2432 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2433 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2435 Mem_Free(pixels);pixels = NULL;
2438 mymiplevel = savemiplevel;
2439 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2441 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);
2443 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2444 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2450 mymiplevel = savemiplevel;
2451 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2453 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);
2455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2456 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2462 mymiplevel = savemiplevel;
2463 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2465 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);
2467 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2468 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2474 mymiplevel = savemiplevel;
2475 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2477 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);
2479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2480 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2487 Mem_Free(basepixels);
2492 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2493 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2496 skinframe_t *skinframe;
2499 if (cls.state == ca_dedicated)
2502 // if already loaded just return it, otherwise make a new skinframe
2503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2504 if (skinframe->base)
2506 textureflags &= ~TEXF_FORCE_RELOAD;
2508 skinframe->stain = NULL;
2509 skinframe->merged = NULL;
2510 skinframe->base = NULL;
2511 skinframe->pants = NULL;
2512 skinframe->shirt = NULL;
2513 skinframe->nmap = NULL;
2514 skinframe->gloss = NULL;
2515 skinframe->glow = NULL;
2516 skinframe->fog = NULL;
2517 skinframe->reflect = NULL;
2518 skinframe->hasalpha = false;
2520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2524 if (developer_loading.integer)
2525 Con_Printf("loading 32bit skin \"%s\"\n", name);
2527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2529 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2530 unsigned char *b = a + width * height * 4;
2531 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2532 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2536 if (textureflags & TEXF_ALPHA)
2538 for (i = 3;i < width * height * 4;i += 4)
2540 if (skindata[i] < 255)
2542 skinframe->hasalpha = true;
2546 if (r_loadfog && skinframe->hasalpha)
2548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2549 memcpy(fogpixels, skindata, width * height * 4);
2550 for (i = 0;i < width * height * 4;i += 4)
2551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2553 Mem_Free(fogpixels);
2557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2558 //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]);
2563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2567 skinframe_t *skinframe;
2569 if (cls.state == ca_dedicated)
2572 // if already loaded just return it, otherwise make a new skinframe
2573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2574 if (skinframe->base)
2576 //textureflags &= ~TEXF_FORCE_RELOAD;
2578 skinframe->stain = NULL;
2579 skinframe->merged = NULL;
2580 skinframe->base = NULL;
2581 skinframe->pants = NULL;
2582 skinframe->shirt = NULL;
2583 skinframe->nmap = NULL;
2584 skinframe->gloss = NULL;
2585 skinframe->glow = NULL;
2586 skinframe->fog = NULL;
2587 skinframe->reflect = NULL;
2588 skinframe->hasalpha = false;
2590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2594 if (developer_loading.integer)
2595 Con_Printf("loading quake skin \"%s\"\n", name);
2597 // 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)
2598 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2599 memcpy(skinframe->qpixels, skindata, width*height);
2600 skinframe->qwidth = width;
2601 skinframe->qheight = height;
2604 for (i = 0;i < width * height;i++)
2605 featuresmask |= palette_featureflags[skindata[i]];
2607 skinframe->hasalpha = false;
2610 skinframe->hasalpha = true;
2611 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2612 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2613 skinframe->qgeneratemerged = true;
2614 skinframe->qgeneratebase = skinframe->qhascolormapping;
2615 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2617 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2618 //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]);
2623 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2627 unsigned char *skindata;
2630 if (!skinframe->qpixels)
2633 if (!skinframe->qhascolormapping)
2634 colormapped = false;
2638 if (!skinframe->qgeneratebase)
2643 if (!skinframe->qgeneratemerged)
2647 width = skinframe->qwidth;
2648 height = skinframe->qheight;
2649 skindata = skinframe->qpixels;
2651 if (skinframe->qgeneratenmap)
2653 unsigned char *a, *b;
2654 skinframe->qgeneratenmap = false;
2655 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2656 b = a + width * height * 4;
2657 // use either a custom palette or the quake palette
2658 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2659 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2660 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2664 if (skinframe->qgenerateglow)
2666 skinframe->qgenerateglow = false;
2667 if (skinframe->hasalpha) // fence textures
2668 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2670 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
2675 skinframe->qgeneratebase = false;
2676 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);
2677 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);
2678 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);
2682 skinframe->qgeneratemerged = false;
2683 if (skinframe->hasalpha) // fence textures
2684 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2686 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);
2689 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2691 Mem_Free(skinframe->qpixels);
2692 skinframe->qpixels = NULL;
2696 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)
2699 skinframe_t *skinframe;
2702 if (cls.state == ca_dedicated)
2705 // if already loaded just return it, otherwise make a new skinframe
2706 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2707 if (skinframe->base)
2709 textureflags &= ~TEXF_FORCE_RELOAD;
2711 skinframe->stain = NULL;
2712 skinframe->merged = NULL;
2713 skinframe->base = NULL;
2714 skinframe->pants = NULL;
2715 skinframe->shirt = NULL;
2716 skinframe->nmap = NULL;
2717 skinframe->gloss = NULL;
2718 skinframe->glow = NULL;
2719 skinframe->fog = NULL;
2720 skinframe->reflect = NULL;
2721 skinframe->hasalpha = false;
2723 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2727 if (developer_loading.integer)
2728 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2730 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2731 if ((textureflags & TEXF_ALPHA) && alphapalette)
2733 for (i = 0;i < width * height;i++)
2735 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2737 skinframe->hasalpha = true;
2741 if (r_loadfog && skinframe->hasalpha)
2742 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2745 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2746 //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]);
2751 skinframe_t *R_SkinFrame_LoadMissing(void)
2753 skinframe_t *skinframe;
2755 if (cls.state == ca_dedicated)
2758 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2759 skinframe->stain = NULL;
2760 skinframe->merged = NULL;
2761 skinframe->base = NULL;
2762 skinframe->pants = NULL;
2763 skinframe->shirt = NULL;
2764 skinframe->nmap = NULL;
2765 skinframe->gloss = NULL;
2766 skinframe->glow = NULL;
2767 skinframe->fog = NULL;
2768 skinframe->reflect = NULL;
2769 skinframe->hasalpha = false;
2771 skinframe->avgcolor[0] = rand() / RAND_MAX;
2772 skinframe->avgcolor[1] = rand() / RAND_MAX;
2773 skinframe->avgcolor[2] = rand() / RAND_MAX;
2774 skinframe->avgcolor[3] = 1;
2779 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2782 static unsigned char pix[16][16][4];
2784 if (cls.state == ca_dedicated)
2787 // this makes a light grey/dark grey checkerboard texture
2790 for (y = 0; y < 16; y++)
2792 for (x = 0; x < 16; x++)
2794 if ((y < 8) ^ (x < 8))
2812 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2815 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2817 skinframe_t *skinframe;
2818 if (cls.state == ca_dedicated)
2820 // if already loaded just return it, otherwise make a new skinframe
2821 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2822 if (skinframe->base)
2824 textureflags &= ~TEXF_FORCE_RELOAD;
2825 skinframe->stain = NULL;
2826 skinframe->merged = NULL;
2827 skinframe->base = NULL;
2828 skinframe->pants = NULL;
2829 skinframe->shirt = NULL;
2830 skinframe->nmap = NULL;
2831 skinframe->gloss = NULL;
2832 skinframe->glow = NULL;
2833 skinframe->fog = NULL;
2834 skinframe->reflect = NULL;
2835 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2836 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2839 if (developer_loading.integer)
2840 Con_Printf("loading 32bit skin \"%s\"\n", name);
2841 skinframe->base = skinframe->merged = tex;
2842 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2846 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2847 typedef struct suffixinfo_s
2850 qboolean flipx, flipy, flipdiagonal;
2853 static suffixinfo_t suffix[3][6] =
2856 {"px", false, false, false},
2857 {"nx", false, false, false},
2858 {"py", false, false, false},
2859 {"ny", false, false, false},
2860 {"pz", false, false, false},
2861 {"nz", false, false, false}
2864 {"posx", false, false, false},
2865 {"negx", false, false, false},
2866 {"posy", false, false, false},
2867 {"negy", false, false, false},
2868 {"posz", false, false, false},
2869 {"negz", false, false, false}
2872 {"rt", true, false, true},
2873 {"lf", false, true, true},
2874 {"ft", true, true, false},
2875 {"bk", false, false, false},
2876 {"up", true, false, true},
2877 {"dn", true, false, true}
2881 static int componentorder[4] = {0, 1, 2, 3};
2883 static rtexture_t *R_LoadCubemap(const char *basename)
2885 int i, j, cubemapsize;
2886 unsigned char *cubemappixels, *image_buffer;
2887 rtexture_t *cubemaptexture;
2889 // must start 0 so the first loadimagepixels has no requested width/height
2891 cubemappixels = NULL;
2892 cubemaptexture = NULL;
2893 // keep trying different suffix groups (posx, px, rt) until one loads
2894 for (j = 0;j < 3 && !cubemappixels;j++)
2896 // load the 6 images in the suffix group
2897 for (i = 0;i < 6;i++)
2899 // generate an image name based on the base and and suffix
2900 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2902 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2904 // an image loaded, make sure width and height are equal
2905 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2907 // if this is the first image to load successfully, allocate the cubemap memory
2908 if (!cubemappixels && image_width >= 1)
2910 cubemapsize = image_width;
2911 // note this clears to black, so unavailable sides are black
2912 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2914 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2916 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);
2919 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2921 Mem_Free(image_buffer);
2925 // if a cubemap loaded, upload it
2928 if (developer_loading.integer)
2929 Con_Printf("loading cubemap \"%s\"\n", basename);
2931 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);
2932 Mem_Free(cubemappixels);
2936 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2937 if (developer_loading.integer)
2939 Con_Printf("(tried tried images ");
2940 for (j = 0;j < 3;j++)
2941 for (i = 0;i < 6;i++)
2942 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2943 Con_Print(" and was unable to find any of them).\n");
2946 return cubemaptexture;
2949 rtexture_t *R_GetCubemap(const char *basename)
2952 for (i = 0;i < r_texture_numcubemaps;i++)
2953 if (r_texture_cubemaps[i] != NULL)
2954 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2955 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2956 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2957 return r_texture_whitecube;
2958 r_texture_numcubemaps++;
2959 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2960 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2961 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2962 return r_texture_cubemaps[i]->texture;
2965 static void R_Main_FreeViewCache(void)
2967 if (r_refdef.viewcache.entityvisible)
2968 Mem_Free(r_refdef.viewcache.entityvisible);
2969 if (r_refdef.viewcache.world_pvsbits)
2970 Mem_Free(r_refdef.viewcache.world_pvsbits);
2971 if (r_refdef.viewcache.world_leafvisible)
2972 Mem_Free(r_refdef.viewcache.world_leafvisible);
2973 if (r_refdef.viewcache.world_surfacevisible)
2974 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2975 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2978 static void R_Main_ResizeViewCache(void)
2980 int numentities = r_refdef.scene.numentities;
2981 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2982 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2983 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2984 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2985 if (r_refdef.viewcache.maxentities < numentities)
2987 r_refdef.viewcache.maxentities = numentities;
2988 if (r_refdef.viewcache.entityvisible)
2989 Mem_Free(r_refdef.viewcache.entityvisible);
2990 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2992 if (r_refdef.viewcache.world_numclusters != numclusters)
2994 r_refdef.viewcache.world_numclusters = numclusters;
2995 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2996 if (r_refdef.viewcache.world_pvsbits)
2997 Mem_Free(r_refdef.viewcache.world_pvsbits);
2998 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3000 if (r_refdef.viewcache.world_numleafs != numleafs)
3002 r_refdef.viewcache.world_numleafs = numleafs;
3003 if (r_refdef.viewcache.world_leafvisible)
3004 Mem_Free(r_refdef.viewcache.world_leafvisible);
3005 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3007 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3009 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3010 if (r_refdef.viewcache.world_surfacevisible)
3011 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3012 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3016 extern rtexture_t *loadingscreentexture;
3017 static void gl_main_start(void)
3019 loadingscreentexture = NULL;
3020 r_texture_blanknormalmap = NULL;
3021 r_texture_white = NULL;
3022 r_texture_grey128 = NULL;
3023 r_texture_black = NULL;
3024 r_texture_whitecube = NULL;
3025 r_texture_normalizationcube = NULL;
3026 r_texture_fogattenuation = NULL;
3027 r_texture_fogheighttexture = NULL;
3028 r_texture_gammaramps = NULL;
3029 r_texture_numcubemaps = 0;
3030 r_uniformbufferalignment = 32;
3032 r_loaddds = r_texture_dds_load.integer != 0;
3033 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3035 switch(vid.renderpath)
3037 case RENDERPATH_GL20:
3038 case RENDERPATH_GLES2:
3039 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3040 Cvar_SetValueQuick(&gl_combine, 1);
3041 Cvar_SetValueQuick(&r_glsl, 1);
3042 r_loadnormalmap = true;
3045 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3046 if (vid.support.arb_uniform_buffer_object)
3047 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3053 R_FrameData_Reset();
3054 R_BufferData_Reset();
3058 memset(r_queries, 0, sizeof(r_queries));
3060 r_qwskincache = NULL;
3061 r_qwskincache_size = 0;
3063 // due to caching of texture_t references, the collision cache must be reset
3064 Collision_Cache_Reset(true);
3066 // set up r_skinframe loading system for textures
3067 memset(&r_skinframe, 0, sizeof(r_skinframe));
3068 r_skinframe.loadsequence = 1;
3069 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3071 r_main_texturepool = R_AllocTexturePool();
3072 R_BuildBlankTextures();
3074 if (vid.support.arb_texture_cube_map)
3077 R_BuildNormalizationCube();
3079 r_texture_fogattenuation = NULL;
3080 r_texture_fogheighttexture = NULL;
3081 r_texture_gammaramps = NULL;
3082 //r_texture_fogintensity = NULL;
3083 memset(&r_fb, 0, sizeof(r_fb));
3084 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3085 r_glsl_permutation = NULL;
3086 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3087 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3088 memset(&r_svbsp, 0, sizeof (r_svbsp));
3090 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3091 r_texture_numcubemaps = 0;
3093 r_refdef.fogmasktable_density = 0;
3096 // For Steelstorm Android
3097 // FIXME CACHE the program and reload
3098 // FIXME see possible combinations for SS:BR android
3099 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3100 R_SetupShader_SetPermutationGLSL(0, 12);
3101 R_SetupShader_SetPermutationGLSL(0, 13);
3102 R_SetupShader_SetPermutationGLSL(0, 8388621);
3103 R_SetupShader_SetPermutationGLSL(3, 0);
3104 R_SetupShader_SetPermutationGLSL(3, 2048);
3105 R_SetupShader_SetPermutationGLSL(5, 0);
3106 R_SetupShader_SetPermutationGLSL(5, 2);
3107 R_SetupShader_SetPermutationGLSL(5, 2048);
3108 R_SetupShader_SetPermutationGLSL(5, 8388608);
3109 R_SetupShader_SetPermutationGLSL(11, 1);
3110 R_SetupShader_SetPermutationGLSL(11, 2049);
3111 R_SetupShader_SetPermutationGLSL(11, 8193);
3112 R_SetupShader_SetPermutationGLSL(11, 10241);
3113 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3117 static void gl_main_shutdown(void)
3119 R_RenderTarget_FreeUnused(true);
3120 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3122 R_FrameData_Reset();
3123 R_BufferData_Reset();
3125 R_Main_FreeViewCache();
3127 switch(vid.renderpath)
3129 case RENDERPATH_GL20:
3130 case RENDERPATH_GLES2:
3131 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3133 qglDeleteQueriesARB(r_maxqueries, r_queries);
3140 memset(r_queries, 0, sizeof(r_queries));
3142 r_qwskincache = NULL;
3143 r_qwskincache_size = 0;
3145 // clear out the r_skinframe state
3146 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3147 memset(&r_skinframe, 0, sizeof(r_skinframe));
3150 Mem_Free(r_svbsp.nodes);
3151 memset(&r_svbsp, 0, sizeof (r_svbsp));
3152 R_FreeTexturePool(&r_main_texturepool);
3153 loadingscreentexture = NULL;
3154 r_texture_blanknormalmap = NULL;
3155 r_texture_white = NULL;
3156 r_texture_grey128 = NULL;
3157 r_texture_black = NULL;
3158 r_texture_whitecube = NULL;
3159 r_texture_normalizationcube = NULL;
3160 r_texture_fogattenuation = NULL;
3161 r_texture_fogheighttexture = NULL;
3162 r_texture_gammaramps = NULL;
3163 r_texture_numcubemaps = 0;
3164 //r_texture_fogintensity = NULL;
3165 memset(&r_fb, 0, sizeof(r_fb));
3168 r_glsl_permutation = NULL;
3169 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3170 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3173 static void gl_main_newmap(void)
3175 // FIXME: move this code to client
3176 char *entities, entname[MAX_QPATH];
3178 Mem_Free(r_qwskincache);
3179 r_qwskincache = NULL;
3180 r_qwskincache_size = 0;
3183 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3184 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3186 CL_ParseEntityLump(entities);
3190 if (cl.worldmodel->brush.entities)
3191 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3193 R_Main_FreeViewCache();
3195 R_FrameData_Reset();
3196 R_BufferData_Reset();
3199 void GL_Main_Init(void)
3202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3203 R_InitShaderModeInfo();
3205 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3206 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3207 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3208 if (gamemode == GAME_NEHAHRA)
3210 Cvar_RegisterVariable (&gl_fogenable);
3211 Cvar_RegisterVariable (&gl_fogdensity);
3212 Cvar_RegisterVariable (&gl_fogred);
3213 Cvar_RegisterVariable (&gl_foggreen);
3214 Cvar_RegisterVariable (&gl_fogblue);
3215 Cvar_RegisterVariable (&gl_fogstart);
3216 Cvar_RegisterVariable (&gl_fogend);
3217 Cvar_RegisterVariable (&gl_skyclip);
3219 Cvar_RegisterVariable(&r_motionblur);
3220 Cvar_RegisterVariable(&r_damageblur);
3221 Cvar_RegisterVariable(&r_motionblur_averaging);
3222 Cvar_RegisterVariable(&r_motionblur_randomize);
3223 Cvar_RegisterVariable(&r_motionblur_minblur);
3224 Cvar_RegisterVariable(&r_motionblur_maxblur);
3225 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3227 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3228 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3229 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3230 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3231 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3232 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3233 Cvar_RegisterVariable(&r_equalize_entities_by);
3234 Cvar_RegisterVariable(&r_equalize_entities_to);
3235 Cvar_RegisterVariable(&r_depthfirst);
3236 Cvar_RegisterVariable(&r_useinfinitefarclip);
3237 Cvar_RegisterVariable(&r_farclip_base);
3238 Cvar_RegisterVariable(&r_farclip_world);
3239 Cvar_RegisterVariable(&r_nearclip);
3240 Cvar_RegisterVariable(&r_deformvertexes);
3241 Cvar_RegisterVariable(&r_transparent);
3242 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3243 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3244 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3245 Cvar_RegisterVariable(&r_showoverdraw);
3246 Cvar_RegisterVariable(&r_showbboxes);
3247 Cvar_RegisterVariable(&r_showbboxes_client);
3248 Cvar_RegisterVariable(&r_showsurfaces);
3249 Cvar_RegisterVariable(&r_showtris);
3250 Cvar_RegisterVariable(&r_shownormals);
3251 Cvar_RegisterVariable(&r_showlighting);
3252 Cvar_RegisterVariable(&r_showcollisionbrushes);
3253 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3254 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3255 Cvar_RegisterVariable(&r_showdisabledepthtest);
3256 Cvar_RegisterVariable(&r_showspriteedges);
3257 Cvar_RegisterVariable(&r_showparticleedges);
3258 Cvar_RegisterVariable(&r_drawportals);
3259 Cvar_RegisterVariable(&r_drawentities);
3260 Cvar_RegisterVariable(&r_draw2d);
3261 Cvar_RegisterVariable(&r_drawworld);
3262 Cvar_RegisterVariable(&r_cullentities_trace);
3263 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3264 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3265 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3266 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3267 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3268 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3269 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3270 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3271 Cvar_RegisterVariable(&r_sortentities);
3272 Cvar_RegisterVariable(&r_drawviewmodel);
3273 Cvar_RegisterVariable(&r_drawexteriormodel);
3274 Cvar_RegisterVariable(&r_speeds);
3275 Cvar_RegisterVariable(&r_fullbrights);
3276 Cvar_RegisterVariable(&r_wateralpha);
3277 Cvar_RegisterVariable(&r_dynamic);
3278 Cvar_RegisterVariable(&r_fakelight);
3279 Cvar_RegisterVariable(&r_fakelight_intensity);
3280 Cvar_RegisterVariable(&r_fullbright_directed);
3281 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3282 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3283 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3284 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3285 Cvar_RegisterVariable(&r_fullbright);
3286 Cvar_RegisterVariable(&r_shadows);
3287 Cvar_RegisterVariable(&r_shadows_darken);
3288 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3289 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3290 Cvar_RegisterVariable(&r_shadows_throwdistance);
3291 Cvar_RegisterVariable(&r_shadows_throwdirection);
3292 Cvar_RegisterVariable(&r_shadows_focus);
3293 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3294 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3295 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3296 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3297 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3298 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3299 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3300 Cvar_RegisterVariable(&r_fog_exp2);
3301 Cvar_RegisterVariable(&r_fog_clear);
3302 Cvar_RegisterVariable(&r_drawfog);
3303 Cvar_RegisterVariable(&r_transparentdepthmasking);
3304 Cvar_RegisterVariable(&r_transparent_sortmindist);
3305 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3306 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3307 Cvar_RegisterVariable(&r_texture_dds_load);
3308 Cvar_RegisterVariable(&r_texture_dds_save);
3309 Cvar_RegisterVariable(&r_textureunits);
3310 Cvar_RegisterVariable(&gl_combine);
3311 Cvar_RegisterVariable(&r_usedepthtextures);
3312 Cvar_RegisterVariable(&r_viewfbo);
3313 Cvar_RegisterVariable(&r_rendertarget_debug);
3314 Cvar_RegisterVariable(&r_viewscale);
3315 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3316 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3317 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3318 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3319 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3320 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3321 Cvar_RegisterVariable(&r_glsl);
3322 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3323 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3324 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3325 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3326 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3327 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3328 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3329 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3330 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3331 Cvar_RegisterVariable(&r_glsl_postprocess);
3332 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3333 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3334 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3335 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3336 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3337 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3338 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3339 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3340 Cvar_RegisterVariable(&r_celshading);
3341 Cvar_RegisterVariable(&r_celoutlines);
3343 Cvar_RegisterVariable(&r_water);
3344 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3345 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3346 Cvar_RegisterVariable(&r_water_clippingplanebias);
3347 Cvar_RegisterVariable(&r_water_refractdistort);
3348 Cvar_RegisterVariable(&r_water_reflectdistort);
3349 Cvar_RegisterVariable(&r_water_scissormode);
3350 Cvar_RegisterVariable(&r_water_lowquality);
3351 Cvar_RegisterVariable(&r_water_hideplayer);
3353 Cvar_RegisterVariable(&r_lerpsprites);
3354 Cvar_RegisterVariable(&r_lerpmodels);
3355 Cvar_RegisterVariable(&r_lerplightstyles);
3356 Cvar_RegisterVariable(&r_waterscroll);
3357 Cvar_RegisterVariable(&r_bloom);
3358 Cvar_RegisterVariable(&r_bloom_colorscale);
3359 Cvar_RegisterVariable(&r_bloom_brighten);
3360 Cvar_RegisterVariable(&r_bloom_blur);
3361 Cvar_RegisterVariable(&r_bloom_resolution);
3362 Cvar_RegisterVariable(&r_bloom_colorexponent);
3363 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3364 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3365 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3366 Cvar_RegisterVariable(&r_hdr_glowintensity);
3367 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3368 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3369 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3370 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3371 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3372 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3373 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3374 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3375 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3376 Cvar_RegisterVariable(&developer_texturelogging);
3377 Cvar_RegisterVariable(&gl_lightmaps);
3378 Cvar_RegisterVariable(&r_test);
3379 Cvar_RegisterVariable(&r_batch_multidraw);
3380 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3381 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3382 Cvar_RegisterVariable(&r_glsl_skeletal);
3383 Cvar_RegisterVariable(&r_glsl_saturation);
3384 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3385 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3386 Cvar_RegisterVariable(&r_framedatasize);
3387 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3388 Cvar_RegisterVariable(&r_buffermegs[i]);
3389 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3390 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3391 Cvar_SetValue("r_fullbrights", 0);
3392 #ifdef DP_MOBILETOUCH
3393 // GLES devices have terrible depth precision in general, so...
3394 Cvar_SetValueQuick(&r_nearclip, 4);
3395 Cvar_SetValueQuick(&r_farclip_base, 4096);
3396 Cvar_SetValueQuick(&r_farclip_world, 0);
3397 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3399 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3402 void Render_Init(void)
3415 R_LightningBeams_Init();
3425 extern char *ENGINE_EXTENSIONS;
3428 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3429 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3430 gl_version = (const char *)qglGetString(GL_VERSION);
3431 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3435 if (!gl_platformextensions)
3436 gl_platformextensions = "";
3438 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3439 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3440 Con_Printf("GL_VERSION: %s\n", gl_version);
3441 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3442 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3444 VID_CheckExtensions();
3446 // LordHavoc: report supported extensions
3448 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3450 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3453 // clear to black (loading plaque will be seen over this)
3454 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3458 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3462 if (r_trippy.integer)
3464 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3466 p = r_refdef.view.frustum + i;
3471 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3475 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3479 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3483 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3487 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3491 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3495 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3499 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3507 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3511 if (r_trippy.integer)
3513 for (i = 0;i < numplanes;i++)
3520 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3524 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3528 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3532 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3536 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3540 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3544 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3548 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3556 //==================================================================================
3558 // LordHavoc: this stores temporary data used within the same frame
3560 typedef struct r_framedata_mem_s
3562 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3563 size_t size; // how much usable space
3564 size_t current; // how much space in use
3565 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3566 size_t wantedsize; // how much space was allocated
3567 unsigned char *data; // start of real data (16byte aligned)
3571 static r_framedata_mem_t *r_framedata_mem;
3573 void R_FrameData_Reset(void)
3575 while (r_framedata_mem)
3577 r_framedata_mem_t *next = r_framedata_mem->purge;
3578 Mem_Free(r_framedata_mem);
3579 r_framedata_mem = next;
3583 static void R_FrameData_Resize(qboolean mustgrow)
3586 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3587 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3588 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3590 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3591 newmem->wantedsize = wantedsize;
3592 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3593 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3594 newmem->current = 0;
3596 newmem->purge = r_framedata_mem;
3597 r_framedata_mem = newmem;
3601 void R_FrameData_NewFrame(void)
3603 R_FrameData_Resize(false);
3604 if (!r_framedata_mem)
3606 // if we ran out of space on the last frame, free the old memory now
3607 while (r_framedata_mem->purge)
3609 // repeatedly remove the second item in the list, leaving only head
3610 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3611 Mem_Free(r_framedata_mem->purge);
3612 r_framedata_mem->purge = next;
3614 // reset the current mem pointer
3615 r_framedata_mem->current = 0;
3616 r_framedata_mem->mark = 0;
3619 void *R_FrameData_Alloc(size_t size)
3624 // align to 16 byte boundary - the data pointer is already aligned, so we
3625 // only need to ensure the size of every allocation is also aligned
3626 size = (size + 15) & ~15;
3628 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3630 // emergency - we ran out of space, allocate more memory
3631 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3632 newvalue = r_framedatasize.value * 2.0f;
3633 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3634 if (sizeof(size_t) >= 8)
3635 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3637 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3638 // this might not be a growing it, but we'll allocate another buffer every time
3639 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3640 R_FrameData_Resize(true);
3643 data = r_framedata_mem->data + r_framedata_mem->current;
3644 r_framedata_mem->current += size;
3646 // count the usage for stats
3647 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3648 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3650 return (void *)data;
3653 void *R_FrameData_Store(size_t size, void *data)
3655 void *d = R_FrameData_Alloc(size);
3657 memcpy(d, data, size);
3661 void R_FrameData_SetMark(void)
3663 if (!r_framedata_mem)
3665 r_framedata_mem->mark = r_framedata_mem->current;
3668 void R_FrameData_ReturnToMark(void)
3670 if (!r_framedata_mem)
3672 r_framedata_mem->current = r_framedata_mem->mark;
3675 //==================================================================================
3677 // avoid reusing the same buffer objects on consecutive frames
3678 #define R_BUFFERDATA_CYCLE 3
3680 typedef struct r_bufferdata_buffer_s
3682 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3683 size_t size; // how much usable space
3684 size_t current; // how much space in use
3685 r_meshbuffer_t *buffer; // the buffer itself
3687 r_bufferdata_buffer_t;
3689 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3690 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3692 /// frees all dynamic buffers
3693 void R_BufferData_Reset(void)
3696 r_bufferdata_buffer_t **p, *mem;
3697 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3699 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3702 p = &r_bufferdata_buffer[cycle][type];
3708 R_Mesh_DestroyMeshBuffer(mem->buffer);
3715 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3716 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3718 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3720 float newvalue = r_buffermegs[type].value;
3722 // increase the cvar if we have to (but only if we already have a mem)
3723 if (mustgrow && mem)
3725 newvalue = bound(0.25f, newvalue, 256.0f);
3726 while (newvalue * 1024*1024 < minsize)
3729 // clamp the cvar to valid range
3730 newvalue = bound(0.25f, newvalue, 256.0f);
3731 if (r_buffermegs[type].value != newvalue)
3732 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3734 // calculate size in bytes
3735 size = (size_t)(newvalue * 1024*1024);
3736 size = bound(131072, size, 256*1024*1024);
3738 // allocate a new buffer if the size is different (purge old one later)
3739 // or if we were told we must grow the buffer
3740 if (!mem || mem->size != size || mustgrow)
3742 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3745 if (type == R_BUFFERDATA_VERTEX)
3746 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3747 else if (type == R_BUFFERDATA_INDEX16)
3748 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3749 else if (type == R_BUFFERDATA_INDEX32)
3750 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3751 else if (type == R_BUFFERDATA_UNIFORM)
3752 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3753 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3754 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3758 void R_BufferData_NewFrame(void)
3761 r_bufferdata_buffer_t **p, *mem;
3762 // cycle to the next frame's buffers
3763 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3764 // if we ran out of space on the last time we used these buffers, free the old memory now
3765 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3767 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3769 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3770 // free all but the head buffer, this is how we recycle obsolete
3771 // buffers after they are no longer in use
3772 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3778 R_Mesh_DestroyMeshBuffer(mem->buffer);
3781 // reset the current offset
3782 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3787 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3789 r_bufferdata_buffer_t *mem;
3793 *returnbufferoffset = 0;
3795 // align size to a byte boundary appropriate for the buffer type, this
3796 // makes all allocations have aligned start offsets
3797 if (type == R_BUFFERDATA_UNIFORM)
3798 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3800 padsize = (datasize + 15) & ~15;
3802 // if we ran out of space in this buffer we must allocate a new one
3803 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3804 R_BufferData_Resize(type, true, padsize);
3806 // if the resize did not give us enough memory, fail
3807 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3808 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3810 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3811 offset = (int)mem->current;
3812 mem->current += padsize;
3814 // upload the data to the buffer at the chosen offset
3816 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3817 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3819 // count the usage for stats
3820 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3821 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3823 // return the buffer offset
3824 *returnbufferoffset = offset;
3829 //==================================================================================
3831 // LordHavoc: animcache originally written by Echon, rewritten since then
3834 * Animation cache prevents re-generating mesh data for an animated model
3835 * multiple times in one frame for lighting, shadowing, reflections, etc.
3838 void R_AnimCache_Free(void)
3842 void R_AnimCache_ClearCache(void)
3845 entity_render_t *ent;
3847 for (i = 0;i < r_refdef.scene.numentities;i++)
3849 ent = r_refdef.scene.entities[i];
3850 ent->animcache_vertex3f = NULL;
3851 ent->animcache_vertex3f_vertexbuffer = NULL;
3852 ent->animcache_vertex3f_bufferoffset = 0;
3853 ent->animcache_normal3f = NULL;
3854 ent->animcache_normal3f_vertexbuffer = NULL;
3855 ent->animcache_normal3f_bufferoffset = 0;
3856 ent->animcache_svector3f = NULL;
3857 ent->animcache_svector3f_vertexbuffer = NULL;
3858 ent->animcache_svector3f_bufferoffset = 0;
3859 ent->animcache_tvector3f = NULL;
3860 ent->animcache_tvector3f_vertexbuffer = NULL;
3861 ent->animcache_tvector3f_bufferoffset = 0;
3862 ent->animcache_skeletaltransform3x4 = NULL;
3863 ent->animcache_skeletaltransform3x4buffer = NULL;
3864 ent->animcache_skeletaltransform3x4offset = 0;
3865 ent->animcache_skeletaltransform3x4size = 0;
3869 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3871 dp_model_t *model = ent->model;
3874 // see if this ent is worth caching
3875 if (!model || !model->Draw || !model->AnimateVertices)
3877 // nothing to cache if it contains no animations and has no skeleton
3878 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3880 // see if it is already cached for gpuskeletal
3881 if (ent->animcache_skeletaltransform3x4)
3883 // see if it is already cached as a mesh
3884 if (ent->animcache_vertex3f)
3886 // check if we need to add normals or tangents
3887 if (ent->animcache_normal3f)
3888 wantnormals = false;
3889 if (ent->animcache_svector3f)
3890 wanttangents = false;
3891 if (!wantnormals && !wanttangents)
3895 // check which kind of cache we need to generate
3896 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3898 // cache the skeleton so the vertex shader can use it
3899 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3900 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3901 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3902 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3903 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3904 // note: this can fail if the buffer is at the grow limit
3905 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3906 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3908 else if (ent->animcache_vertex3f)
3910 // mesh was already cached but we may need to add normals/tangents
3911 // (this only happens with multiple views, reflections, cameras, etc)
3912 if (wantnormals || wanttangents)
3914 numvertices = model->surfmesh.num_vertices;
3916 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3919 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3922 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3923 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3924 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3925 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3930 // generate mesh cache
3931 numvertices = model->surfmesh.num_vertices;
3932 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3937 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3938 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3940 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3941 if (wantnormals || wanttangents)
3943 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3944 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3945 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3947 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3948 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3949 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3954 void R_AnimCache_CacheVisibleEntities(void)
3958 // TODO: thread this
3959 // NOTE: R_PrepareRTLights() also caches entities
3961 for (i = 0;i < r_refdef.scene.numentities;i++)
3962 if (r_refdef.viewcache.entityvisible[i])
3963 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3966 //==================================================================================
3968 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3971 vec3_t eyemins, eyemaxs;
3972 vec3_t boxmins, boxmaxs;
3973 vec3_t padmins, padmaxs;
3976 dp_model_t *model = r_refdef.scene.worldmodel;
3977 static vec3_t positions[] = {
3978 { 0.5f, 0.5f, 0.5f },
3979 { 0.0f, 0.0f, 0.0f },
3980 { 0.0f, 0.0f, 1.0f },
3981 { 0.0f, 1.0f, 0.0f },
3982 { 0.0f, 1.0f, 1.0f },
3983 { 1.0f, 0.0f, 0.0f },
3984 { 1.0f, 0.0f, 1.0f },
3985 { 1.0f, 1.0f, 0.0f },
3986 { 1.0f, 1.0f, 1.0f },
3989 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3993 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3994 if (!r_refdef.view.usevieworiginculling)
3997 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4000 // expand the eye box a little
4001 eyemins[0] = eye[0] - eyejitter;
4002 eyemaxs[0] = eye[0] + eyejitter;
4003 eyemins[1] = eye[1] - eyejitter;
4004 eyemaxs[1] = eye[1] + eyejitter;
4005 eyemins[2] = eye[2] - eyejitter;
4006 eyemaxs[2] = eye[2] + eyejitter;
4007 // expand the box a little
4008 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4009 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4010 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4011 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4012 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4013 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4014 // make an even larger box for the acceptable area
4015 padmins[0] = boxmins[0] - pad;
4016 padmaxs[0] = boxmaxs[0] + pad;
4017 padmins[1] = boxmins[1] - pad;
4018 padmaxs[1] = boxmaxs[1] + pad;
4019 padmins[2] = boxmins[2] - pad;
4020 padmaxs[2] = boxmaxs[2] + pad;
4022 // return true if eye overlaps enlarged box
4023 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4026 // try specific positions in the box first - note that these can be cached
4027 if (r_cullentities_trace_entityocclusion.integer)
4029 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4031 VectorCopy(eye, start);
4032 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4033 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4034 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4035 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4036 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4037 // not picky - if the trace ended anywhere in the box we're good
4038 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4042 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4045 // try various random positions
4046 for (i = 0; i < numsamples; i++)
4048 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4049 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4050 if (r_cullentities_trace_entityocclusion.integer)
4052 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4053 // not picky - if the trace ended anywhere in the box we're good
4054 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4057 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4065 static void R_View_UpdateEntityVisible (void)
4070 entity_render_t *ent;
4072 if (r_refdef.envmap || r_fb.water.hideplayer)
4073 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4074 else if (chase_active.integer || r_fb.water.renderingscene)
4075 renderimask = RENDER_VIEWMODEL;
4077 renderimask = RENDER_EXTERIORMODEL;
4078 if (!r_drawviewmodel.integer)
4079 renderimask |= RENDER_VIEWMODEL;
4080 if (!r_drawexteriormodel.integer)
4081 renderimask |= RENDER_EXTERIORMODEL;
4082 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4083 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4085 // worldmodel can check visibility
4086 for (i = 0;i < r_refdef.scene.numentities;i++)
4088 ent = r_refdef.scene.entities[i];
4089 if (!(ent->flags & renderimask))
4090 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)))
4091 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))
4092 r_refdef.viewcache.entityvisible[i] = true;
4097 // no worldmodel or it can't check visibility
4098 for (i = 0;i < r_refdef.scene.numentities;i++)
4100 ent = r_refdef.scene.entities[i];
4101 if (!(ent->flags & renderimask))
4102 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)))
4103 r_refdef.viewcache.entityvisible[i] = true;
4106 if (r_cullentities_trace.integer)
4108 for (i = 0;i < r_refdef.scene.numentities;i++)
4110 if (!r_refdef.viewcache.entityvisible[i])
4112 ent = r_refdef.scene.entities[i];
4113 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4115 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4116 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4117 ent->last_trace_visibility = realtime;
4118 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4119 r_refdef.viewcache.entityvisible[i] = 0;
4125 /// only used if skyrendermasked, and normally returns false
4126 static int R_DrawBrushModelsSky (void)
4129 entity_render_t *ent;
4132 for (i = 0;i < r_refdef.scene.numentities;i++)
4134 if (!r_refdef.viewcache.entityvisible[i])
4136 ent = r_refdef.scene.entities[i];
4137 if (!ent->model || !ent->model->DrawSky)
4139 ent->model->DrawSky(ent);
4145 static void R_DrawNoModel(entity_render_t *ent);
4146 static void R_DrawModels(void)
4149 entity_render_t *ent;
4151 for (i = 0;i < r_refdef.scene.numentities;i++)
4153 if (!r_refdef.viewcache.entityvisible[i])
4155 ent = r_refdef.scene.entities[i];
4156 r_refdef.stats[r_stat_entities]++;
4158 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4161 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4162 Con_Printf("R_DrawModels\n");
4163 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]);
4164 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);
4165 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);
4168 if (ent->model && ent->model->Draw != NULL)
4169 ent->model->Draw(ent);
4175 static void R_DrawModelsDepth(void)
4178 entity_render_t *ent;
4180 for (i = 0;i < r_refdef.scene.numentities;i++)
4182 if (!r_refdef.viewcache.entityvisible[i])
4184 ent = r_refdef.scene.entities[i];
4185 if (ent->model && ent->model->DrawDepth != NULL)
4186 ent->model->DrawDepth(ent);
4190 static void R_DrawModelsDebug(void)
4193 entity_render_t *ent;
4195 for (i = 0;i < r_refdef.scene.numentities;i++)
4197 if (!r_refdef.viewcache.entityvisible[i])
4199 ent = r_refdef.scene.entities[i];
4200 if (ent->model && ent->model->DrawDebug != NULL)
4201 ent->model->DrawDebug(ent);
4205 static void R_DrawModelsAddWaterPlanes(void)
4208 entity_render_t *ent;
4210 for (i = 0;i < r_refdef.scene.numentities;i++)
4212 if (!r_refdef.viewcache.entityvisible[i])
4214 ent = r_refdef.scene.entities[i];
4215 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4216 ent->model->DrawAddWaterPlanes(ent);
4220 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}};
4222 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4224 if (r_hdr_irisadaptation.integer)
4229 vec3_t diffusenormal;
4231 vec_t brightness = 0.0f;
4236 VectorCopy(r_refdef.view.forward, forward);
4237 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4239 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4240 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4241 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4242 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4243 d = DotProduct(forward, diffusenormal);
4244 brightness += VectorLength(ambient);
4246 brightness += d * VectorLength(diffuse);
4248 brightness *= 1.0f / c;
4249 brightness += 0.00001f; // make sure it's never zero
4250 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4251 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4252 current = r_hdr_irisadaptation_value.value;
4254 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4255 else if (current > goal)
4256 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4257 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4258 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4260 else if (r_hdr_irisadaptation_value.value != 1.0f)
4261 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4264 static void R_View_SetFrustum(const int *scissor)
4267 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4268 vec3_t forward, left, up, origin, v;
4272 // flipped x coordinates (because x points left here)
4273 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4274 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4275 // non-flipped y coordinates
4276 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4277 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4280 // we can't trust r_refdef.view.forward and friends in reflected scenes
4281 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4284 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4285 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4286 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4287 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4288 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4289 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4290 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4291 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4292 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4293 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4294 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4295 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4299 zNear = r_refdef.nearclip;
4300 nudge = 1.0 - 1.0 / (1<<23);
4301 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4302 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4303 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4304 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4305 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4306 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4307 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4308 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4314 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4315 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4316 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4317 r_refdef.view.frustum[0].dist = m[15] - m[12];
4319 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4320 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4321 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4322 r_refdef.view.frustum[1].dist = m[15] + m[12];
4324 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4325 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4326 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4327 r_refdef.view.frustum[2].dist = m[15] - m[13];
4329 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4330 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4331 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4332 r_refdef.view.frustum[3].dist = m[15] + m[13];
4334 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4335 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4336 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4337 r_refdef.view.frustum[4].dist = m[15] - m[14];
4339 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4340 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4341 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4342 r_refdef.view.frustum[5].dist = m[15] + m[14];
4345 if (r_refdef.view.useperspective)
4347 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4348 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]);
4349 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]);
4350 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]);
4351 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]);
4353 // then the normals from the corners relative to origin
4354 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4355 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4356 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4357 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4359 // in a NORMAL view, forward cross left == up
4360 // in a REFLECTED view, forward cross left == down
4361 // so our cross products above need to be adjusted for a left handed coordinate system
4362 CrossProduct(forward, left, v);
4363 if(DotProduct(v, up) < 0)
4365 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4366 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4367 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4368 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4371 // Leaving those out was a mistake, those were in the old code, and they
4372 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4373 // I couldn't reproduce it after adding those normalizations. --blub
4374 VectorNormalize(r_refdef.view.frustum[0].normal);
4375 VectorNormalize(r_refdef.view.frustum[1].normal);
4376 VectorNormalize(r_refdef.view.frustum[2].normal);
4377 VectorNormalize(r_refdef.view.frustum[3].normal);
4379 // make the corners absolute
4380 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4381 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4382 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4383 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4386 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4388 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4389 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4390 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4391 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4392 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4396 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4397 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4398 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4399 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4400 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4401 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4402 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4403 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4404 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4405 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4407 r_refdef.view.numfrustumplanes = 5;
4409 if (r_refdef.view.useclipplane)
4411 r_refdef.view.numfrustumplanes = 6;
4412 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4415 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4416 PlaneClassify(r_refdef.view.frustum + i);
4418 // LordHavoc: note to all quake engine coders, Quake had a special case
4419 // for 90 degrees which assumed a square view (wrong), so I removed it,
4420 // Quake2 has it disabled as well.
4422 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4423 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4424 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4425 //PlaneClassify(&frustum[0]);
4427 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4428 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4429 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4430 //PlaneClassify(&frustum[1]);
4432 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4433 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4434 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4435 //PlaneClassify(&frustum[2]);
4437 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4438 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4439 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4440 //PlaneClassify(&frustum[3]);
4443 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4444 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4445 //PlaneClassify(&frustum[4]);
4448 static void R_View_UpdateWithScissor(const int *myscissor)
4450 R_Main_ResizeViewCache();
4451 R_View_SetFrustum(myscissor);
4452 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4453 R_View_UpdateEntityVisible();
4456 static void R_View_Update(void)
4458 R_Main_ResizeViewCache();
4459 R_View_SetFrustum(NULL);
4460 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4461 R_View_UpdateEntityVisible();
4464 float viewscalefpsadjusted = 1.0f;
4466 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4468 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4469 scale = bound(0.03125f, scale, 1.0f);
4470 *outwidth = (int)ceil(width * scale);
4471 *outheight = (int)ceil(height * scale);
4474 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4476 const float *customclipplane = NULL;
4478 int /*rtwidth,*/ rtheight;
4479 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4481 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4482 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4483 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4484 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4485 dist = r_refdef.view.clipplane.dist;
4486 plane[0] = r_refdef.view.clipplane.normal[0];
4487 plane[1] = r_refdef.view.clipplane.normal[1];
4488 plane[2] = r_refdef.view.clipplane.normal[2];
4490 customclipplane = plane;
4493 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4494 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4496 if (!r_refdef.view.useperspective)
4497 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4498 else if (vid.stencil && r_useinfinitefarclip.integer)
4499 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4501 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4502 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4503 R_SetViewport(&r_refdef.view.viewport);
4506 void R_EntityMatrix(const matrix4x4_t *matrix)
4508 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4510 gl_modelmatrixchanged = false;
4511 gl_modelmatrix = *matrix;
4512 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4513 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4514 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4515 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4517 switch(vid.renderpath)
4519 case RENDERPATH_GL20:
4520 case RENDERPATH_GLES2:
4521 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4522 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4528 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4530 r_viewport_t viewport;
4534 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4535 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4536 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4537 R_SetViewport(&viewport);
4538 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4539 GL_Color(1, 1, 1, 1);
4540 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4541 GL_BlendFunc(GL_ONE, GL_ZERO);
4542 GL_ScissorTest(false);
4543 GL_DepthMask(false);
4544 GL_DepthRange(0, 1);
4545 GL_DepthTest(false);
4546 GL_DepthFunc(GL_LEQUAL);
4547 R_EntityMatrix(&identitymatrix);
4548 R_Mesh_ResetTextureState();
4549 GL_PolygonOffset(0, 0);
4550 switch(vid.renderpath)
4552 case RENDERPATH_GL20:
4553 case RENDERPATH_GLES2:
4554 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4557 GL_CullFace(GL_NONE);
4562 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4564 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4567 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4569 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4570 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4571 GL_Color(1, 1, 1, 1);
4572 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4573 GL_BlendFunc(GL_ONE, GL_ZERO);
4574 GL_ScissorTest(true);
4576 GL_DepthRange(0, 1);
4578 GL_DepthFunc(GL_LEQUAL);
4579 R_EntityMatrix(&identitymatrix);
4580 R_Mesh_ResetTextureState();
4581 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4582 switch(vid.renderpath)
4584 case RENDERPATH_GL20:
4585 case RENDERPATH_GLES2:
4586 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4589 GL_CullFace(r_refdef.view.cullface_back);
4594 R_RenderView_UpdateViewVectors
4597 void R_RenderView_UpdateViewVectors(void)
4599 // break apart the view matrix into vectors for various purposes
4600 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4601 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4602 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4603 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4604 // make an inverted copy of the view matrix for tracking sprites
4605 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4608 void R_RenderTarget_FreeUnused(qboolean force)
4611 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4612 for (i = 0; i < end; i++)
4614 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4615 // free resources for rendertargets that have not been used for a while
4616 // (note: this check is run after the frame render, so any targets used
4617 // this frame will not be affected even at low framerates)
4618 if (r && (realtime - r->lastusetime > 0.2 || force))
4621 R_Mesh_DestroyFramebufferObject(r->fbo);
4622 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4623 if (r->colortexture[j])
4624 R_FreeTexture(r->colortexture[j]);
4625 if (r->depthtexture)
4626 R_FreeTexture(r->depthtexture);
4627 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4632 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4634 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4638 y2 = (th - y - h) * ih;
4649 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4652 r_rendertarget_t *r = NULL;
4654 // first try to reuse an existing slot if possible
4655 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4656 for (i = 0; i < end; i++)
4658 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4659 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4664 // no unused exact match found, so we have to make one in the first unused slot
4665 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4666 r->texturewidth = texturewidth;
4667 r->textureheight = textureheight;
4668 r->colortextype[0] = colortextype0;
4669 r->colortextype[1] = colortextype1;
4670 r->colortextype[2] = colortextype2;
4671 r->colortextype[3] = colortextype3;
4672 r->depthtextype = depthtextype;
4673 r->depthisrenderbuffer = depthisrenderbuffer;
4674 for (j = 0; j < 4; j++)
4675 if (r->colortextype[j])
4676 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4677 if (r->depthtextype)
4679 if (r->depthisrenderbuffer)
4680 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4682 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4684 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4686 r_refdef.stats[r_stat_rendertargets_used]++;
4687 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4688 r->lastusetime = realtime;
4689 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4693 static void R_Water_StartFrame(void)
4695 int waterwidth, waterheight;
4697 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4700 // set waterwidth and waterheight to the water resolution that will be
4701 // used (often less than the screen resolution for faster rendering)
4702 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4703 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4704 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4706 if (!r_water.integer || r_showsurfaces.integer)
4707 waterwidth = waterheight = 0;
4709 // set up variables that will be used in shader setup
4710 r_fb.water.waterwidth = waterwidth;
4711 r_fb.water.waterheight = waterheight;
4712 r_fb.water.texturewidth = waterwidth;
4713 r_fb.water.textureheight = waterheight;
4714 r_fb.water.camerawidth = waterwidth;
4715 r_fb.water.cameraheight = waterheight;
4716 r_fb.water.screenscale[0] = 0.5f;
4717 r_fb.water.screenscale[1] = 0.5f;
4718 r_fb.water.screencenter[0] = 0.5f;
4719 r_fb.water.screencenter[1] = 0.5f;
4720 r_fb.water.enabled = waterwidth != 0;
4722 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4723 r_fb.water.numwaterplanes = 0;
4726 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4728 int planeindex, bestplaneindex, vertexindex;
4729 vec3_t mins, maxs, normal, center, v, n;
4730 vec_t planescore, bestplanescore;
4732 r_waterstate_waterplane_t *p;
4733 texture_t *t = R_GetCurrentTexture(surface->texture);
4735 rsurface.texture = t;
4736 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4737 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4738 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4740 // average the vertex normals, find the surface bounds (after deformvertexes)
4741 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4742 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4743 VectorCopy(n, normal);
4744 VectorCopy(v, mins);
4745 VectorCopy(v, maxs);
4746 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4748 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4749 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4750 VectorAdd(normal, n, normal);
4751 mins[0] = min(mins[0], v[0]);
4752 mins[1] = min(mins[1], v[1]);
4753 mins[2] = min(mins[2], v[2]);
4754 maxs[0] = max(maxs[0], v[0]);
4755 maxs[1] = max(maxs[1], v[1]);
4756 maxs[2] = max(maxs[2], v[2]);
4758 VectorNormalize(normal);
4759 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4761 VectorCopy(normal, plane.normal);
4762 VectorNormalize(plane.normal);
4763 plane.dist = DotProduct(center, plane.normal);
4764 PlaneClassify(&plane);
4765 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4767 // skip backfaces (except if nocullface is set)
4768 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4770 VectorNegate(plane.normal, plane.normal);
4772 PlaneClassify(&plane);
4776 // find a matching plane if there is one
4777 bestplaneindex = -1;
4778 bestplanescore = 1048576.0f;
4779 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4781 if(p->camera_entity == t->camera_entity)
4783 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4784 if (bestplaneindex < 0 || bestplanescore > planescore)
4786 bestplaneindex = planeindex;
4787 bestplanescore = planescore;
4791 planeindex = bestplaneindex;
4793 // if this surface does not fit any known plane rendered this frame, add one
4794 if (planeindex < 0 || bestplanescore > 0.001f)
4796 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4798 // store the new plane
4799 planeindex = r_fb.water.numwaterplanes++;
4800 p = r_fb.water.waterplanes + planeindex;
4802 // clear materialflags and pvs
4803 p->materialflags = 0;
4804 p->pvsvalid = false;
4805 p->camera_entity = t->camera_entity;
4806 VectorCopy(mins, p->mins);
4807 VectorCopy(maxs, p->maxs);
4811 // We're totally screwed.
4817 // merge mins/maxs when we're adding this surface to the plane
4818 p = r_fb.water.waterplanes + planeindex;
4819 p->mins[0] = min(p->mins[0], mins[0]);
4820 p->mins[1] = min(p->mins[1], mins[1]);
4821 p->mins[2] = min(p->mins[2], mins[2]);
4822 p->maxs[0] = max(p->maxs[0], maxs[0]);
4823 p->maxs[1] = max(p->maxs[1], maxs[1]);
4824 p->maxs[2] = max(p->maxs[2], maxs[2]);
4826 // merge this surface's materialflags into the waterplane
4827 p->materialflags |= t->currentmaterialflags;
4828 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4830 // merge this surface's PVS into the waterplane
4831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4832 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4834 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4840 extern cvar_t r_drawparticles;
4841 extern cvar_t r_drawdecals;
4843 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4846 r_refdef_view_t originalview;
4847 r_refdef_view_t myview;
4848 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;
4849 r_waterstate_waterplane_t *p;
4851 r_rendertarget_t *rt;
4853 originalview = r_refdef.view;
4855 // lowquality hack, temporarily shut down some cvars and restore afterwards
4856 qualityreduction = r_water_lowquality.integer;
4857 if (qualityreduction > 0)
4859 if (qualityreduction >= 1)
4861 old_r_shadows = r_shadows.integer;
4862 old_r_worldrtlight = r_shadow_realtime_world.integer;
4863 old_r_dlight = r_shadow_realtime_dlight.integer;
4864 Cvar_SetValueQuick(&r_shadows, 0);
4865 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4866 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4868 if (qualityreduction >= 2)
4870 old_r_dynamic = r_dynamic.integer;
4871 old_r_particles = r_drawparticles.integer;
4872 old_r_decals = r_drawdecals.integer;
4873 Cvar_SetValueQuick(&r_dynamic, 0);
4874 Cvar_SetValueQuick(&r_drawparticles, 0);
4875 Cvar_SetValueQuick(&r_drawdecals, 0);
4879 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4881 p->rt_reflection = NULL;
4882 p->rt_refraction = NULL;
4883 p->rt_camera = NULL;
4887 r_refdef.view = originalview;
4888 r_refdef.view.showdebug = false;
4889 r_refdef.view.width = r_fb.water.waterwidth;
4890 r_refdef.view.height = r_fb.water.waterheight;
4891 r_refdef.view.useclipplane = true;
4892 myview = r_refdef.view;
4893 r_fb.water.renderingscene = true;
4894 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4896 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4899 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4901 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4902 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4904 r_refdef.view = myview;
4905 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4906 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4907 if(r_water_scissormode.integer)
4909 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4910 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4912 p->rt_reflection = NULL;
4913 p->rt_refraction = NULL;
4914 p->rt_camera = NULL;
4919 r_refdef.view.clipplane = p->plane;
4920 // reflected view origin may be in solid, so don't cull with it
4921 r_refdef.view.usevieworiginculling = false;
4922 // reverse the cullface settings for this render
4923 r_refdef.view.cullface_front = GL_FRONT;
4924 r_refdef.view.cullface_back = GL_BACK;
4925 // combined pvs (based on what can be seen from each surface center)
4926 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4928 r_refdef.view.usecustompvs = true;
4930 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4932 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4935 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4936 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4937 GL_ScissorTest(false);
4938 R_ClearScreen(r_refdef.fogenabled);
4939 GL_ScissorTest(true);
4940 if(r_water_scissormode.integer & 2)
4941 R_View_UpdateWithScissor(myscissor);
4944 R_AnimCache_CacheVisibleEntities();
4945 if(r_water_scissormode.integer & 1)
4946 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4947 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4949 r_fb.water.hideplayer = false;
4950 p->rt_reflection = rt;
4953 // render the normal view scene and copy into texture
4954 // (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)
4955 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4957 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4958 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4960 r_refdef.view = myview;
4961 if(r_water_scissormode.integer)
4963 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4964 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4966 p->rt_reflection = NULL;
4967 p->rt_refraction = NULL;
4968 p->rt_camera = NULL;
4973 // combined pvs (based on what can be seen from each surface center)
4974 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4976 r_refdef.view.usecustompvs = true;
4978 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4980 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4983 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4985 r_refdef.view.clipplane = p->plane;
4986 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4987 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4989 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4991 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4992 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4993 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4994 R_RenderView_UpdateViewVectors();
4995 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4997 r_refdef.view.usecustompvs = true;
4998 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);
5002 PlaneClassify(&r_refdef.view.clipplane);
5004 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5005 GL_ScissorTest(false);
5006 R_ClearScreen(r_refdef.fogenabled);
5007 GL_ScissorTest(true);
5008 if(r_water_scissormode.integer & 2)
5009 R_View_UpdateWithScissor(myscissor);
5012 R_AnimCache_CacheVisibleEntities();
5013 if(r_water_scissormode.integer & 1)
5014 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5015 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5017 r_fb.water.hideplayer = false;
5018 p->rt_refraction = rt;
5020 else if (p->materialflags & MATERIALFLAG_CAMERA)
5022 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5023 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5025 r_refdef.view = myview;
5027 r_refdef.view.clipplane = p->plane;
5028 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5029 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5031 r_refdef.view.width = r_fb.water.camerawidth;
5032 r_refdef.view.height = r_fb.water.cameraheight;
5033 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5034 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5035 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5036 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5038 if(p->camera_entity)
5040 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5041 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5044 // note: all of the view is used for displaying... so
5045 // there is no use in scissoring
5047 // reverse the cullface settings for this render
5048 r_refdef.view.cullface_front = GL_FRONT;
5049 r_refdef.view.cullface_back = GL_BACK;
5050 // also reverse the view matrix
5051 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
5052 R_RenderView_UpdateViewVectors();
5053 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5055 r_refdef.view.usecustompvs = true;
5056 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);
5059 // camera needs no clipplane
5060 r_refdef.view.useclipplane = false;
5061 // TODO: is the camera origin always valid? if so we don't need to clear this
5062 r_refdef.view.usevieworiginculling = false;
5064 PlaneClassify(&r_refdef.view.clipplane);
5066 r_fb.water.hideplayer = false;
5068 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5069 GL_ScissorTest(false);
5070 R_ClearScreen(r_refdef.fogenabled);
5071 GL_ScissorTest(true);
5073 R_AnimCache_CacheVisibleEntities();
5074 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5076 r_fb.water.hideplayer = false;
5081 r_fb.water.renderingscene = false;
5082 r_refdef.view = originalview;
5083 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5085 R_AnimCache_CacheVisibleEntities();
5088 r_refdef.view = originalview;
5089 r_fb.water.renderingscene = false;
5090 Cvar_SetValueQuick(&r_water, 0);
5091 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5093 // lowquality hack, restore cvars
5094 if (qualityreduction > 0)
5096 if (qualityreduction >= 1)
5098 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5099 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5100 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5102 if (qualityreduction >= 2)
5104 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5105 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5106 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5111 static void R_Bloom_StartFrame(void)
5113 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5114 int viewwidth, viewheight;
5115 textype_t textype = TEXTYPE_COLORBUFFER;
5117 // clear the pointers to rendertargets from last frame as they're stale
5118 r_fb.rt_screen = NULL;
5119 r_fb.rt_bloom = NULL;
5121 switch (vid.renderpath)
5123 case RENDERPATH_GL20:
5124 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5125 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5126 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5127 // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
5128 if (!vid.support.ext_framebuffer_object)
5131 case RENDERPATH_GLES2:
5132 r_fb.usedepthtextures = false;
5136 if (r_viewscale_fpsscaling.integer)
5138 double actualframetime;
5139 double targetframetime;
5141 actualframetime = r_refdef.lastdrawscreentime;
5142 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5143 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5144 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5145 if (r_viewscale_fpsscaling_stepsize.value > 0)
5146 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5147 viewscalefpsadjusted += adjust;
5148 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5151 viewscalefpsadjusted = 1.0f;
5153 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5155 // set bloomwidth and bloomheight to the bloom resolution that will be
5156 // used (often less than the screen resolution for faster rendering)
5157 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5158 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5159 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5160 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5161 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5163 // calculate desired texture sizes
5164 screentexturewidth = viewwidth;
5165 screentextureheight = viewheight;
5166 bloomtexturewidth = r_fb.bloomwidth;
5167 bloomtextureheight = r_fb.bloomheight;
5169 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))
5171 Cvar_SetValueQuick(&r_bloom, 0);
5172 Cvar_SetValueQuick(&r_motionblur, 0);
5173 Cvar_SetValueQuick(&r_damageblur, 0);
5176 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5177 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5179 if (r_fb.ghosttexture)
5180 R_FreeTexture(r_fb.ghosttexture);
5181 r_fb.ghosttexture = NULL;
5183 r_fb.screentexturewidth = screentexturewidth;
5184 r_fb.screentextureheight = screentextureheight;
5185 r_fb.textype = textype;
5187 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5189 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5190 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);
5191 r_fb.ghosttexture_valid = false;
5195 if (r_bloom.integer)
5197 // bloom texture is a different resolution
5198 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5199 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5200 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5203 r_fb.bloomwidth = r_fb.bloomheight = 0;
5205 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5207 r_refdef.view.clear = true;
5210 static void R_Bloom_MakeTexture(void)
5213 float xoffset, yoffset, r, brighten;
5214 float colorscale = r_bloom_colorscale.value;
5215 r_viewport_t bloomviewport;
5216 r_rendertarget_t *prev, *cur;
5217 textype_t textype = r_fb.rt_screen->colortextype[0];
5219 r_refdef.stats[r_stat_bloom]++;
5221 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5223 // scale down screen texture to the bloom texture size
5225 prev = r_fb.rt_screen;
5226 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5227 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5228 R_SetViewport(&bloomviewport);
5229 GL_CullFace(GL_NONE);
5230 GL_DepthTest(false);
5231 GL_BlendFunc(GL_ONE, GL_ZERO);
5232 GL_Color(colorscale, colorscale, colorscale, 1);
5233 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5234 // TODO: do boxfilter scale-down in shader?
5235 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5236 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5237 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5238 // we now have a properly scaled bloom image
5240 // multiply bloom image by itself as many times as desired to darken it
5241 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5242 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5245 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5246 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5248 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5250 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5251 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5252 GL_Color(1,1,1,1); // no fix factor supported here
5253 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5254 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5255 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5256 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5259 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5260 brighten = r_bloom_brighten.value;
5261 brighten = sqrt(brighten);
5263 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5265 for (dir = 0;dir < 2;dir++)
5268 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5269 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5270 // blend on at multiple vertical offsets to achieve a vertical blur
5271 // TODO: do offset blends using GLSL
5272 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5273 GL_BlendFunc(GL_ONE, GL_ZERO);
5274 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5275 for (x = -range;x <= range;x++)
5277 if (!dir){xoffset = 0;yoffset = x;}
5278 else {xoffset = x;yoffset = 0;}
5279 xoffset /= (float)prev->texturewidth;
5280 yoffset /= (float)prev->textureheight;
5281 // compute a texcoord array with the specified x and y offset
5282 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5283 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5284 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5285 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5286 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5287 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5288 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5289 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5290 // this r value looks like a 'dot' particle, fading sharply to
5291 // black at the edges
5292 // (probably not realistic but looks good enough)
5293 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5294 //r = brighten/(range*2+1);
5295 r = brighten / (range * 2 + 1);
5297 r *= (1 - x*x/(float)((range+1)*(range+1)));
5300 GL_Color(r, r, r, 1);
5301 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5302 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5303 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5304 GL_BlendFunc(GL_ONE, GL_ONE);
5308 // now we have the bloom image, so keep track of it
5309 r_fb.rt_bloom = cur;
5312 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5314 dpuint64 permutation;
5315 float uservecs[4][4];
5316 rtexture_t *viewtexture;
5317 rtexture_t *bloomtexture;
5319 R_EntityMatrix(&identitymatrix);
5321 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5323 // declare variables
5324 float blur_factor, blur_mouseaccel, blur_velocity;
5325 static float blur_average;
5326 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5328 // set a goal for the factoring
5329 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5330 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5331 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5332 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5333 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5334 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5336 // from the goal, pick an averaged value between goal and last value
5337 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5338 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5340 // enforce minimum amount of blur
5341 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5343 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5345 // calculate values into a standard alpha
5346 cl.motionbluralpha = 1 - exp(-
5348 (r_motionblur.value * blur_factor / 80)
5350 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5353 max(0.0001, cl.time - cl.oldtime) // fps independent
5356 // randomization for the blur value to combat persistent ghosting
5357 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5358 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5361 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5362 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5365 GL_Color(1, 1, 1, cl.motionbluralpha);
5366 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5367 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5368 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5369 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5370 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5373 // updates old view angles for next pass
5374 VectorCopy(cl.viewangles, blur_oldangles);
5376 // copy view into the ghost texture
5377 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5378 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5379 r_fb.ghosttexture_valid = true;
5382 if (r_fb.bloomwidth)
5384 // make the bloom texture
5385 R_Bloom_MakeTexture();
5388 #if _MSC_VER >= 1400
5389 #define sscanf sscanf_s
5391 memset(uservecs, 0, sizeof(uservecs));
5392 if (r_glsl_postprocess_uservec1_enable.integer)
5393 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5394 if (r_glsl_postprocess_uservec2_enable.integer)
5395 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5396 if (r_glsl_postprocess_uservec3_enable.integer)
5397 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5398 if (r_glsl_postprocess_uservec4_enable.integer)
5399 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5401 // render to the screen fbo
5402 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5403 GL_Color(1, 1, 1, 1);
5404 GL_BlendFunc(GL_ONE, GL_ZERO);
5406 viewtexture = r_fb.rt_screen->colortexture[0];
5407 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5409 if (r_rendertarget_debug.integer >= 0)
5411 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5412 if (rt && rt->colortexture[0])
5414 viewtexture = rt->colortexture[0];
5415 bloomtexture = NULL;
5419 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5420 switch(vid.renderpath)
5422 case RENDERPATH_GL20:
5423 case RENDERPATH_GLES2:
5425 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5426 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5427 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5428 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5429 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5430 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5431 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5432 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5433 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5434 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]);
5435 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5436 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]);
5437 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]);
5438 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]);
5439 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]);
5440 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5441 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5442 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);
5445 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5446 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5449 matrix4x4_t r_waterscrollmatrix;
5451 void R_UpdateFog(void)
5454 if (gamemode == GAME_NEHAHRA)
5456 if (gl_fogenable.integer)
5458 r_refdef.oldgl_fogenable = true;
5459 r_refdef.fog_density = gl_fogdensity.value;
5460 r_refdef.fog_red = gl_fogred.value;
5461 r_refdef.fog_green = gl_foggreen.value;
5462 r_refdef.fog_blue = gl_fogblue.value;
5463 r_refdef.fog_alpha = 1;
5464 r_refdef.fog_start = 0;
5465 r_refdef.fog_end = gl_skyclip.value;
5466 r_refdef.fog_height = 1<<30;
5467 r_refdef.fog_fadedepth = 128;
5469 else if (r_refdef.oldgl_fogenable)
5471 r_refdef.oldgl_fogenable = false;
5472 r_refdef.fog_density = 0;
5473 r_refdef.fog_red = 0;
5474 r_refdef.fog_green = 0;
5475 r_refdef.fog_blue = 0;
5476 r_refdef.fog_alpha = 0;
5477 r_refdef.fog_start = 0;
5478 r_refdef.fog_end = 0;
5479 r_refdef.fog_height = 1<<30;
5480 r_refdef.fog_fadedepth = 128;
5485 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5486 r_refdef.fog_start = max(0, r_refdef.fog_start);
5487 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5489 if (r_refdef.fog_density && r_drawfog.integer)
5491 r_refdef.fogenabled = true;
5492 // this is the point where the fog reaches 0.9986 alpha, which we
5493 // consider a good enough cutoff point for the texture
5494 // (0.9986 * 256 == 255.6)
5495 if (r_fog_exp2.integer)
5496 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5498 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5499 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5500 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5501 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5502 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5503 R_BuildFogHeightTexture();
5504 // fog color was already set
5505 // update the fog texture
5506 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)
5507 R_BuildFogTexture();
5508 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5509 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5512 r_refdef.fogenabled = false;
5515 if (r_refdef.fog_density)
5517 r_refdef.fogcolor[0] = r_refdef.fog_red;
5518 r_refdef.fogcolor[1] = r_refdef.fog_green;
5519 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5521 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5522 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5523 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5524 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5528 VectorCopy(r_refdef.fogcolor, fogvec);
5529 // color.rgb *= ContrastBoost * SceneBrightness;
5530 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5531 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5532 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5533 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5538 void R_UpdateVariables(void)
5542 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5544 r_refdef.farclip = r_farclip_base.value;
5545 if (r_refdef.scene.worldmodel)
5546 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5547 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5549 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5550 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5551 r_refdef.polygonfactor = 0;
5552 r_refdef.polygonoffset = 0;
5554 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5555 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5556 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5557 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5558 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5559 if (FAKELIGHT_ENABLED)
5561 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5563 else if (r_refdef.scene.worldmodel)
5565 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5567 if (r_showsurfaces.integer)
5569 r_refdef.scene.rtworld = false;
5570 r_refdef.scene.rtworldshadows = false;
5571 r_refdef.scene.rtdlight = false;
5572 r_refdef.scene.rtdlightshadows = false;
5573 r_refdef.scene.lightmapintensity = 0;
5576 r_gpuskeletal = false;
5577 switch(vid.renderpath)
5579 case RENDERPATH_GL20:
5580 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
5581 case RENDERPATH_GLES2:
5582 if(!vid_gammatables_trivial)
5584 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5586 // build GLSL gamma texture
5587 #define RAMPWIDTH 256
5588 unsigned short ramp[RAMPWIDTH * 3];
5589 unsigned char rampbgr[RAMPWIDTH][4];
5592 r_texture_gammaramps_serial = vid_gammatables_serial;
5594 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5595 for(i = 0; i < RAMPWIDTH; ++i)
5597 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5598 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5599 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5602 if (r_texture_gammaramps)
5604 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5608 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5614 // remove GLSL gamma texture
5620 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5621 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5627 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5628 if( scenetype != r_currentscenetype ) {
5629 // store the old scenetype
5630 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5631 r_currentscenetype = scenetype;
5632 // move in the new scene
5633 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5642 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5644 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5645 if( scenetype == r_currentscenetype ) {
5646 return &r_refdef.scene;
5648 return &r_scenes_store[ scenetype ];
5652 static int R_SortEntities_Compare(const void *ap, const void *bp)
5654 const entity_render_t *a = *(const entity_render_t **)ap;
5655 const entity_render_t *b = *(const entity_render_t **)bp;
5658 if(a->model < b->model)
5660 if(a->model > b->model)
5664 // TODO possibly calculate the REAL skinnum here first using
5666 if(a->skinnum < b->skinnum)
5668 if(a->skinnum > b->skinnum)
5671 // everything we compared is equal
5674 static void R_SortEntities(void)
5676 // below or equal 2 ents, sorting never gains anything
5677 if(r_refdef.scene.numentities <= 2)
5680 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5688 extern cvar_t r_shadow_bouncegrid;
5689 extern cvar_t v_isometric;
5690 extern void V_MakeViewIsometric(void);
5691 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5693 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5695 rtexture_t *viewdepthtexture = NULL;
5696 rtexture_t *viewcolortexture = NULL;
5697 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5699 // finish any 2D rendering that was queued
5702 if (r_timereport_active)
5703 R_TimeReport("start");
5704 r_textureframe++; // used only by R_GetCurrentTexture
5705 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5707 if(R_CompileShader_CheckStaticParms())
5710 if (!r_drawentities.integer)
5711 r_refdef.scene.numentities = 0;
5712 else if (r_sortentities.integer)
5715 R_AnimCache_ClearCache();
5717 /* adjust for stereo display */
5718 if(R_Stereo_Active())
5720 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);
5721 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5724 if (r_refdef.view.isoverlay)
5726 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5727 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5728 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5729 R_TimeReport("depthclear");
5731 r_refdef.view.showdebug = false;
5733 r_fb.water.enabled = false;
5734 r_fb.water.numwaterplanes = 0;
5736 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5738 r_refdef.view.matrix = originalmatrix;
5744 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5746 r_refdef.view.matrix = originalmatrix;
5750 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5751 if (v_isometric.integer && r_refdef.view.ismain)
5752 V_MakeViewIsometric();
5754 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5756 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5757 // in sRGB fallback, behave similar to true sRGB: convert this
5758 // value from linear to sRGB
5759 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5761 R_RenderView_UpdateViewVectors();
5763 R_Shadow_UpdateWorldLightSelection();
5765 // this will set up r_fb.rt_screen
5766 R_Bloom_StartFrame();
5768 // apply bloom brightness offset
5770 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5772 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5775 viewfbo = r_fb.rt_screen->fbo;
5776 viewdepthtexture = r_fb.rt_screen->depthtexture;
5777 viewcolortexture = r_fb.rt_screen->colortexture[0];
5781 viewheight = height;
5784 R_Water_StartFrame();
5787 if (r_timereport_active)
5788 R_TimeReport("viewsetup");
5790 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5792 // clear the whole fbo every frame - otherwise the driver will consider
5793 // it to be an inter-frame texture and stall in multi-gpu configurations
5795 GL_ScissorTest(false);
5796 R_ClearScreen(r_refdef.fogenabled);
5797 if (r_timereport_active)
5798 R_TimeReport("viewclear");
5800 r_refdef.view.clear = true;
5802 r_refdef.view.showdebug = true;
5805 if (r_timereport_active)
5806 R_TimeReport("visibility");
5808 R_AnimCache_CacheVisibleEntities();
5809 if (r_timereport_active)
5810 R_TimeReport("animcache");
5812 R_Shadow_UpdateBounceGridTexture();
5813 if (r_timereport_active && r_shadow_bouncegrid.integer)
5814 R_TimeReport("bouncegrid");
5816 r_fb.water.numwaterplanes = 0;
5817 if (r_fb.water.enabled)
5818 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5820 // for the actual view render we use scissoring a fair amount, so scissor
5821 // test needs to be on
5823 GL_ScissorTest(true);
5824 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5825 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5826 r_fb.water.numwaterplanes = 0;
5828 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5829 GL_ScissorTest(false);
5831 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5832 if (r_timereport_active)
5833 R_TimeReport("blendview");
5835 r_refdef.view.matrix = originalmatrix;
5839 // go back to 2d rendering
5843 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5845 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5847 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5848 if (r_timereport_active)
5849 R_TimeReport("waterworld");
5852 // don't let sound skip if going slow
5853 if (r_refdef.scene.extraupdate)
5856 R_DrawModelsAddWaterPlanes();
5857 if (r_timereport_active)
5858 R_TimeReport("watermodels");
5860 if (r_fb.water.numwaterplanes)
5862 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5863 if (r_timereport_active)
5864 R_TimeReport("waterscenes");
5868 extern cvar_t cl_locs_show;
5869 static void R_DrawLocs(void);
5870 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5871 static void R_DrawModelDecals(void);
5872 extern cvar_t cl_decals_newsystem;
5873 extern qboolean r_shadow_usingdeferredprepass;
5874 extern int r_shadow_shadowmapatlas_modelshadows_size;
5875 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5877 qboolean shadowmapping = false;
5879 if (r_timereport_active)
5880 R_TimeReport("beginscene");
5882 r_refdef.stats[r_stat_renders]++;
5886 // don't let sound skip if going slow
5887 if (r_refdef.scene.extraupdate)
5890 R_MeshQueue_BeginScene();
5894 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);
5896 if (r_timereport_active)
5897 R_TimeReport("skystartframe");
5899 if (cl.csqc_vidvars.drawworld)
5901 // don't let sound skip if going slow
5902 if (r_refdef.scene.extraupdate)
5905 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5907 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5908 if (r_timereport_active)
5909 R_TimeReport("worldsky");
5912 if (R_DrawBrushModelsSky() && r_timereport_active)
5913 R_TimeReport("bmodelsky");
5915 if (skyrendermasked && skyrenderlater)
5917 // we have to force off the water clipping plane while rendering sky
5918 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5920 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5921 if (r_timereport_active)
5922 R_TimeReport("sky");
5926 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5927 r_shadow_viewfbo = viewfbo;
5928 r_shadow_viewdepthtexture = viewdepthtexture;
5929 r_shadow_viewcolortexture = viewcolortexture;
5930 r_shadow_viewx = viewx;
5931 r_shadow_viewy = viewy;
5932 r_shadow_viewwidth = viewwidth;
5933 r_shadow_viewheight = viewheight;
5935 R_Shadow_PrepareModelShadows();
5936 R_Shadow_PrepareLights();
5937 if (r_timereport_active)
5938 R_TimeReport("preparelights");
5940 // render all the shadowmaps that will be used for this view
5941 shadowmapping = R_Shadow_ShadowMappingEnabled();
5942 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5944 R_Shadow_DrawShadowMaps();
5945 if (r_timereport_active)
5946 R_TimeReport("shadowmaps");
5949 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5950 if (r_shadow_usingdeferredprepass)
5951 R_Shadow_DrawPrepass();
5953 // now we begin the forward pass of the view render
5954 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5956 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5957 if (r_timereport_active)
5958 R_TimeReport("worlddepth");
5960 if (r_depthfirst.integer >= 2)
5962 R_DrawModelsDepth();
5963 if (r_timereport_active)
5964 R_TimeReport("modeldepth");
5967 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5969 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5970 if (r_timereport_active)
5971 R_TimeReport("world");
5974 // don't let sound skip if going slow
5975 if (r_refdef.scene.extraupdate)
5979 if (r_timereport_active)
5980 R_TimeReport("models");
5982 // don't let sound skip if going slow
5983 if (r_refdef.scene.extraupdate)
5986 if (!r_shadow_usingdeferredprepass)
5988 R_Shadow_DrawLights();
5989 if (r_timereport_active)
5990 R_TimeReport("rtlights");
5993 // don't let sound skip if going slow
5994 if (r_refdef.scene.extraupdate)
5997 if (cl.csqc_vidvars.drawworld)
5999 if (cl_decals_newsystem.integer)
6001 R_DrawModelDecals();
6002 if (r_timereport_active)
6003 R_TimeReport("modeldecals");
6008 if (r_timereport_active)
6009 R_TimeReport("decals");
6013 if (r_timereport_active)
6014 R_TimeReport("particles");
6017 if (r_timereport_active)
6018 R_TimeReport("explosions");
6021 if (r_refdef.view.showdebug)
6023 if (cl_locs_show.integer)
6026 if (r_timereport_active)
6027 R_TimeReport("showlocs");
6030 if (r_drawportals.integer)
6033 if (r_timereport_active)
6034 R_TimeReport("portals");
6037 if (r_showbboxes_client.value > 0)
6039 R_DrawEntityBBoxes(CLVM_prog);
6040 if (r_timereport_active)
6041 R_TimeReport("clbboxes");
6043 if (r_showbboxes.value > 0)
6045 R_DrawEntityBBoxes(SVVM_prog);
6046 if (r_timereport_active)
6047 R_TimeReport("svbboxes");
6051 if (r_transparent.integer)
6053 R_MeshQueue_RenderTransparent();
6054 if (r_timereport_active)
6055 R_TimeReport("drawtrans");
6058 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))
6060 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6061 if (r_timereport_active)
6062 R_TimeReport("worlddebug");
6063 R_DrawModelsDebug();
6064 if (r_timereport_active)
6065 R_TimeReport("modeldebug");
6068 if (cl.csqc_vidvars.drawworld)
6070 R_Shadow_DrawCoronas();
6071 if (r_timereport_active)
6072 R_TimeReport("coronas");
6075 // don't let sound skip if going slow
6076 if (r_refdef.scene.extraupdate)
6080 static const unsigned short bboxelements[36] =
6090 #define BBOXEDGES 13
6091 static const float bboxedges[BBOXEDGES][6] =
6094 { 0, 0, 0, 1, 1, 1 },
6096 { 0, 0, 0, 0, 1, 0 },
6097 { 0, 0, 0, 1, 0, 0 },
6098 { 0, 1, 0, 1, 1, 0 },
6099 { 1, 0, 0, 1, 1, 0 },
6101 { 0, 0, 1, 0, 1, 1 },
6102 { 0, 0, 1, 1, 0, 1 },
6103 { 0, 1, 1, 1, 1, 1 },
6104 { 1, 0, 1, 1, 1, 1 },
6106 { 0, 0, 0, 0, 0, 1 },
6107 { 1, 0, 0, 1, 0, 1 },
6108 { 0, 1, 0, 0, 1, 1 },
6109 { 1, 1, 0, 1, 1, 1 },
6112 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6114 int numvertices = BBOXEDGES * 8;
6115 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6116 int numtriangles = BBOXEDGES * 12;
6117 unsigned short elements[BBOXEDGES * 36];
6119 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6121 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6124 GL_DepthMask(false);
6125 GL_DepthRange(0, 1);
6126 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6128 for (edge = 0; edge < BBOXEDGES; edge++)
6130 for (i = 0; i < 3; i++)
6132 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6133 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6135 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6136 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6137 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6138 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6139 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6140 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6141 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6142 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6143 for (i = 0; i < 36; i++)
6144 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6146 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6147 if (r_refdef.fogenabled)
6149 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6151 f1 = RSurf_FogVertex(v);
6153 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6154 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6155 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6158 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6159 R_Mesh_ResetTextureState();
6160 R_SetupShader_Generic_NoTexture(false, false);
6161 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6164 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6166 // hacky overloading of the parameters
6167 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6170 prvm_edict_t *edict;
6172 GL_CullFace(GL_NONE);
6173 R_SetupShader_Generic_NoTexture(false, false);
6175 for (i = 0;i < numsurfaces;i++)
6177 edict = PRVM_EDICT_NUM(surfacelist[i]);
6178 switch ((int)PRVM_serveredictfloat(edict, solid))
6180 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6181 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6182 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6183 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6184 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6185 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6186 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6188 if (prog == CLVM_prog)
6189 color[3] *= r_showbboxes_client.value;
6191 color[3] *= r_showbboxes.value;
6192 color[3] = bound(0, color[3], 1);
6193 GL_DepthTest(!r_showdisabledepthtest.integer);
6194 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6198 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6201 prvm_edict_t *edict;
6207 for (i = 0; i < prog->num_edicts; i++)
6209 edict = PRVM_EDICT_NUM(i);
6210 if (edict->priv.server->free)
6212 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6213 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6215 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6217 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6218 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6222 static const int nomodelelement3i[24] =
6234 static const unsigned short nomodelelement3s[24] =
6246 static const float nomodelvertex3f[6*3] =
6256 static const float nomodelcolor4f[6*4] =
6258 0.0f, 0.0f, 0.5f, 1.0f,
6259 0.0f, 0.0f, 0.5f, 1.0f,
6260 0.0f, 0.5f, 0.0f, 1.0f,
6261 0.0f, 0.5f, 0.0f, 1.0f,
6262 0.5f, 0.0f, 0.0f, 1.0f,
6263 0.5f, 0.0f, 0.0f, 1.0f
6266 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6272 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);
6274 // this is only called once per entity so numsurfaces is always 1, and
6275 // surfacelist is always {0}, so this code does not handle batches
6277 if (rsurface.ent_flags & RENDER_ADDITIVE)
6279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6280 GL_DepthMask(false);
6282 else if (ent->alpha < 1)
6284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6285 GL_DepthMask(false);
6289 GL_BlendFunc(GL_ONE, GL_ZERO);
6292 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6293 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6294 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6295 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6296 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6297 for (i = 0, c = color4f;i < 6;i++, c += 4)
6299 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6300 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6301 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6304 if (r_refdef.fogenabled)
6306 for (i = 0, c = color4f;i < 6;i++, c += 4)
6308 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6310 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6311 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6312 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6315 // R_Mesh_ResetTextureState();
6316 R_SetupShader_Generic_NoTexture(false, false);
6317 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6318 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6321 void R_DrawNoModel(entity_render_t *ent)
6324 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6325 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6326 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6328 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6331 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6333 vec3_t right1, right2, diff, normal;
6335 VectorSubtract (org2, org1, normal);
6337 // calculate 'right' vector for start
6338 VectorSubtract (r_refdef.view.origin, org1, diff);
6339 CrossProduct (normal, diff, right1);
6340 VectorNormalize (right1);
6342 // calculate 'right' vector for end
6343 VectorSubtract (r_refdef.view.origin, org2, diff);
6344 CrossProduct (normal, diff, right2);
6345 VectorNormalize (right2);
6347 vert[ 0] = org1[0] + width * right1[0];
6348 vert[ 1] = org1[1] + width * right1[1];
6349 vert[ 2] = org1[2] + width * right1[2];
6350 vert[ 3] = org1[0] - width * right1[0];
6351 vert[ 4] = org1[1] - width * right1[1];
6352 vert[ 5] = org1[2] - width * right1[2];
6353 vert[ 6] = org2[0] - width * right2[0];
6354 vert[ 7] = org2[1] - width * right2[1];
6355 vert[ 8] = org2[2] - width * right2[2];
6356 vert[ 9] = org2[0] + width * right2[0];
6357 vert[10] = org2[1] + width * right2[1];
6358 vert[11] = org2[2] + width * right2[2];
6361 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)
6363 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6364 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6365 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6366 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6367 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6368 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6369 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6370 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6371 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6372 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6373 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6374 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6377 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6382 VectorSet(v, x, y, z);
6383 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6384 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6386 if (i == mesh->numvertices)
6388 if (mesh->numvertices < mesh->maxvertices)
6390 VectorCopy(v, vertex3f);
6391 mesh->numvertices++;
6393 return mesh->numvertices;
6399 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6403 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6404 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6405 e = mesh->element3i + mesh->numtriangles * 3;
6406 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6408 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6409 if (mesh->numtriangles < mesh->maxtriangles)
6414 mesh->numtriangles++;
6416 element[1] = element[2];
6420 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6424 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6425 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6426 e = mesh->element3i + mesh->numtriangles * 3;
6427 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6429 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6430 if (mesh->numtriangles < mesh->maxtriangles)
6435 mesh->numtriangles++;
6437 element[1] = element[2];
6441 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6442 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6444 int planenum, planenum2;
6447 mplane_t *plane, *plane2;
6449 double temppoints[2][256*3];
6450 // figure out how large a bounding box we need to properly compute this brush
6452 for (w = 0;w < numplanes;w++)
6453 maxdist = max(maxdist, fabs(planes[w].dist));
6454 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6455 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6456 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6460 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6461 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6463 if (planenum2 == planenum)
6465 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);
6468 if (tempnumpoints < 3)
6470 // generate elements forming a triangle fan for this polygon
6471 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6475 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)
6477 texturelayer_t *layer;
6478 layer = t->currentlayers + t->currentnumlayers++;
6480 layer->depthmask = depthmask;
6481 layer->blendfunc1 = blendfunc1;
6482 layer->blendfunc2 = blendfunc2;
6483 layer->texture = texture;
6484 layer->texmatrix = *matrix;
6485 layer->color[0] = r;
6486 layer->color[1] = g;
6487 layer->color[2] = b;
6488 layer->color[3] = a;
6491 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6493 if(parms[0] == 0 && parms[1] == 0)
6495 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6496 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6501 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6504 index = parms[2] + rsurface.shadertime * parms[3];
6505 index -= floor(index);
6506 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6509 case Q3WAVEFUNC_NONE:
6510 case Q3WAVEFUNC_NOISE:
6511 case Q3WAVEFUNC_COUNT:
6514 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6515 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6516 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6517 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6518 case Q3WAVEFUNC_TRIANGLE:
6520 f = index - floor(index);
6533 f = parms[0] + parms[1] * f;
6534 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6535 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6539 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6546 matrix4x4_t matrix, temp;
6547 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6548 // it's better to have one huge fixup every 9 hours than gradual
6549 // degradation over time which looks consistently bad after many hours.
6551 // tcmod scroll in particular suffers from this degradation which can't be
6552 // effectively worked around even with floor() tricks because we don't
6553 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6554 // a workaround involving floor() would be incorrect anyway...
6555 shadertime = rsurface.shadertime;
6556 if (shadertime >= 32768.0f)
6557 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6558 switch(tcmod->tcmod)
6562 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6563 matrix = r_waterscrollmatrix;
6565 matrix = identitymatrix;
6567 case Q3TCMOD_ENTITYTRANSLATE:
6568 // this is used in Q3 to allow the gamecode to control texcoord
6569 // scrolling on the entity, which is not supported in darkplaces yet.
6570 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6572 case Q3TCMOD_ROTATE:
6573 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6574 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6575 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6578 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6580 case Q3TCMOD_SCROLL:
6581 // this particular tcmod is a "bug for bug" compatible one with regards to
6582 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6583 // specifically did the wrapping and so we must mimic that...
6584 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6585 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6586 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6588 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6589 w = (int) tcmod->parms[0];
6590 h = (int) tcmod->parms[1];
6591 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6593 idx = (int) floor(f * w * h);
6594 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6596 case Q3TCMOD_STRETCH:
6597 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6598 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6600 case Q3TCMOD_TRANSFORM:
6601 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6602 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6603 VectorSet(tcmat + 6, 0 , 0 , 1);
6604 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6605 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6607 case Q3TCMOD_TURBULENT:
6608 // this is handled in the RSurf_PrepareVertices function
6609 matrix = identitymatrix;
6613 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6616 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6618 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6619 char name[MAX_QPATH];
6620 skinframe_t *skinframe;
6621 unsigned char pixels[296*194];
6622 strlcpy(cache->name, skinname, sizeof(cache->name));
6623 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6624 if (developer_loading.integer)
6625 Con_Printf("loading %s\n", name);
6626 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6627 if (!skinframe || !skinframe->base)
6630 fs_offset_t filesize;
6632 f = FS_LoadFile(name, tempmempool, true, &filesize);
6635 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6636 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6640 cache->skinframe = skinframe;
6643 texture_t *R_GetCurrentTexture(texture_t *t)
6646 const entity_render_t *ent = rsurface.entity;
6647 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6648 q3shaderinfo_layer_tcmod_t *tcmod;
6649 float specularscale = 0.0f;
6651 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6652 return t->currentframe;
6653 t->update_lastrenderframe = r_textureframe;
6654 t->update_lastrenderentity = (void *)ent;
6656 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6657 t->camera_entity = ent->entitynumber;
6659 t->camera_entity = 0;
6661 // switch to an alternate material if this is a q1bsp animated material
6663 texture_t *texture = t;
6664 int s = rsurface.ent_skinnum;
6665 if ((unsigned int)s >= (unsigned int)model->numskins)
6667 if (model->skinscenes)
6669 if (model->skinscenes[s].framecount > 1)
6670 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6672 s = model->skinscenes[s].firstframe;
6675 t = t + s * model->num_surfaces;
6678 // use an alternate animation if the entity's frame is not 0,
6679 // and only if the texture has an alternate animation
6680 if (t->animated == 2) // q2bsp
6681 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6682 else if (rsurface.ent_alttextures && t->anim_total[1])
6683 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6685 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6687 texture->currentframe = t;
6690 // update currentskinframe to be a qw skin or animation frame
6691 if (rsurface.ent_qwskin >= 0)
6693 i = rsurface.ent_qwskin;
6694 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6696 r_qwskincache_size = cl.maxclients;
6698 Mem_Free(r_qwskincache);
6699 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6701 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6702 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6703 t->currentskinframe = r_qwskincache[i].skinframe;
6704 if (t->materialshaderpass && t->currentskinframe == NULL)
6705 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6707 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6708 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6709 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6710 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6712 t->currentmaterialflags = t->basematerialflags;
6713 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6714 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6715 t->currentalpha *= r_wateralpha.value;
6716 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6717 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6718 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6719 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6721 // decide on which type of lighting to use for this surface
6722 if (rsurface.entity->render_modellight_forced)
6723 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6724 if (rsurface.entity->render_rtlight_disabled)
6725 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6726 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6728 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6729 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6730 for (q = 0; q < 3; q++)
6732 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6733 t->render_modellight_lightdir[q] = q == 2;
6734 t->render_modellight_ambient[q] = 1;
6735 t->render_modellight_diffuse[q] = 0;
6736 t->render_modellight_specular[q] = 0;
6737 t->render_lightmap_ambient[q] = 0;
6738 t->render_lightmap_diffuse[q] = 0;
6739 t->render_lightmap_specular[q] = 0;
6740 t->render_rtlight_diffuse[q] = 0;
6741 t->render_rtlight_specular[q] = 0;
6744 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6746 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6747 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6748 for (q = 0; q < 3; q++)
6750 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6751 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6752 t->render_modellight_lightdir[q] = q == 2;
6753 t->render_modellight_diffuse[q] = 0;
6754 t->render_modellight_specular[q] = 0;
6755 t->render_lightmap_ambient[q] = 0;
6756 t->render_lightmap_diffuse[q] = 0;
6757 t->render_lightmap_specular[q] = 0;
6758 t->render_rtlight_diffuse[q] = 0;
6759 t->render_rtlight_specular[q] = 0;
6762 else if (FAKELIGHT_ENABLED)
6764 // no modellight if using fakelight for the map
6765 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6766 for (q = 0; q < 3; q++)
6768 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6769 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6770 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6771 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6772 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6773 t->render_lightmap_ambient[q] = 0;
6774 t->render_lightmap_diffuse[q] = 0;
6775 t->render_lightmap_specular[q] = 0;
6776 t->render_rtlight_diffuse[q] = 0;
6777 t->render_rtlight_specular[q] = 0;
6780 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6782 // ambient + single direction light (modellight)
6783 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6784 for (q = 0; q < 3; q++)
6786 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6787 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6788 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6789 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6790 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6791 t->render_lightmap_ambient[q] = 0;
6792 t->render_lightmap_diffuse[q] = 0;
6793 t->render_lightmap_specular[q] = 0;
6794 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6795 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6800 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6801 for (q = 0; q < 3; q++)
6803 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6804 t->render_modellight_lightdir[q] = q == 2;
6805 t->render_modellight_ambient[q] = 0;
6806 t->render_modellight_diffuse[q] = 0;
6807 t->render_modellight_specular[q] = 0;
6808 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6809 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6810 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6811 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6812 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6818 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6819 // attribute, we punt it to the lightmap path and hope for the best,
6820 // but lighting doesn't work.
6822 // FIXME: this is fine for effects but CSQC polygons should be subject
6824 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6825 for (q = 0; q < 3; q++)
6827 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6828 t->render_modellight_lightdir[q] = q == 2;
6829 t->render_modellight_ambient[q] = 0;
6830 t->render_modellight_diffuse[q] = 0;
6831 t->render_modellight_specular[q] = 0;
6832 t->render_lightmap_ambient[q] = 0;
6833 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6834 t->render_lightmap_specular[q] = 0;
6835 t->render_rtlight_diffuse[q] = 0;
6836 t->render_rtlight_specular[q] = 0;
6840 for (q = 0; q < 3; q++)
6842 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6843 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6846 if (rsurface.ent_flags & RENDER_ADDITIVE)
6847 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6848 else if (t->currentalpha < 1)
6849 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6850 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6851 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6852 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6853 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6854 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6855 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6856 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6857 if (t->backgroundshaderpass)
6858 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6859 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6861 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6862 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6865 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6866 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6868 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6869 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6871 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6872 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6874 // there is no tcmod
6875 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6877 t->currenttexmatrix = r_waterscrollmatrix;
6878 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6880 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6882 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6883 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6886 if (t->materialshaderpass)
6887 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6888 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6890 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6891 if (t->currentskinframe->qpixels)
6892 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6893 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6894 if (!t->basetexture)
6895 t->basetexture = r_texture_notexture;
6896 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6897 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6898 t->nmaptexture = t->currentskinframe->nmap;
6899 if (!t->nmaptexture)
6900 t->nmaptexture = r_texture_blanknormalmap;
6901 t->glosstexture = r_texture_black;
6902 t->glowtexture = t->currentskinframe->glow;
6903 t->fogtexture = t->currentskinframe->fog;
6904 t->reflectmasktexture = t->currentskinframe->reflect;
6905 if (t->backgroundshaderpass)
6907 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6908 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6909 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6910 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6911 t->backgroundglosstexture = r_texture_black;
6912 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6913 if (!t->backgroundnmaptexture)
6914 t->backgroundnmaptexture = r_texture_blanknormalmap;
6915 // make sure that if glow is going to be used, both textures are not NULL
6916 if (!t->backgroundglowtexture && t->glowtexture)
6917 t->backgroundglowtexture = r_texture_black;
6918 if (!t->glowtexture && t->backgroundglowtexture)
6919 t->glowtexture = r_texture_black;
6923 t->backgroundbasetexture = r_texture_white;
6924 t->backgroundnmaptexture = r_texture_blanknormalmap;
6925 t->backgroundglosstexture = r_texture_black;
6926 t->backgroundglowtexture = NULL;
6928 t->specularpower = r_shadow_glossexponent.value;
6929 // TODO: store reference values for these in the texture?
6930 if (r_shadow_gloss.integer > 0)
6932 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6934 if (r_shadow_glossintensity.value > 0)
6936 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6937 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6938 specularscale = r_shadow_glossintensity.value;
6941 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6943 t->glosstexture = r_texture_white;
6944 t->backgroundglosstexture = r_texture_white;
6945 specularscale = r_shadow_gloss2intensity.value;
6946 t->specularpower = r_shadow_gloss2exponent.value;
6949 specularscale *= t->specularscalemod;
6950 t->specularpower *= t->specularpowermod;
6952 // lightmaps mode looks bad with dlights using actual texturing, so turn
6953 // off the colormap and glossmap, but leave the normalmap on as it still
6954 // accurately represents the shading involved
6955 if (gl_lightmaps.integer)
6957 t->basetexture = r_texture_grey128;
6958 t->pantstexture = r_texture_black;
6959 t->shirttexture = r_texture_black;
6960 if (gl_lightmaps.integer < 2)
6961 t->nmaptexture = r_texture_blanknormalmap;
6962 t->glosstexture = r_texture_black;
6963 t->glowtexture = NULL;
6964 t->fogtexture = NULL;
6965 t->reflectmasktexture = NULL;
6966 t->backgroundbasetexture = NULL;
6967 if (gl_lightmaps.integer < 2)
6968 t->backgroundnmaptexture = r_texture_blanknormalmap;
6969 t->backgroundglosstexture = r_texture_black;
6970 t->backgroundglowtexture = NULL;
6972 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6975 if (specularscale != 1.0f)
6977 for (q = 0; q < 3; q++)
6979 t->render_modellight_specular[q] *= specularscale;
6980 t->render_lightmap_specular[q] *= specularscale;
6981 t->render_rtlight_specular[q] *= specularscale;
6985 t->currentnumlayers = 0;
6986 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6988 int blendfunc1, blendfunc2;
6990 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6992 blendfunc1 = GL_SRC_ALPHA;
6993 blendfunc2 = GL_ONE;
6995 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6997 blendfunc1 = GL_SRC_ALPHA;
6998 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7000 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7002 blendfunc1 = t->customblendfunc[0];
7003 blendfunc2 = t->customblendfunc[1];
7007 blendfunc1 = GL_ONE;
7008 blendfunc2 = GL_ZERO;
7010 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7011 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7013 // basic lit geometry
7014 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7015 // add pants/shirt if needed
7016 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7017 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7018 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7019 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7023 // basic lit geometry
7024 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7025 // add pants/shirt if needed
7026 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7027 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7028 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7029 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7030 // now add ambient passes if needed
7031 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7033 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7034 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7036 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7037 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7040 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7042 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7044 // if this is opaque use alpha blend which will darken the earlier
7047 // if this is an alpha blended material, all the earlier passes
7048 // were darkened by fog already, so we only need to add the fog
7049 // color ontop through the fog mask texture
7051 // if this is an additive blended material, all the earlier passes
7052 // were darkened by fog already, and we should not add fog color
7053 // (because the background was not darkened, there is no fog color
7054 // that was lost behind it).
7055 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->currentalpha);
7062 rsurfacestate_t rsurface;
7064 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7066 dp_model_t *model = ent->model;
7067 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7069 rsurface.entity = (entity_render_t *)ent;
7070 rsurface.skeleton = ent->skeleton;
7071 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7072 rsurface.ent_skinnum = ent->skinnum;
7073 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;
7074 rsurface.ent_flags = ent->flags;
7075 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7076 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7077 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7078 rsurface.matrix = ent->matrix;
7079 rsurface.inversematrix = ent->inversematrix;
7080 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7081 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7082 R_EntityMatrix(&rsurface.matrix);
7083 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7084 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7085 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7086 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7087 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7088 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7089 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7090 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7091 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7092 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7093 if (ent->model->brush.submodel && !prepass)
7095 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7096 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7098 // if the animcache code decided it should use the shader path, skip the deform step
7099 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7100 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7101 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7102 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7103 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7104 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7106 if (ent->animcache_vertex3f)
7108 r_refdef.stats[r_stat_batch_entitycache_count]++;
7109 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7110 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7111 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7112 rsurface.modelvertex3f = ent->animcache_vertex3f;
7113 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7114 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7115 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7116 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7117 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7118 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7119 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7120 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7121 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7122 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7123 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7125 else if (wanttangents)
7127 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7128 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7129 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7130 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7131 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7132 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7133 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7135 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7136 rsurface.modelvertex3f_vertexbuffer = NULL;
7137 rsurface.modelvertex3f_bufferoffset = 0;
7138 rsurface.modelvertex3f_vertexbuffer = 0;
7139 rsurface.modelvertex3f_bufferoffset = 0;
7140 rsurface.modelsvector3f_vertexbuffer = 0;
7141 rsurface.modelsvector3f_bufferoffset = 0;
7142 rsurface.modeltvector3f_vertexbuffer = 0;
7143 rsurface.modeltvector3f_bufferoffset = 0;
7144 rsurface.modelnormal3f_vertexbuffer = 0;
7145 rsurface.modelnormal3f_bufferoffset = 0;
7147 else if (wantnormals)
7149 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7150 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7151 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7152 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7153 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7154 rsurface.modelsvector3f = NULL;
7155 rsurface.modeltvector3f = NULL;
7156 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7157 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7158 rsurface.modelvertex3f_vertexbuffer = NULL;
7159 rsurface.modelvertex3f_bufferoffset = 0;
7160 rsurface.modelvertex3f_vertexbuffer = 0;
7161 rsurface.modelvertex3f_bufferoffset = 0;
7162 rsurface.modelsvector3f_vertexbuffer = 0;
7163 rsurface.modelsvector3f_bufferoffset = 0;
7164 rsurface.modeltvector3f_vertexbuffer = 0;
7165 rsurface.modeltvector3f_bufferoffset = 0;
7166 rsurface.modelnormal3f_vertexbuffer = 0;
7167 rsurface.modelnormal3f_bufferoffset = 0;
7171 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7172 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7173 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7174 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7175 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7176 rsurface.modelsvector3f = NULL;
7177 rsurface.modeltvector3f = NULL;
7178 rsurface.modelnormal3f = NULL;
7179 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7180 rsurface.modelvertex3f_vertexbuffer = NULL;
7181 rsurface.modelvertex3f_bufferoffset = 0;
7182 rsurface.modelvertex3f_vertexbuffer = 0;
7183 rsurface.modelvertex3f_bufferoffset = 0;
7184 rsurface.modelsvector3f_vertexbuffer = 0;
7185 rsurface.modelsvector3f_bufferoffset = 0;
7186 rsurface.modeltvector3f_vertexbuffer = 0;
7187 rsurface.modeltvector3f_bufferoffset = 0;
7188 rsurface.modelnormal3f_vertexbuffer = 0;
7189 rsurface.modelnormal3f_bufferoffset = 0;
7191 rsurface.modelgeneratedvertex = true;
7195 if (rsurface.entityskeletaltransform3x4)
7197 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7198 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7199 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7200 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7204 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7205 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7206 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7207 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7209 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7210 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7211 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7212 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7213 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7214 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7215 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7216 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7217 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7218 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7219 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7220 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7221 rsurface.modelgeneratedvertex = false;
7223 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7224 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7225 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7226 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7227 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7228 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7229 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7230 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7231 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7232 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7233 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7234 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7235 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7236 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7237 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7238 rsurface.modelelement3i = model->surfmesh.data_element3i;
7239 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7240 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7241 rsurface.modelelement3s = model->surfmesh.data_element3s;
7242 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7243 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7244 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7245 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7246 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7247 rsurface.modelsurfaces = model->data_surfaces;
7248 rsurface.batchgeneratedvertex = false;
7249 rsurface.batchfirstvertex = 0;
7250 rsurface.batchnumvertices = 0;
7251 rsurface.batchfirsttriangle = 0;
7252 rsurface.batchnumtriangles = 0;
7253 rsurface.batchvertex3f = NULL;
7254 rsurface.batchvertex3f_vertexbuffer = NULL;
7255 rsurface.batchvertex3f_bufferoffset = 0;
7256 rsurface.batchsvector3f = NULL;
7257 rsurface.batchsvector3f_vertexbuffer = NULL;
7258 rsurface.batchsvector3f_bufferoffset = 0;
7259 rsurface.batchtvector3f = NULL;
7260 rsurface.batchtvector3f_vertexbuffer = NULL;
7261 rsurface.batchtvector3f_bufferoffset = 0;
7262 rsurface.batchnormal3f = NULL;
7263 rsurface.batchnormal3f_vertexbuffer = NULL;
7264 rsurface.batchnormal3f_bufferoffset = 0;
7265 rsurface.batchlightmapcolor4f = NULL;
7266 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7267 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7268 rsurface.batchtexcoordtexture2f = NULL;
7269 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7270 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7271 rsurface.batchtexcoordlightmap2f = NULL;
7272 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7273 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7274 rsurface.batchskeletalindex4ub = NULL;
7275 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7276 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7277 rsurface.batchskeletalweight4ub = NULL;
7278 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7279 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7280 rsurface.batchelement3i = NULL;
7281 rsurface.batchelement3i_indexbuffer = NULL;
7282 rsurface.batchelement3i_bufferoffset = 0;
7283 rsurface.batchelement3s = NULL;
7284 rsurface.batchelement3s_indexbuffer = NULL;
7285 rsurface.batchelement3s_bufferoffset = 0;
7286 rsurface.forcecurrenttextureupdate = false;
7289 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)
7291 rsurface.entity = r_refdef.scene.worldentity;
7292 rsurface.skeleton = NULL;
7293 rsurface.ent_skinnum = 0;
7294 rsurface.ent_qwskin = -1;
7295 rsurface.ent_flags = entflags;
7296 rsurface.shadertime = r_refdef.scene.time - shadertime;
7297 rsurface.modelnumvertices = numvertices;
7298 rsurface.modelnumtriangles = numtriangles;
7299 rsurface.matrix = *matrix;
7300 rsurface.inversematrix = *inversematrix;
7301 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7302 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7303 R_EntityMatrix(&rsurface.matrix);
7304 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7305 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7306 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7307 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7308 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7309 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7310 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7311 rsurface.frameblend[0].lerp = 1;
7312 rsurface.ent_alttextures = false;
7313 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7314 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7315 rsurface.entityskeletaltransform3x4 = NULL;
7316 rsurface.entityskeletaltransform3x4buffer = NULL;
7317 rsurface.entityskeletaltransform3x4offset = 0;
7318 rsurface.entityskeletaltransform3x4size = 0;
7319 rsurface.entityskeletalnumtransforms = 0;
7320 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7321 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7322 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7323 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7326 rsurface.modelvertex3f = (float *)vertex3f;
7327 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7328 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7329 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7331 else if (wantnormals)
7333 rsurface.modelvertex3f = (float *)vertex3f;
7334 rsurface.modelsvector3f = NULL;
7335 rsurface.modeltvector3f = NULL;
7336 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 rsurface.modelvertex3f = (float *)vertex3f;
7341 rsurface.modelsvector3f = NULL;
7342 rsurface.modeltvector3f = NULL;
7343 rsurface.modelnormal3f = NULL;
7345 rsurface.modelvertex3f_vertexbuffer = 0;
7346 rsurface.modelvertex3f_bufferoffset = 0;
7347 rsurface.modelsvector3f_vertexbuffer = 0;
7348 rsurface.modelsvector3f_bufferoffset = 0;
7349 rsurface.modeltvector3f_vertexbuffer = 0;
7350 rsurface.modeltvector3f_bufferoffset = 0;
7351 rsurface.modelnormal3f_vertexbuffer = 0;
7352 rsurface.modelnormal3f_bufferoffset = 0;
7353 rsurface.modelgeneratedvertex = true;
7354 rsurface.modellightmapcolor4f = (float *)color4f;
7355 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7356 rsurface.modellightmapcolor4f_bufferoffset = 0;
7357 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7358 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7359 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7360 rsurface.modeltexcoordlightmap2f = NULL;
7361 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7362 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7363 rsurface.modelskeletalindex4ub = NULL;
7364 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7365 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7366 rsurface.modelskeletalweight4ub = NULL;
7367 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7368 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7369 rsurface.modelelement3i = (int *)element3i;
7370 rsurface.modelelement3i_indexbuffer = NULL;
7371 rsurface.modelelement3i_bufferoffset = 0;
7372 rsurface.modelelement3s = (unsigned short *)element3s;
7373 rsurface.modelelement3s_indexbuffer = NULL;
7374 rsurface.modelelement3s_bufferoffset = 0;
7375 rsurface.modellightmapoffsets = NULL;
7376 rsurface.modelsurfaces = NULL;
7377 rsurface.batchgeneratedvertex = false;
7378 rsurface.batchfirstvertex = 0;
7379 rsurface.batchnumvertices = 0;
7380 rsurface.batchfirsttriangle = 0;
7381 rsurface.batchnumtriangles = 0;
7382 rsurface.batchvertex3f = NULL;
7383 rsurface.batchvertex3f_vertexbuffer = NULL;
7384 rsurface.batchvertex3f_bufferoffset = 0;
7385 rsurface.batchsvector3f = NULL;
7386 rsurface.batchsvector3f_vertexbuffer = NULL;
7387 rsurface.batchsvector3f_bufferoffset = 0;
7388 rsurface.batchtvector3f = NULL;
7389 rsurface.batchtvector3f_vertexbuffer = NULL;
7390 rsurface.batchtvector3f_bufferoffset = 0;
7391 rsurface.batchnormal3f = NULL;
7392 rsurface.batchnormal3f_vertexbuffer = NULL;
7393 rsurface.batchnormal3f_bufferoffset = 0;
7394 rsurface.batchlightmapcolor4f = NULL;
7395 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7396 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7397 rsurface.batchtexcoordtexture2f = NULL;
7398 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7399 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7400 rsurface.batchtexcoordlightmap2f = NULL;
7401 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7402 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7403 rsurface.batchskeletalindex4ub = NULL;
7404 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7405 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7406 rsurface.batchskeletalweight4ub = NULL;
7407 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7408 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7409 rsurface.batchelement3i = NULL;
7410 rsurface.batchelement3i_indexbuffer = NULL;
7411 rsurface.batchelement3i_bufferoffset = 0;
7412 rsurface.batchelement3s = NULL;
7413 rsurface.batchelement3s_indexbuffer = NULL;
7414 rsurface.batchelement3s_bufferoffset = 0;
7415 rsurface.forcecurrenttextureupdate = true;
7417 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7419 if ((wantnormals || wanttangents) && !normal3f)
7421 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7422 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7424 if (wanttangents && !svector3f)
7426 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7427 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7428 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7433 float RSurf_FogPoint(const float *v)
7435 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7436 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7437 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7438 float FogHeightFade = r_refdef.fogheightfade;
7440 unsigned int fogmasktableindex;
7441 if (r_refdef.fogplaneviewabove)
7442 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7444 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7445 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7446 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7449 float RSurf_FogVertex(const float *v)
7451 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7452 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7453 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7454 float FogHeightFade = rsurface.fogheightfade;
7456 unsigned int fogmasktableindex;
7457 if (r_refdef.fogplaneviewabove)
7458 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7460 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7461 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7462 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7465 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7468 for (i = 0;i < numelements;i++)
7469 outelement3i[i] = inelement3i[i] + adjust;
7472 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7473 extern cvar_t gl_vbo;
7474 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7482 int surfacefirsttriangle;
7483 int surfacenumtriangles;
7484 int surfacefirstvertex;
7485 int surfaceendvertex;
7486 int surfacenumvertices;
7487 int batchnumsurfaces = texturenumsurfaces;
7488 int batchnumvertices;
7489 int batchnumtriangles;
7492 qboolean dynamicvertex;
7495 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7498 q3shaderinfo_deform_t *deform;
7499 const msurface_t *surface, *firstsurface;
7500 if (!texturenumsurfaces)
7502 // find vertex range of this surface batch
7504 firstsurface = texturesurfacelist[0];
7505 firsttriangle = firstsurface->num_firsttriangle;
7506 batchnumvertices = 0;
7507 batchnumtriangles = 0;
7508 firstvertex = endvertex = firstsurface->num_firstvertex;
7509 for (i = 0;i < texturenumsurfaces;i++)
7511 surface = texturesurfacelist[i];
7512 if (surface != firstsurface + i)
7514 surfacefirstvertex = surface->num_firstvertex;
7515 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7516 surfacenumvertices = surface->num_vertices;
7517 surfacenumtriangles = surface->num_triangles;
7518 if (firstvertex > surfacefirstvertex)
7519 firstvertex = surfacefirstvertex;
7520 if (endvertex < surfaceendvertex)
7521 endvertex = surfaceendvertex;
7522 batchnumvertices += surfacenumvertices;
7523 batchnumtriangles += surfacenumtriangles;
7526 r_refdef.stats[r_stat_batch_batches]++;
7528 r_refdef.stats[r_stat_batch_withgaps]++;
7529 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7530 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7531 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7533 // we now know the vertex range used, and if there are any gaps in it
7534 rsurface.batchfirstvertex = firstvertex;
7535 rsurface.batchnumvertices = endvertex - firstvertex;
7536 rsurface.batchfirsttriangle = firsttriangle;
7537 rsurface.batchnumtriangles = batchnumtriangles;
7539 // check if any dynamic vertex processing must occur
7540 dynamicvertex = false;
7542 // a cvar to force the dynamic vertex path to be taken, for debugging
7543 if (r_batch_debugdynamicvertexpath.integer)
7547 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7548 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7549 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7550 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7552 dynamicvertex = true;
7555 // if there is a chance of animated vertex colors, it's a dynamic batch
7556 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7560 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7561 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7562 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7563 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7565 dynamicvertex = true;
7568 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7570 switch (deform->deform)
7573 case Q3DEFORM_PROJECTIONSHADOW:
7574 case Q3DEFORM_TEXT0:
7575 case Q3DEFORM_TEXT1:
7576 case Q3DEFORM_TEXT2:
7577 case Q3DEFORM_TEXT3:
7578 case Q3DEFORM_TEXT4:
7579 case Q3DEFORM_TEXT5:
7580 case Q3DEFORM_TEXT6:
7581 case Q3DEFORM_TEXT7:
7584 case Q3DEFORM_AUTOSPRITE:
7587 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7588 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7589 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7590 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7592 dynamicvertex = true;
7593 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7595 case Q3DEFORM_AUTOSPRITE2:
7598 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7599 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7600 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7601 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7603 dynamicvertex = true;
7604 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7606 case Q3DEFORM_NORMAL:
7609 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7610 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7611 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7612 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7614 dynamicvertex = true;
7615 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7618 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7619 break; // if wavefunc is a nop, ignore this transform
7622 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7623 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7624 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7625 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7627 dynamicvertex = true;
7628 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7630 case Q3DEFORM_BULGE:
7633 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7634 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7635 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7636 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7638 dynamicvertex = true;
7639 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7642 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7643 break; // if wavefunc is a nop, ignore this transform
7646 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7647 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7648 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7649 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7651 dynamicvertex = true;
7652 batchneed |= BATCHNEED_ARRAY_VERTEX;
7656 if (rsurface.texture->materialshaderpass)
7658 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7661 case Q3TCGEN_TEXTURE:
7663 case Q3TCGEN_LIGHTMAP:
7666 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7667 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7668 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7669 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7671 dynamicvertex = true;
7672 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7674 case Q3TCGEN_VECTOR:
7677 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7678 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7679 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7680 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7682 dynamicvertex = true;
7683 batchneed |= BATCHNEED_ARRAY_VERTEX;
7685 case Q3TCGEN_ENVIRONMENT:
7688 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7689 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7690 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7691 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7693 dynamicvertex = true;
7694 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7697 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7701 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7702 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7703 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7704 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7706 dynamicvertex = true;
7707 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7711 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7712 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7713 // we ensure this by treating the vertex batch as dynamic...
7714 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7718 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7719 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7720 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7721 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7723 dynamicvertex = true;
7726 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7727 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7728 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7730 rsurface.batchvertex3f = rsurface.modelvertex3f;
7731 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7732 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7733 rsurface.batchsvector3f = rsurface.modelsvector3f;
7734 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7735 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7736 rsurface.batchtvector3f = rsurface.modeltvector3f;
7737 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7738 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7739 rsurface.batchnormal3f = rsurface.modelnormal3f;
7740 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7741 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7742 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7743 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7744 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7745 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7746 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7747 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7748 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7749 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7750 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7751 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7752 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7753 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7754 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7755 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7756 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7757 rsurface.batchelement3i = rsurface.modelelement3i;
7758 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7759 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7760 rsurface.batchelement3s = rsurface.modelelement3s;
7761 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7762 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7763 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7764 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7765 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7766 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7767 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7769 // if any dynamic vertex processing has to occur in software, we copy the
7770 // entire surface list together before processing to rebase the vertices
7771 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7773 // if any gaps exist and we do not have a static vertex buffer, we have to
7774 // copy the surface list together to avoid wasting upload bandwidth on the
7775 // vertices in the gaps.
7777 // if gaps exist and we have a static vertex buffer, we can choose whether
7778 // to combine the index buffer ranges into one dynamic index buffer or
7779 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7781 // in many cases the batch is reduced to one draw call.
7783 rsurface.batchmultidraw = false;
7784 rsurface.batchmultidrawnumsurfaces = 0;
7785 rsurface.batchmultidrawsurfacelist = NULL;
7789 // static vertex data, just set pointers...
7790 rsurface.batchgeneratedvertex = false;
7791 // if there are gaps, we want to build a combined index buffer,
7792 // otherwise use the original static buffer with an appropriate offset
7795 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7796 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7797 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7798 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7799 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7801 rsurface.batchmultidraw = true;
7802 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7803 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7806 // build a new triangle elements array for this batch
7807 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7808 rsurface.batchfirsttriangle = 0;
7810 for (i = 0;i < texturenumsurfaces;i++)
7812 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7813 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7814 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7815 numtriangles += surfacenumtriangles;
7817 rsurface.batchelement3i_indexbuffer = NULL;
7818 rsurface.batchelement3i_bufferoffset = 0;
7819 rsurface.batchelement3s = NULL;
7820 rsurface.batchelement3s_indexbuffer = NULL;
7821 rsurface.batchelement3s_bufferoffset = 0;
7822 if (endvertex <= 65536)
7824 // make a 16bit (unsigned short) index array if possible
7825 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7826 for (i = 0;i < numtriangles*3;i++)
7827 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7829 // upload buffer data for the copytriangles batch
7830 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
7832 if (rsurface.batchelement3s)
7833 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7834 else if (rsurface.batchelement3i)
7835 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7840 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7841 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7842 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7843 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7848 // something needs software processing, do it for real...
7849 // we only directly handle separate array data in this case and then
7850 // generate interleaved data if needed...
7851 rsurface.batchgeneratedvertex = true;
7852 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7853 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7854 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7855 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7857 // now copy the vertex data into a combined array and make an index array
7858 // (this is what Quake3 does all the time)
7859 // we also apply any skeletal animation here that would have been done in
7860 // the vertex shader, because most of the dynamic vertex animation cases
7861 // need actual vertex positions and normals
7862 //if (dynamicvertex)
7864 rsurface.batchvertex3f = NULL;
7865 rsurface.batchvertex3f_vertexbuffer = NULL;
7866 rsurface.batchvertex3f_bufferoffset = 0;
7867 rsurface.batchsvector3f = NULL;
7868 rsurface.batchsvector3f_vertexbuffer = NULL;
7869 rsurface.batchsvector3f_bufferoffset = 0;
7870 rsurface.batchtvector3f = NULL;
7871 rsurface.batchtvector3f_vertexbuffer = NULL;
7872 rsurface.batchtvector3f_bufferoffset = 0;
7873 rsurface.batchnormal3f = NULL;
7874 rsurface.batchnormal3f_vertexbuffer = NULL;
7875 rsurface.batchnormal3f_bufferoffset = 0;
7876 rsurface.batchlightmapcolor4f = NULL;
7877 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7878 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7879 rsurface.batchtexcoordtexture2f = NULL;
7880 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7881 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7882 rsurface.batchtexcoordlightmap2f = NULL;
7883 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7884 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7885 rsurface.batchskeletalindex4ub = NULL;
7886 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7887 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7888 rsurface.batchskeletalweight4ub = NULL;
7889 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7890 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7891 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7892 rsurface.batchelement3i_indexbuffer = NULL;
7893 rsurface.batchelement3i_bufferoffset = 0;
7894 rsurface.batchelement3s = NULL;
7895 rsurface.batchelement3s_indexbuffer = NULL;
7896 rsurface.batchelement3s_bufferoffset = 0;
7897 rsurface.batchskeletaltransform3x4buffer = NULL;
7898 rsurface.batchskeletaltransform3x4offset = 0;
7899 rsurface.batchskeletaltransform3x4size = 0;
7900 // we'll only be setting up certain arrays as needed
7901 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7902 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7903 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7904 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7905 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7907 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7908 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7910 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7911 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7912 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7913 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7914 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7915 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7916 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7918 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7919 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7923 for (i = 0;i < texturenumsurfaces;i++)
7925 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7926 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7927 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7928 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7929 // copy only the data requested
7930 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7932 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7934 if (rsurface.batchvertex3f)
7935 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7937 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7939 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7941 if (rsurface.modelnormal3f)
7942 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7944 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7946 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7948 if (rsurface.modelsvector3f)
7950 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7951 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7955 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7956 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7959 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7961 if (rsurface.modellightmapcolor4f)
7962 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7964 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7966 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7968 if (rsurface.modeltexcoordtexture2f)
7969 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7971 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7973 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7975 if (rsurface.modeltexcoordlightmap2f)
7976 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7978 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7980 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7982 if (rsurface.modelskeletalindex4ub)
7984 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7985 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7989 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7990 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7991 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7992 for (j = 0;j < surfacenumvertices;j++)
7997 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7998 numvertices += surfacenumvertices;
7999 numtriangles += surfacenumtriangles;
8002 // generate a 16bit index array as well if possible
8003 // (in general, dynamic batches fit)
8004 if (numvertices <= 65536)
8006 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8007 for (i = 0;i < numtriangles*3;i++)
8008 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8011 // since we've copied everything, the batch now starts at 0
8012 rsurface.batchfirstvertex = 0;
8013 rsurface.batchnumvertices = batchnumvertices;
8014 rsurface.batchfirsttriangle = 0;
8015 rsurface.batchnumtriangles = batchnumtriangles;
8018 // apply skeletal animation that would have been done in the vertex shader
8019 if (rsurface.batchskeletaltransform3x4)
8021 const unsigned char *si;
8022 const unsigned char *sw;
8024 const float *b = rsurface.batchskeletaltransform3x4;
8025 float *vp, *vs, *vt, *vn;
8027 float m[3][4], n[3][4];
8028 float tp[3], ts[3], tt[3], tn[3];
8029 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8030 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8031 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8032 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8033 si = rsurface.batchskeletalindex4ub;
8034 sw = rsurface.batchskeletalweight4ub;
8035 vp = rsurface.batchvertex3f;
8036 vs = rsurface.batchsvector3f;
8037 vt = rsurface.batchtvector3f;
8038 vn = rsurface.batchnormal3f;
8039 memset(m[0], 0, sizeof(m));
8040 memset(n[0], 0, sizeof(n));
8041 for (i = 0;i < batchnumvertices;i++)
8043 t[0] = b + si[0]*12;
8046 // common case - only one matrix
8060 else if (sw[2] + sw[3])
8063 t[1] = b + si[1]*12;
8064 t[2] = b + si[2]*12;
8065 t[3] = b + si[3]*12;
8066 w[0] = sw[0] * (1.0f / 255.0f);
8067 w[1] = sw[1] * (1.0f / 255.0f);
8068 w[2] = sw[2] * (1.0f / 255.0f);
8069 w[3] = sw[3] * (1.0f / 255.0f);
8070 // blend the matrices
8071 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8072 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8073 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8074 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8075 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8076 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8077 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8078 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8079 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8080 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8081 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8082 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8087 t[1] = b + si[1]*12;
8088 w[0] = sw[0] * (1.0f / 255.0f);
8089 w[1] = sw[1] * (1.0f / 255.0f);
8090 // blend the matrices
8091 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8092 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8093 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8094 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8095 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8096 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8097 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8098 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8099 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8100 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8101 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8102 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8106 // modify the vertex
8108 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8109 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8110 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8114 // the normal transformation matrix is a set of cross products...
8115 CrossProduct(m[1], m[2], n[0]);
8116 CrossProduct(m[2], m[0], n[1]);
8117 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8119 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8120 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8121 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8122 VectorNormalize(vn);
8127 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8128 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8129 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8130 VectorNormalize(vs);
8133 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8134 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8135 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8136 VectorNormalize(vt);
8141 rsurface.batchskeletaltransform3x4 = NULL;
8142 rsurface.batchskeletalnumtransforms = 0;
8145 // q1bsp surfaces rendered in vertex color mode have to have colors
8146 // calculated based on lightstyles
8147 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8149 // generate color arrays for the surfaces in this list
8154 const unsigned char *lm;
8155 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8156 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8157 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8159 for (i = 0;i < texturenumsurfaces;i++)
8161 surface = texturesurfacelist[i];
8162 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8163 surfacenumvertices = surface->num_vertices;
8164 if (surface->lightmapinfo->samples)
8166 for (j = 0;j < surfacenumvertices;j++)
8168 lm = surface->lightmapinfo->samples + offsets[j];
8169 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8170 VectorScale(lm, scale, c);
8171 if (surface->lightmapinfo->styles[1] != 255)
8173 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8175 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8176 VectorMA(c, scale, lm, c);
8177 if (surface->lightmapinfo->styles[2] != 255)
8180 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8181 VectorMA(c, scale, lm, c);
8182 if (surface->lightmapinfo->styles[3] != 255)
8185 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8186 VectorMA(c, scale, lm, c);
8193 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);
8199 for (j = 0;j < surfacenumvertices;j++)
8201 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8208 // if vertices are deformed (sprite flares and things in maps, possibly
8209 // water waves, bulges and other deformations), modify the copied vertices
8211 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8214 switch (deform->deform)
8217 case Q3DEFORM_PROJECTIONSHADOW:
8218 case Q3DEFORM_TEXT0:
8219 case Q3DEFORM_TEXT1:
8220 case Q3DEFORM_TEXT2:
8221 case Q3DEFORM_TEXT3:
8222 case Q3DEFORM_TEXT4:
8223 case Q3DEFORM_TEXT5:
8224 case Q3DEFORM_TEXT6:
8225 case Q3DEFORM_TEXT7:
8228 case Q3DEFORM_AUTOSPRITE:
8229 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8230 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8231 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8232 VectorNormalize(newforward);
8233 VectorNormalize(newright);
8234 VectorNormalize(newup);
8235 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8236 // rsurface.batchvertex3f_vertexbuffer = NULL;
8237 // rsurface.batchvertex3f_bufferoffset = 0;
8238 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8239 // rsurface.batchsvector3f_vertexbuffer = NULL;
8240 // rsurface.batchsvector3f_bufferoffset = 0;
8241 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8242 // rsurface.batchtvector3f_vertexbuffer = NULL;
8243 // rsurface.batchtvector3f_bufferoffset = 0;
8244 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8245 // rsurface.batchnormal3f_vertexbuffer = NULL;
8246 // rsurface.batchnormal3f_bufferoffset = 0;
8247 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8248 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8249 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8250 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8251 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);
8252 // a single autosprite surface can contain multiple sprites...
8253 for (j = 0;j < batchnumvertices - 3;j += 4)
8255 VectorClear(center);
8256 for (i = 0;i < 4;i++)
8257 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8258 VectorScale(center, 0.25f, center);
8259 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8260 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8261 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8262 for (i = 0;i < 4;i++)
8264 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8265 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8268 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8269 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8270 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);
8272 case Q3DEFORM_AUTOSPRITE2:
8273 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8274 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8275 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8276 VectorNormalize(newforward);
8277 VectorNormalize(newright);
8278 VectorNormalize(newup);
8279 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8280 // rsurface.batchvertex3f_vertexbuffer = NULL;
8281 // rsurface.batchvertex3f_bufferoffset = 0;
8283 const float *v1, *v2;
8293 memset(shortest, 0, sizeof(shortest));
8294 // a single autosprite surface can contain multiple sprites...
8295 for (j = 0;j < batchnumvertices - 3;j += 4)
8297 VectorClear(center);
8298 for (i = 0;i < 4;i++)
8299 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8300 VectorScale(center, 0.25f, center);
8301 // find the two shortest edges, then use them to define the
8302 // axis vectors for rotating around the central axis
8303 for (i = 0;i < 6;i++)
8305 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8306 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8307 l = VectorDistance2(v1, v2);
8308 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8310 l += (1.0f / 1024.0f);
8311 if (shortest[0].length2 > l || i == 0)
8313 shortest[1] = shortest[0];
8314 shortest[0].length2 = l;
8315 shortest[0].v1 = v1;
8316 shortest[0].v2 = v2;
8318 else if (shortest[1].length2 > l || i == 1)
8320 shortest[1].length2 = l;
8321 shortest[1].v1 = v1;
8322 shortest[1].v2 = v2;
8325 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8326 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8327 // this calculates the right vector from the shortest edge
8328 // and the up vector from the edge midpoints
8329 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8330 VectorNormalize(right);
8331 VectorSubtract(end, start, up);
8332 VectorNormalize(up);
8333 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8334 VectorSubtract(rsurface.localvieworigin, center, forward);
8335 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8336 VectorNegate(forward, forward);
8337 VectorReflect(forward, 0, up, forward);
8338 VectorNormalize(forward);
8339 CrossProduct(up, forward, newright);
8340 VectorNormalize(newright);
8341 // rotate the quad around the up axis vector, this is made
8342 // especially easy by the fact we know the quad is flat,
8343 // so we only have to subtract the center position and
8344 // measure distance along the right vector, and then
8345 // multiply that by the newright vector and add back the
8347 // we also need to subtract the old position to undo the
8348 // displacement from the center, which we do with a
8349 // DotProduct, the subtraction/addition of center is also
8350 // optimized into DotProducts here
8351 l = DotProduct(right, center);
8352 for (i = 0;i < 4;i++)
8354 v1 = rsurface.batchvertex3f + 3*(j+i);
8355 f = DotProduct(right, v1) - l;
8356 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8360 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8362 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8363 // rsurface.batchnormal3f_vertexbuffer = NULL;
8364 // rsurface.batchnormal3f_bufferoffset = 0;
8365 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8367 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8369 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8370 // rsurface.batchsvector3f_vertexbuffer = NULL;
8371 // rsurface.batchsvector3f_bufferoffset = 0;
8372 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8373 // rsurface.batchtvector3f_vertexbuffer = NULL;
8374 // rsurface.batchtvector3f_bufferoffset = 0;
8375 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);
8378 case Q3DEFORM_NORMAL:
8379 // deform the normals to make reflections wavey
8380 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8381 rsurface.batchnormal3f_vertexbuffer = NULL;
8382 rsurface.batchnormal3f_bufferoffset = 0;
8383 for (j = 0;j < batchnumvertices;j++)
8386 float *normal = rsurface.batchnormal3f + 3*j;
8387 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8388 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8389 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8390 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8391 VectorNormalize(normal);
8393 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8395 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8396 // rsurface.batchsvector3f_vertexbuffer = NULL;
8397 // rsurface.batchsvector3f_bufferoffset = 0;
8398 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8399 // rsurface.batchtvector3f_vertexbuffer = NULL;
8400 // rsurface.batchtvector3f_bufferoffset = 0;
8401 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);
8405 // deform vertex array to make wavey water and flags and such
8406 waveparms[0] = deform->waveparms[0];
8407 waveparms[1] = deform->waveparms[1];
8408 waveparms[2] = deform->waveparms[2];
8409 waveparms[3] = deform->waveparms[3];
8410 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8411 break; // if wavefunc is a nop, don't make a dynamic vertex array
8412 // this is how a divisor of vertex influence on deformation
8413 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8414 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8415 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8416 // rsurface.batchvertex3f_vertexbuffer = NULL;
8417 // rsurface.batchvertex3f_bufferoffset = 0;
8418 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8419 // rsurface.batchnormal3f_vertexbuffer = NULL;
8420 // rsurface.batchnormal3f_bufferoffset = 0;
8421 for (j = 0;j < batchnumvertices;j++)
8423 // if the wavefunc depends on time, evaluate it per-vertex
8426 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8427 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8429 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8431 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8432 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8433 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8435 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8436 // rsurface.batchsvector3f_vertexbuffer = NULL;
8437 // rsurface.batchsvector3f_bufferoffset = 0;
8438 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8439 // rsurface.batchtvector3f_vertexbuffer = NULL;
8440 // rsurface.batchtvector3f_bufferoffset = 0;
8441 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);
8444 case Q3DEFORM_BULGE:
8445 // deform vertex array to make the surface have moving bulges
8446 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8447 // rsurface.batchvertex3f_vertexbuffer = NULL;
8448 // rsurface.batchvertex3f_bufferoffset = 0;
8449 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8450 // rsurface.batchnormal3f_vertexbuffer = NULL;
8451 // rsurface.batchnormal3f_bufferoffset = 0;
8452 for (j = 0;j < batchnumvertices;j++)
8454 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8455 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8457 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8458 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8459 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8461 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8462 // rsurface.batchsvector3f_vertexbuffer = NULL;
8463 // rsurface.batchsvector3f_bufferoffset = 0;
8464 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8465 // rsurface.batchtvector3f_vertexbuffer = NULL;
8466 // rsurface.batchtvector3f_bufferoffset = 0;
8467 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);
8471 // deform vertex array
8472 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8473 break; // if wavefunc is a nop, don't make a dynamic vertex array
8474 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8475 VectorScale(deform->parms, scale, waveparms);
8476 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8477 // rsurface.batchvertex3f_vertexbuffer = NULL;
8478 // rsurface.batchvertex3f_bufferoffset = 0;
8479 for (j = 0;j < batchnumvertices;j++)
8480 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8485 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8487 // generate texcoords based on the chosen texcoord source
8488 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8491 case Q3TCGEN_TEXTURE:
8493 case Q3TCGEN_LIGHTMAP:
8494 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8495 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8496 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8497 if (rsurface.batchtexcoordlightmap2f)
8498 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8500 case Q3TCGEN_VECTOR:
8501 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8502 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8503 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8504 for (j = 0;j < batchnumvertices;j++)
8506 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8507 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8510 case Q3TCGEN_ENVIRONMENT:
8511 // make environment reflections using a spheremap
8512 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8513 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8514 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8515 for (j = 0;j < batchnumvertices;j++)
8517 // identical to Q3A's method, but executed in worldspace so
8518 // carried models can be shiny too
8520 float viewer[3], d, reflected[3], worldreflected[3];
8522 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8523 // VectorNormalize(viewer);
8525 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8527 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8528 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8529 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8530 // note: this is proportinal to viewer, so we can normalize later
8532 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8533 VectorNormalize(worldreflected);
8535 // note: this sphere map only uses world x and z!
8536 // so positive and negative y will LOOK THE SAME.
8537 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8538 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8542 // the only tcmod that needs software vertex processing is turbulent, so
8543 // check for it here and apply the changes if needed
8544 // and we only support that as the first one
8545 // (handling a mixture of turbulent and other tcmods would be problematic
8546 // without punting it entirely to a software path)
8547 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8549 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8550 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8551 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8552 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8553 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8554 for (j = 0;j < batchnumvertices;j++)
8556 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);
8557 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8562 // upload buffer data for the dynamic batch
8563 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
8565 if (rsurface.batchvertex3f)
8566 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8567 if (rsurface.batchsvector3f)
8568 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8569 if (rsurface.batchtvector3f)
8570 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8571 if (rsurface.batchnormal3f)
8572 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8573 if (rsurface.batchlightmapcolor4f)
8574 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8575 if (rsurface.batchtexcoordtexture2f)
8576 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8577 if (rsurface.batchtexcoordlightmap2f)
8578 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8579 if (rsurface.batchskeletalindex4ub)
8580 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8581 if (rsurface.batchskeletalweight4ub)
8582 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8583 if (rsurface.batchelement3s)
8584 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8585 else if (rsurface.batchelement3i)
8586 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8590 void RSurf_DrawBatch(void)
8592 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8593 // through the pipeline, killing it earlier in the pipeline would have
8594 // per-surface overhead rather than per-batch overhead, so it's best to
8595 // reject it here, before it hits glDraw.
8596 if (rsurface.batchnumtriangles == 0)
8599 // batch debugging code
8600 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8606 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8607 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8610 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8612 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8614 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8615 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);
8622 if (rsurface.batchmultidraw)
8624 // issue multiple draws rather than copying index data
8625 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8626 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8627 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8628 for (i = 0;i < numsurfaces;)
8630 // combine consecutive surfaces as one draw
8631 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8632 if (surfacelist[j] != surfacelist[k] + 1)
8634 firstvertex = surfacelist[i]->num_firstvertex;
8635 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8636 firsttriangle = surfacelist[i]->num_firsttriangle;
8637 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8638 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);
8644 // there is only one consecutive run of index data (may have been combined)
8645 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);
8649 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8651 // pick the closest matching water plane
8652 int planeindex, vertexindex, bestplaneindex = -1;
8656 r_waterstate_waterplane_t *p;
8657 qboolean prepared = false;
8659 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8661 if(p->camera_entity != rsurface.texture->camera_entity)
8666 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8668 if(rsurface.batchnumvertices == 0)
8671 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8673 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8674 d += fabs(PlaneDiff(vert, &p->plane));
8676 if (bestd > d || bestplaneindex < 0)
8679 bestplaneindex = planeindex;
8682 return bestplaneindex;
8683 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8684 // this situation though, as it might be better to render single larger
8685 // batches with useless stuff (backface culled for example) than to
8686 // render multiple smaller batches
8689 void RSurf_SetupDepthAndCulling(void)
8691 // submodels are biased to avoid z-fighting with world surfaces that they
8692 // may be exactly overlapping (avoids z-fighting artifacts on certain
8693 // doors and things in Quake maps)
8694 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8695 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8696 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8697 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8700 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8703 // transparent sky would be ridiculous
8704 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8706 R_SetupShader_Generic_NoTexture(false, false);
8707 skyrenderlater = true;
8708 RSurf_SetupDepthAndCulling();
8711 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8712 if (r_sky_scissor.integer)
8714 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8715 for (i = 0; i < texturenumsurfaces; i++)
8717 const msurface_t *surf = texturesurfacelist[i];
8720 float mins[3], maxs[3];
8722 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8724 Matrix4x4_Transform(&rsurface.matrix, v, p);
8727 if (mins[0] > p[0]) mins[0] = p[0];
8728 if (mins[1] > p[1]) mins[1] = p[1];
8729 if (mins[2] > p[2]) mins[2] = p[2];
8730 if (maxs[0] < p[0]) maxs[0] = p[0];
8731 if (maxs[1] < p[1]) maxs[1] = p[1];
8732 if (maxs[2] < p[2]) maxs[2] = p[2];
8736 VectorCopy(p, mins);
8737 VectorCopy(p, maxs);
8740 if (!R_ScissorForBBox(mins, maxs, scissor))
8744 if (skyscissor[0] > scissor[0])
8746 skyscissor[2] += skyscissor[0] - scissor[0];
8747 skyscissor[0] = scissor[0];
8749 if (skyscissor[1] > scissor[1])
8751 skyscissor[3] += skyscissor[1] - scissor[1];
8752 skyscissor[1] = scissor[1];
8754 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8755 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8756 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8757 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8760 Vector4Copy(scissor, skyscissor);
8765 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8766 // skymasking on them, and Quake3 never did sky masking (unlike
8767 // software Quake and software Quake2), so disable the sky masking
8768 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8769 // and skymasking also looks very bad when noclipping outside the
8770 // level, so don't use it then either.
8771 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8773 R_Mesh_ResetTextureState();
8774 if (skyrendermasked)
8776 R_SetupShader_DepthOrShadow(false, false, false);
8777 // depth-only (masking)
8778 GL_ColorMask(0, 0, 0, 0);
8779 // just to make sure that braindead drivers don't draw
8780 // anything despite that colormask...
8781 GL_BlendFunc(GL_ZERO, GL_ONE);
8782 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8783 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8787 R_SetupShader_Generic_NoTexture(false, false);
8789 GL_BlendFunc(GL_ONE, GL_ZERO);
8790 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8791 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8792 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8795 if (skyrendermasked)
8796 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8798 R_Mesh_ResetTextureState();
8799 GL_Color(1, 1, 1, 1);
8802 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8803 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8804 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8806 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8810 // render screenspace normalmap to texture
8812 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8817 // bind lightmap texture
8819 // water/refraction/reflection/camera surfaces have to be handled specially
8820 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8822 int start, end, startplaneindex;
8823 for (start = 0;start < texturenumsurfaces;start = end)
8825 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8826 if(startplaneindex < 0)
8828 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8829 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8833 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8835 // now that we have a batch using the same planeindex, render it
8836 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8838 // render water or distortion background
8840 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8842 // blend surface on top
8843 GL_DepthMask(false);
8844 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8847 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8849 // render surface with reflection texture as input
8850 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8851 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8858 // render surface batch normally
8859 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8860 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8864 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8868 int texturesurfaceindex;
8870 const msurface_t *surface;
8871 float surfacecolor4f[4];
8873 // R_Mesh_ResetTextureState();
8874 R_SetupShader_Generic_NoTexture(false, false);
8876 GL_BlendFunc(GL_ONE, GL_ZERO);
8877 GL_DepthMask(writedepth);
8879 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8881 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8883 surface = texturesurfacelist[texturesurfaceindex];
8884 k = (int)(((size_t)surface) / sizeof(msurface_t));
8885 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8886 for (j = 0;j < surface->num_vertices;j++)
8888 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8892 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8896 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8899 RSurf_SetupDepthAndCulling();
8900 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8902 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8905 switch (vid.renderpath)
8907 case RENDERPATH_GL20:
8908 case RENDERPATH_GLES2:
8909 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8915 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8918 int texturenumsurfaces, endsurface;
8920 const msurface_t *surface;
8921 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8923 RSurf_ActiveModelEntity(ent, true, true, false);
8925 if (r_transparentdepthmasking.integer)
8927 qboolean setup = false;
8928 for (i = 0;i < numsurfaces;i = j)
8931 surface = rsurface.modelsurfaces + surfacelist[i];
8932 texture = surface->texture;
8933 rsurface.texture = R_GetCurrentTexture(texture);
8934 rsurface.lightmaptexture = NULL;
8935 rsurface.deluxemaptexture = NULL;
8936 rsurface.uselightmaptexture = false;
8937 // scan ahead until we find a different texture
8938 endsurface = min(i + 1024, numsurfaces);
8939 texturenumsurfaces = 0;
8940 texturesurfacelist[texturenumsurfaces++] = surface;
8941 for (;j < endsurface;j++)
8943 surface = rsurface.modelsurfaces + surfacelist[j];
8944 if (texture != surface->texture)
8946 texturesurfacelist[texturenumsurfaces++] = surface;
8948 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8950 // render the range of surfaces as depth
8954 GL_ColorMask(0,0,0,0);
8957 GL_BlendFunc(GL_ONE, GL_ZERO);
8959 // R_Mesh_ResetTextureState();
8961 RSurf_SetupDepthAndCulling();
8962 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8963 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8964 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8968 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8971 for (i = 0;i < numsurfaces;i = j)
8974 surface = rsurface.modelsurfaces + surfacelist[i];
8975 texture = surface->texture;
8976 rsurface.texture = R_GetCurrentTexture(texture);
8977 // scan ahead until we find a different texture
8978 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8979 texturenumsurfaces = 0;
8980 texturesurfacelist[texturenumsurfaces++] = surface;
8981 if(FAKELIGHT_ENABLED)
8983 rsurface.lightmaptexture = NULL;
8984 rsurface.deluxemaptexture = NULL;
8985 rsurface.uselightmaptexture = false;
8986 for (;j < endsurface;j++)
8988 surface = rsurface.modelsurfaces + surfacelist[j];
8989 if (texture != surface->texture)
8991 texturesurfacelist[texturenumsurfaces++] = surface;
8996 rsurface.lightmaptexture = surface->lightmaptexture;
8997 rsurface.deluxemaptexture = surface->deluxemaptexture;
8998 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8999 for (;j < endsurface;j++)
9001 surface = rsurface.modelsurfaces + surfacelist[j];
9002 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9004 texturesurfacelist[texturenumsurfaces++] = surface;
9007 // render the range of surfaces
9008 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9010 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9013 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9015 // transparent surfaces get pushed off into the transparent queue
9016 int surfacelistindex;
9017 const msurface_t *surface;
9018 vec3_t tempcenter, center;
9019 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9021 surface = texturesurfacelist[surfacelistindex];
9022 if (r_transparent_sortsurfacesbynearest.integer)
9024 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9025 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9026 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9030 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9031 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9032 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9034 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9035 if (rsurface.entity->transparent_offset) // transparent offset
9037 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9038 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9039 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9041 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);
9045 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9047 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9049 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9051 RSurf_SetupDepthAndCulling();
9052 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9053 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9054 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9058 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9062 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9065 if (!rsurface.texture->currentnumlayers)
9067 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9068 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9070 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9072 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9073 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9074 else if (!rsurface.texture->currentnumlayers)
9076 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9078 // in the deferred case, transparent surfaces were queued during prepass
9079 if (!r_shadow_usingdeferredprepass)
9080 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9084 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9085 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9090 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9094 R_FrameData_SetMark();
9095 // break the surface list down into batches by texture and use of lightmapping
9096 for (i = 0;i < numsurfaces;i = j)
9099 // texture is the base texture pointer, rsurface.texture is the
9100 // current frame/skin the texture is directing us to use (for example
9101 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9102 // use skin 1 instead)
9103 texture = surfacelist[i]->texture;
9104 rsurface.texture = R_GetCurrentTexture(texture);
9105 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9107 // if this texture is not the kind we want, skip ahead to the next one
9108 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9112 if(FAKELIGHT_ENABLED || depthonly || prepass)
9114 rsurface.lightmaptexture = NULL;
9115 rsurface.deluxemaptexture = NULL;
9116 rsurface.uselightmaptexture = false;
9117 // simply scan ahead until we find a different texture or lightmap state
9118 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9123 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9124 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9125 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9126 // simply scan ahead until we find a different texture or lightmap state
9127 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9130 // render the range of surfaces
9131 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9133 R_FrameData_ReturnToMark();
9136 float locboxvertex3f[6*4*3] =
9138 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9139 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9140 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9141 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9142 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9143 1,0,0, 0,0,0, 0,1,0, 1,1,0
9146 unsigned short locboxelements[6*2*3] =
9156 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9159 cl_locnode_t *loc = (cl_locnode_t *)ent;
9161 float vertex3f[6*4*3];
9163 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9164 GL_DepthMask(false);
9165 GL_DepthRange(0, 1);
9166 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9168 GL_CullFace(GL_NONE);
9169 R_EntityMatrix(&identitymatrix);
9171 // R_Mesh_ResetTextureState();
9174 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9175 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9176 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9177 surfacelist[0] < 0 ? 0.5f : 0.125f);
9179 if (VectorCompare(loc->mins, loc->maxs))
9181 VectorSet(size, 2, 2, 2);
9182 VectorMA(loc->mins, -0.5f, size, mins);
9186 VectorCopy(loc->mins, mins);
9187 VectorSubtract(loc->maxs, loc->mins, size);
9190 for (i = 0;i < 6*4*3;)
9191 for (j = 0;j < 3;j++, i++)
9192 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9194 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9195 R_SetupShader_Generic_NoTexture(false, false);
9196 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9199 void R_DrawLocs(void)
9202 cl_locnode_t *loc, *nearestloc;
9204 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9205 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9207 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9208 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9212 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9214 if (decalsystem->decals)
9215 Mem_Free(decalsystem->decals);
9216 memset(decalsystem, 0, sizeof(*decalsystem));
9219 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9225 // expand or initialize the system
9226 if (decalsystem->maxdecals <= decalsystem->numdecals)
9228 decalsystem_t old = *decalsystem;
9229 qboolean useshortelements;
9230 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9231 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9232 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)));
9233 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9234 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9235 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9236 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9237 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9238 if (decalsystem->numdecals)
9239 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9241 Mem_Free(old.decals);
9242 for (i = 0;i < decalsystem->maxdecals*3;i++)
9243 decalsystem->element3i[i] = i;
9244 if (useshortelements)
9245 for (i = 0;i < decalsystem->maxdecals*3;i++)
9246 decalsystem->element3s[i] = i;
9249 // grab a decal and search for another free slot for the next one
9250 decals = decalsystem->decals;
9251 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9252 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9254 decalsystem->freedecal = i;
9255 if (decalsystem->numdecals <= i)
9256 decalsystem->numdecals = i + 1;
9258 // initialize the decal
9260 decal->triangleindex = triangleindex;
9261 decal->surfaceindex = surfaceindex;
9262 decal->decalsequence = decalsequence;
9263 decal->color4f[0][0] = c0[0];
9264 decal->color4f[0][1] = c0[1];
9265 decal->color4f[0][2] = c0[2];
9266 decal->color4f[0][3] = 1;
9267 decal->color4f[1][0] = c1[0];
9268 decal->color4f[1][1] = c1[1];
9269 decal->color4f[1][2] = c1[2];
9270 decal->color4f[1][3] = 1;
9271 decal->color4f[2][0] = c2[0];
9272 decal->color4f[2][1] = c2[1];
9273 decal->color4f[2][2] = c2[2];
9274 decal->color4f[2][3] = 1;
9275 decal->vertex3f[0][0] = v0[0];
9276 decal->vertex3f[0][1] = v0[1];
9277 decal->vertex3f[0][2] = v0[2];
9278 decal->vertex3f[1][0] = v1[0];
9279 decal->vertex3f[1][1] = v1[1];
9280 decal->vertex3f[1][2] = v1[2];
9281 decal->vertex3f[2][0] = v2[0];
9282 decal->vertex3f[2][1] = v2[1];
9283 decal->vertex3f[2][2] = v2[2];
9284 decal->texcoord2f[0][0] = t0[0];
9285 decal->texcoord2f[0][1] = t0[1];
9286 decal->texcoord2f[1][0] = t1[0];
9287 decal->texcoord2f[1][1] = t1[1];
9288 decal->texcoord2f[2][0] = t2[0];
9289 decal->texcoord2f[2][1] = t2[1];
9290 TriangleNormal(v0, v1, v2, decal->plane);
9291 VectorNormalize(decal->plane);
9292 decal->plane[3] = DotProduct(v0, decal->plane);
9295 extern cvar_t cl_decals_bias;
9296 extern cvar_t cl_decals_models;
9297 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9298 // baseparms, parms, temps
9299 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9304 const float *vertex3f;
9305 const float *normal3f;
9307 float points[2][9][3];
9314 e = rsurface.modelelement3i + 3*triangleindex;
9316 vertex3f = rsurface.modelvertex3f;
9317 normal3f = rsurface.modelnormal3f;
9321 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9323 index = 3*e[cornerindex];
9324 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9329 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9331 index = 3*e[cornerindex];
9332 VectorCopy(vertex3f + index, v[cornerindex]);
9337 //TriangleNormal(v[0], v[1], v[2], normal);
9338 //if (DotProduct(normal, localnormal) < 0.0f)
9340 // clip by each of the box planes formed from the projection matrix
9341 // if anything survives, we emit the decal
9342 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]);
9345 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]);
9348 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]);
9351 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]);
9354 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]);
9357 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]);
9360 // some part of the triangle survived, so we have to accept it...
9363 // dynamic always uses the original triangle
9365 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9367 index = 3*e[cornerindex];
9368 VectorCopy(vertex3f + index, v[cornerindex]);
9371 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9373 // convert vertex positions to texcoords
9374 Matrix4x4_Transform(projection, v[cornerindex], temp);
9375 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9376 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9377 // calculate distance fade from the projection origin
9378 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9379 f = bound(0.0f, f, 1.0f);
9380 c[cornerindex][0] = r * f;
9381 c[cornerindex][1] = g * f;
9382 c[cornerindex][2] = b * f;
9383 c[cornerindex][3] = 1.0f;
9384 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9387 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);
9389 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9390 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);
9392 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9394 matrix4x4_t projection;
9395 decalsystem_t *decalsystem;
9398 const msurface_t *surface;
9399 const msurface_t *surfaces;
9400 const int *surfacelist;
9401 const texture_t *texture;
9404 int surfacelistindex;
9407 float localorigin[3];
9408 float localnormal[3];
9416 int bih_triangles_count;
9417 int bih_triangles[256];
9418 int bih_surfaces[256];
9420 decalsystem = &ent->decalsystem;
9422 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9424 R_DecalSystem_Reset(&ent->decalsystem);
9428 if (!model->brush.data_leafs && !cl_decals_models.integer)
9430 if (decalsystem->model)
9431 R_DecalSystem_Reset(decalsystem);
9435 if (decalsystem->model != model)
9436 R_DecalSystem_Reset(decalsystem);
9437 decalsystem->model = model;
9439 RSurf_ActiveModelEntity(ent, true, false, false);
9441 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9442 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9443 VectorNormalize(localnormal);
9444 localsize = worldsize*rsurface.inversematrixscale;
9445 localmins[0] = localorigin[0] - localsize;
9446 localmins[1] = localorigin[1] - localsize;
9447 localmins[2] = localorigin[2] - localsize;
9448 localmaxs[0] = localorigin[0] + localsize;
9449 localmaxs[1] = localorigin[1] + localsize;
9450 localmaxs[2] = localorigin[2] + localsize;
9452 //VectorCopy(localnormal, planes[4]);
9453 //VectorVectors(planes[4], planes[2], planes[0]);
9454 AnglesFromVectors(angles, localnormal, NULL, false);
9455 AngleVectors(angles, planes[0], planes[2], planes[4]);
9456 VectorNegate(planes[0], planes[1]);
9457 VectorNegate(planes[2], planes[3]);
9458 VectorNegate(planes[4], planes[5]);
9459 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9460 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9461 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9462 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9463 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9464 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9469 matrix4x4_t forwardprojection;
9470 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9471 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9476 float projectionvector[4][3];
9477 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9478 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9479 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9480 projectionvector[0][0] = planes[0][0] * ilocalsize;
9481 projectionvector[0][1] = planes[1][0] * ilocalsize;
9482 projectionvector[0][2] = planes[2][0] * ilocalsize;
9483 projectionvector[1][0] = planes[0][1] * ilocalsize;
9484 projectionvector[1][1] = planes[1][1] * ilocalsize;
9485 projectionvector[1][2] = planes[2][1] * ilocalsize;
9486 projectionvector[2][0] = planes[0][2] * ilocalsize;
9487 projectionvector[2][1] = planes[1][2] * ilocalsize;
9488 projectionvector[2][2] = planes[2][2] * ilocalsize;
9489 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9490 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9491 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9492 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9496 dynamic = model->surfmesh.isanimated;
9497 numsurfacelist = model->nummodelsurfaces;
9498 surfacelist = model->sortedmodelsurfaces;
9499 surfaces = model->data_surfaces;
9502 bih_triangles_count = -1;
9505 if(model->render_bih.numleafs)
9506 bih = &model->render_bih;
9507 else if(model->collision_bih.numleafs)
9508 bih = &model->collision_bih;
9511 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9512 if(bih_triangles_count == 0)
9514 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9516 if(bih_triangles_count > 0)
9518 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9520 surfaceindex = bih_surfaces[triangleindex];
9521 surface = surfaces + surfaceindex;
9522 texture = surface->texture;
9523 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9525 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9527 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9532 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9534 surfaceindex = surfacelist[surfacelistindex];
9535 surface = surfaces + surfaceindex;
9536 // check cull box first because it rejects more than any other check
9537 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9539 // skip transparent surfaces
9540 texture = surface->texture;
9541 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9543 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9545 numtriangles = surface->num_triangles;
9546 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9547 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9552 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9553 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9555 int renderentityindex;
9558 entity_render_t *ent;
9560 if (!cl_decals_newsystem.integer)
9563 worldmins[0] = worldorigin[0] - worldsize;
9564 worldmins[1] = worldorigin[1] - worldsize;
9565 worldmins[2] = worldorigin[2] - worldsize;
9566 worldmaxs[0] = worldorigin[0] + worldsize;
9567 worldmaxs[1] = worldorigin[1] + worldsize;
9568 worldmaxs[2] = worldorigin[2] + worldsize;
9570 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9572 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9574 ent = r_refdef.scene.entities[renderentityindex];
9575 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9578 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9582 typedef struct r_decalsystem_splatqueue_s
9589 unsigned int decalsequence;
9591 r_decalsystem_splatqueue_t;
9593 int r_decalsystem_numqueued = 0;
9594 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9596 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)
9598 r_decalsystem_splatqueue_t *queue;
9600 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9603 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9604 VectorCopy(worldorigin, queue->worldorigin);
9605 VectorCopy(worldnormal, queue->worldnormal);
9606 Vector4Set(queue->color, r, g, b, a);
9607 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9608 queue->worldsize = worldsize;
9609 queue->decalsequence = cl.decalsequence++;
9612 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9615 r_decalsystem_splatqueue_t *queue;
9617 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9618 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);
9619 r_decalsystem_numqueued = 0;
9622 extern cvar_t cl_decals_max;
9623 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9626 decalsystem_t *decalsystem = &ent->decalsystem;
9628 unsigned int killsequence;
9633 if (!decalsystem->numdecals)
9636 if (r_showsurfaces.integer)
9639 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9641 R_DecalSystem_Reset(decalsystem);
9645 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9646 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9648 if (decalsystem->lastupdatetime)
9649 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9652 decalsystem->lastupdatetime = r_refdef.scene.time;
9653 numdecals = decalsystem->numdecals;
9655 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9657 if (decal->color4f[0][3])
9659 decal->lived += frametime;
9660 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9662 memset(decal, 0, sizeof(*decal));
9663 if (decalsystem->freedecal > i)
9664 decalsystem->freedecal = i;
9668 decal = decalsystem->decals;
9669 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9672 // collapse the array by shuffling the tail decals into the gaps
9675 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9676 decalsystem->freedecal++;
9677 if (decalsystem->freedecal == numdecals)
9679 decal[decalsystem->freedecal] = decal[--numdecals];
9682 decalsystem->numdecals = numdecals;
9686 // if there are no decals left, reset decalsystem
9687 R_DecalSystem_Reset(decalsystem);
9691 extern skinframe_t *decalskinframe;
9692 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9695 decalsystem_t *decalsystem = &ent->decalsystem;
9704 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9707 numdecals = decalsystem->numdecals;
9711 if (r_showsurfaces.integer)
9714 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9716 R_DecalSystem_Reset(decalsystem);
9720 // if the model is static it doesn't matter what value we give for
9721 // wantnormals and wanttangents, so this logic uses only rules applicable
9722 // to a model, knowing that they are meaningless otherwise
9723 RSurf_ActiveModelEntity(ent, false, false, false);
9725 decalsystem->lastupdatetime = r_refdef.scene.time;
9727 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9729 // update vertex positions for animated models
9730 v3f = decalsystem->vertex3f;
9731 c4f = decalsystem->color4f;
9732 t2f = decalsystem->texcoord2f;
9733 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9735 if (!decal->color4f[0][3])
9738 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9742 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9745 // update color values for fading decals
9746 if (decal->lived >= cl_decals_time.value)
9747 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9751 c4f[ 0] = decal->color4f[0][0] * alpha;
9752 c4f[ 1] = decal->color4f[0][1] * alpha;
9753 c4f[ 2] = decal->color4f[0][2] * alpha;
9755 c4f[ 4] = decal->color4f[1][0] * alpha;
9756 c4f[ 5] = decal->color4f[1][1] * alpha;
9757 c4f[ 6] = decal->color4f[1][2] * alpha;
9759 c4f[ 8] = decal->color4f[2][0] * alpha;
9760 c4f[ 9] = decal->color4f[2][1] * alpha;
9761 c4f[10] = decal->color4f[2][2] * alpha;
9764 t2f[0] = decal->texcoord2f[0][0];
9765 t2f[1] = decal->texcoord2f[0][1];
9766 t2f[2] = decal->texcoord2f[1][0];
9767 t2f[3] = decal->texcoord2f[1][1];
9768 t2f[4] = decal->texcoord2f[2][0];
9769 t2f[5] = decal->texcoord2f[2][1];
9771 // update vertex positions for animated models
9772 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9774 e = rsurface.modelelement3i + 3*decal->triangleindex;
9775 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9776 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9777 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9781 VectorCopy(decal->vertex3f[0], v3f);
9782 VectorCopy(decal->vertex3f[1], v3f + 3);
9783 VectorCopy(decal->vertex3f[2], v3f + 6);
9786 if (r_refdef.fogenabled)
9788 alpha = RSurf_FogVertex(v3f);
9789 VectorScale(c4f, alpha, c4f);
9790 alpha = RSurf_FogVertex(v3f + 3);
9791 VectorScale(c4f + 4, alpha, c4f + 4);
9792 alpha = RSurf_FogVertex(v3f + 6);
9793 VectorScale(c4f + 8, alpha, c4f + 8);
9804 r_refdef.stats[r_stat_drawndecals] += numtris;
9806 // now render the decals all at once
9807 // (this assumes they all use one particle font texture!)
9808 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);
9809 // R_Mesh_ResetTextureState();
9810 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9811 GL_DepthMask(false);
9812 GL_DepthRange(0, 1);
9813 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9815 GL_CullFace(GL_NONE);
9816 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9817 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9818 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9822 static void R_DrawModelDecals(void)
9826 // fade faster when there are too many decals
9827 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9828 for (i = 0;i < r_refdef.scene.numentities;i++)
9829 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9831 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9832 for (i = 0;i < r_refdef.scene.numentities;i++)
9833 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9834 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9836 R_DecalSystem_ApplySplatEntitiesQueue();
9838 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9839 for (i = 0;i < r_refdef.scene.numentities;i++)
9840 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9842 r_refdef.stats[r_stat_totaldecals] += numdecals;
9844 if (r_showsurfaces.integer)
9847 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9849 for (i = 0;i < r_refdef.scene.numentities;i++)
9851 if (!r_refdef.viewcache.entityvisible[i])
9853 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9854 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9858 extern cvar_t mod_collision_bih;
9859 static void R_DrawDebugModel(void)
9861 entity_render_t *ent = rsurface.entity;
9862 int i, j, flagsmask;
9863 const msurface_t *surface;
9864 dp_model_t *model = ent->model;
9866 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9869 if (r_showoverdraw.value > 0)
9871 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9872 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9873 R_SetupShader_Generic_NoTexture(false, false);
9874 GL_DepthTest(false);
9875 GL_DepthMask(false);
9876 GL_DepthRange(0, 1);
9877 GL_BlendFunc(GL_ONE, GL_ONE);
9878 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9880 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9882 rsurface.texture = R_GetCurrentTexture(surface->texture);
9883 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9885 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9886 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9887 if (!rsurface.texture->currentlayers->depthmask)
9888 GL_Color(c, 0, 0, 1.0f);
9889 else if (ent == r_refdef.scene.worldentity)
9890 GL_Color(c, c, c, 1.0f);
9892 GL_Color(0, c, 0, 1.0f);
9893 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9897 rsurface.texture = NULL;
9900 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9902 // R_Mesh_ResetTextureState();
9903 R_SetupShader_Generic_NoTexture(false, false);
9904 GL_DepthRange(0, 1);
9905 GL_DepthTest(!r_showdisabledepthtest.integer);
9906 GL_DepthMask(false);
9907 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9909 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9913 qboolean cullbox = false;
9914 const q3mbrush_t *brush;
9915 const bih_t *bih = &model->collision_bih;
9916 const bih_leaf_t *bihleaf;
9917 float vertex3f[3][3];
9918 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9919 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9921 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9923 switch (bihleaf->type)
9926 brush = model->brush.data_brushes + bihleaf->itemindex;
9927 if (brush->colbrushf && brush->colbrushf->numtriangles)
9929 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);
9930 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9931 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9934 case BIH_COLLISIONTRIANGLE:
9935 triangleindex = bihleaf->itemindex;
9936 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9937 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9938 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9939 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);
9940 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9941 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9943 case BIH_RENDERTRIANGLE:
9944 triangleindex = bihleaf->itemindex;
9945 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9946 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9947 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9948 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);
9949 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9950 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9956 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9959 if (r_showtris.value > 0 && qglPolygonMode)
9961 if (r_showdisabledepthtest.integer)
9963 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9964 GL_DepthMask(false);
9968 GL_BlendFunc(GL_ONE, GL_ZERO);
9971 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9972 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9974 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9976 rsurface.texture = R_GetCurrentTexture(surface->texture);
9977 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9979 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9980 if (!rsurface.texture->currentlayers->depthmask)
9981 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9982 else if (ent == r_refdef.scene.worldentity)
9983 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9985 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9986 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9990 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9991 rsurface.texture = NULL;
9995 // FIXME! implement r_shownormals with just triangles
9996 if (r_shownormals.value != 0 && qglBegin)
10000 if (r_showdisabledepthtest.integer)
10002 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10003 GL_DepthMask(false);
10007 GL_BlendFunc(GL_ONE, GL_ZERO);
10008 GL_DepthMask(true);
10010 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10012 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10014 rsurface.texture = R_GetCurrentTexture(surface->texture);
10015 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10017 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10018 qglBegin(GL_LINES);
10019 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10021 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10023 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10024 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10025 qglVertex3f(v[0], v[1], v[2]);
10026 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10027 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10028 qglVertex3f(v[0], v[1], v[2]);
10031 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10033 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10035 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10036 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10037 qglVertex3f(v[0], v[1], v[2]);
10038 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10039 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10040 qglVertex3f(v[0], v[1], v[2]);
10043 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10045 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10047 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10048 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10049 qglVertex3f(v[0], v[1], v[2]);
10050 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10051 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10052 qglVertex3f(v[0], v[1], v[2]);
10055 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10057 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10059 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10060 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10061 qglVertex3f(v[0], v[1], v[2]);
10062 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10063 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10064 qglVertex3f(v[0], v[1], v[2]);
10071 rsurface.texture = NULL;
10077 int r_maxsurfacelist = 0;
10078 const msurface_t **r_surfacelist = NULL;
10079 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10081 int i, j, endj, flagsmask;
10082 dp_model_t *model = ent->model;
10083 msurface_t *surfaces;
10084 unsigned char *update;
10085 int numsurfacelist = 0;
10089 if (r_maxsurfacelist < model->num_surfaces)
10091 r_maxsurfacelist = model->num_surfaces;
10093 Mem_Free((msurface_t **)r_surfacelist);
10094 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10097 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10098 RSurf_ActiveModelEntity(ent, false, false, false);
10100 RSurf_ActiveModelEntity(ent, true, true, true);
10101 else if (depthonly)
10102 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10104 RSurf_ActiveModelEntity(ent, true, true, false);
10106 surfaces = model->data_surfaces;
10107 update = model->brushq1.lightmapupdateflags;
10109 // update light styles
10110 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10112 model_brush_lightstyleinfo_t *style;
10113 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10115 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10117 int *list = style->surfacelist;
10118 style->value = r_refdef.scene.lightstylevalue[style->style];
10119 for (j = 0;j < style->numsurfaces;j++)
10120 update[list[j]] = true;
10125 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10129 R_DrawDebugModel();
10130 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10134 rsurface.lightmaptexture = NULL;
10135 rsurface.deluxemaptexture = NULL;
10136 rsurface.uselightmaptexture = false;
10137 rsurface.texture = NULL;
10138 rsurface.rtlight = NULL;
10139 numsurfacelist = 0;
10140 // add visible surfaces to draw list
10141 if (ent == r_refdef.scene.worldentity)
10143 // for the world entity, check surfacevisible
10144 for (i = 0;i < model->nummodelsurfaces;i++)
10146 j = model->sortedmodelsurfaces[i];
10147 if (r_refdef.viewcache.world_surfacevisible[j])
10148 r_surfacelist[numsurfacelist++] = surfaces + j;
10153 // add all surfaces
10154 for (i = 0; i < model->nummodelsurfaces; i++)
10155 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10157 // don't do anything if there were no surfaces
10158 if (!numsurfacelist)
10160 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10163 // update lightmaps if needed
10167 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10172 R_BuildLightMap(ent, surfaces + j);
10177 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10179 // add to stats if desired
10180 if (r_speeds.integer && !skysurfaces && !depthonly)
10182 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10183 for (j = 0;j < numsurfacelist;j++)
10184 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10187 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10190 void R_DebugLine(vec3_t start, vec3_t end)
10192 dp_model_t *mod = CL_Mesh_UI();
10194 int e0, e1, e2, e3;
10195 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10196 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10197 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10200 // transform to screen coords first
10201 Vector4Set(w[0], start[0], start[1], start[2], 1);
10202 Vector4Set(w[1], end[0], end[1], end[2], 1);
10203 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10204 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10205 x1 = s[0][0] * vid_conwidth.value / vid.width;
10206 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10207 x2 = s[1][0] * vid_conwidth.value / vid.width;
10208 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10209 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10211 // add the line to the UI mesh for drawing later
10213 // width is measured in real pixels
10214 if (fabs(x2 - x1) > fabs(y2 - y1))
10217 offsety = 0.5f * width * vid_conheight.value / vid.height;
10221 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10224 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10225 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10226 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10227 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10228 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10229 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10230 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10235 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10238 static texture_t texture;
10239 static msurface_t surface;
10240 const msurface_t *surfacelist = &surface;
10242 // fake enough texture and surface state to render this geometry
10244 texture.update_lastrenderframe = -1; // regenerate this texture
10245 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10246 texture.basealpha = 1.0f;
10247 texture.currentskinframe = skinframe;
10248 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10249 texture.offsetmapping = OFFSETMAPPING_OFF;
10250 texture.offsetscale = 1;
10251 texture.specularscalemod = 1;
10252 texture.specularpowermod = 1;
10253 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10254 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10255 // JUST GREP FOR "specularscalemod = 1".
10257 for (q = 0; q < 3; q++)
10259 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10260 texture.render_modellight_lightdir[q] = q == 2;
10261 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10262 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10263 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10264 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10265 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10266 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10267 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10268 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10270 texture.currentalpha = 1.0f;
10272 surface.texture = &texture;
10273 surface.num_triangles = numtriangles;
10274 surface.num_firsttriangle = firsttriangle;
10275 surface.num_vertices = numvertices;
10276 surface.num_firstvertex = firstvertex;
10279 rsurface.texture = R_GetCurrentTexture(surface.texture);
10280 rsurface.lightmaptexture = NULL;
10281 rsurface.deluxemaptexture = NULL;
10282 rsurface.uselightmaptexture = false;
10283 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10286 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)
10288 static msurface_t surface;
10289 const msurface_t *surfacelist = &surface;
10291 // fake enough texture and surface state to render this geometry
10292 surface.texture = texture;
10293 surface.num_triangles = numtriangles;
10294 surface.num_firsttriangle = firsttriangle;
10295 surface.num_vertices = numvertices;
10296 surface.num_firstvertex = firstvertex;
10299 rsurface.texture = R_GetCurrentTexture(surface.texture);
10300 rsurface.lightmaptexture = NULL;
10301 rsurface.deluxemaptexture = NULL;
10302 rsurface.uselightmaptexture = false;
10303 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);