2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 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)"};
99 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)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 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"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 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)"};
144 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"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 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"};
151 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"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 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"};
155 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)"};
156 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)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 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)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 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"};
167 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."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 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"};
185 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"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
196 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
197 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
198 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
199 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
201 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
202 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212 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"};
214 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"};
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 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"};
223 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."};
225 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)"};
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
230 extern qboolean v_flipped_state;
232 r_framebufferstate_t r_fb;
234 /// shadow volume bsp struct with automatically growing nodes buffer
237 rtexture_t *r_texture_blanknormalmap;
238 rtexture_t *r_texture_white;
239 rtexture_t *r_texture_grey128;
240 rtexture_t *r_texture_black;
241 rtexture_t *r_texture_notexture;
242 rtexture_t *r_texture_whitecube;
243 rtexture_t *r_texture_normalizationcube;
244 rtexture_t *r_texture_fogattenuation;
245 rtexture_t *r_texture_fogheighttexture;
246 rtexture_t *r_texture_gammaramps;
247 unsigned int r_texture_gammaramps_serial;
248 //rtexture_t *r_texture_fogintensity;
249 rtexture_t *r_texture_reflectcube;
251 // TODO: hash lookups?
252 typedef struct cubemapinfo_s
259 int r_texture_numcubemaps;
260 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
262 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
263 unsigned int r_numqueries;
264 unsigned int r_maxqueries;
266 typedef struct r_qwskincache_s
268 char name[MAX_QPATH];
269 skinframe_t *skinframe;
273 static r_qwskincache_t *r_qwskincache;
274 static int r_qwskincache_size;
276 /// vertex coordinates for a quad that covers the screen exactly
277 extern const float r_screenvertex3f[12];
278 extern const float r_d3dscreenvertex3f[12];
279 const float r_screenvertex3f[12] =
286 const float r_d3dscreenvertex3f[12] =
294 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
297 for (i = 0;i < verts;i++)
308 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
311 for (i = 0;i < verts;i++)
321 // FIXME: move this to client?
324 if (gamemode == GAME_NEHAHRA)
326 Cvar_Set("gl_fogenable", "0");
327 Cvar_Set("gl_fogdensity", "0.2");
328 Cvar_Set("gl_fogred", "0.3");
329 Cvar_Set("gl_foggreen", "0.3");
330 Cvar_Set("gl_fogblue", "0.3");
332 r_refdef.fog_density = 0;
333 r_refdef.fog_red = 0;
334 r_refdef.fog_green = 0;
335 r_refdef.fog_blue = 0;
336 r_refdef.fog_alpha = 1;
337 r_refdef.fog_start = 0;
338 r_refdef.fog_end = 16384;
339 r_refdef.fog_height = 1<<30;
340 r_refdef.fog_fadedepth = 128;
341 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
344 static void R_BuildBlankTextures(void)
346 unsigned char data[4];
347 data[2] = 128; // normal X
348 data[1] = 128; // normal Y
349 data[0] = 255; // normal Z
350 data[3] = 255; // height
351 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
361 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
366 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 static void R_BuildNoTexture(void)
372 unsigned char pix[16][16][4];
373 // this makes a light grey/dark grey checkerboard texture
374 for (y = 0;y < 16;y++)
376 for (x = 0;x < 16;x++)
378 if ((y < 8) ^ (x < 8))
394 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildWhiteCube(void)
399 unsigned char data[6*1*1*4];
400 memset(data, 255, sizeof(data));
401 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildNormalizationCube(void)
408 vec_t s, t, intensity;
411 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
412 for (side = 0;side < 6;side++)
414 for (y = 0;y < NORMSIZE;y++)
416 for (x = 0;x < NORMSIZE;x++)
418 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
419 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
454 intensity = 127.0f / sqrt(DotProduct(v, v));
455 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
456 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
457 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
458 data[((side*64+y)*64+x)*4+3] = 255;
462 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
466 static void R_BuildFogTexture(void)
470 unsigned char data1[FOGWIDTH][4];
471 //unsigned char data2[FOGWIDTH][4];
474 r_refdef.fogmasktable_start = r_refdef.fog_start;
475 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
476 r_refdef.fogmasktable_range = r_refdef.fogrange;
477 r_refdef.fogmasktable_density = r_refdef.fog_density;
479 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
480 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
482 d = (x * r - r_refdef.fogmasktable_start);
483 if(developer_extra.integer)
484 Con_DPrintf("%f ", d);
486 if (r_fog_exp2.integer)
487 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
489 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
490 if(developer_extra.integer)
491 Con_DPrintf(" : %f ", alpha);
492 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
493 if(developer_extra.integer)
494 Con_DPrintf(" = %f\n", alpha);
495 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
498 for (x = 0;x < FOGWIDTH;x++)
500 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
505 //data2[x][0] = 255 - b;
506 //data2[x][1] = 255 - b;
507 //data2[x][2] = 255 - b;
510 if (r_texture_fogattenuation)
512 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
513 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
518 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
522 static void R_BuildFogHeightTexture(void)
524 unsigned char *inpixels;
532 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
533 if (r_refdef.fogheighttexturename[0])
534 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
537 r_refdef.fog_height_tablesize = 0;
538 if (r_texture_fogheighttexture)
539 R_FreeTexture(r_texture_fogheighttexture);
540 r_texture_fogheighttexture = NULL;
541 if (r_refdef.fog_height_table2d)
542 Mem_Free(r_refdef.fog_height_table2d);
543 r_refdef.fog_height_table2d = NULL;
544 if (r_refdef.fog_height_table1d)
545 Mem_Free(r_refdef.fog_height_table1d);
546 r_refdef.fog_height_table1d = NULL;
550 r_refdef.fog_height_tablesize = size;
551 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
552 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
553 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
555 // LordHavoc: now the magic - what is that table2d for? it is a cooked
556 // average fog color table accounting for every fog layer between a point
557 // and the camera. (Note: attenuation is handled separately!)
558 for (y = 0;y < size;y++)
560 for (x = 0;x < size;x++)
566 for (j = x;j <= y;j++)
568 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
574 for (j = x;j >= y;j--)
576 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
582 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
587 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
590 //=======================================================================================================================================================
592 static const char *builtinshaderstring =
593 #include "shader_glsl.h"
596 const char *builtinhlslshaderstring =
597 #include "shader_hlsl.h"
600 char *glslshaderstring = NULL;
601 char *hlslshaderstring = NULL;
603 //=======================================================================================================================================================
605 typedef struct shaderpermutationinfo_s
610 shaderpermutationinfo_t;
612 typedef struct shadermodeinfo_s
614 const char *vertexfilename;
615 const char *geometryfilename;
616 const char *fragmentfilename;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
645 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
646 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
647 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
648 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
649 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
650 {"#define USEALPHAKILL\n", " alphakill"},
651 {"#define USEREFLECTCUBE\n", " reflectcube"},
652 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
653 {"#define USEBOUNCEGRID\n", " bouncegrid"},
654 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
655 {"#define USETRIPPY\n", " trippy"},
658 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
659 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
661 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
681 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
683 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
703 struct r_glsl_permutation_s;
704 typedef struct r_glsl_permutation_s
707 struct r_glsl_permutation_s *hashnext;
709 unsigned int permutation;
711 /// indicates if we have tried compiling this permutation already
713 /// 0 if compilation failed
715 // texture units assigned to each detected uniform
716 int tex_Texture_First;
717 int tex_Texture_Second;
718 int tex_Texture_GammaRamps;
719 int tex_Texture_Normal;
720 int tex_Texture_Color;
721 int tex_Texture_Gloss;
722 int tex_Texture_Glow;
723 int tex_Texture_SecondaryNormal;
724 int tex_Texture_SecondaryColor;
725 int tex_Texture_SecondaryGloss;
726 int tex_Texture_SecondaryGlow;
727 int tex_Texture_Pants;
728 int tex_Texture_Shirt;
729 int tex_Texture_FogHeightTexture;
730 int tex_Texture_FogMask;
731 int tex_Texture_Lightmap;
732 int tex_Texture_Deluxemap;
733 int tex_Texture_Attenuation;
734 int tex_Texture_Cube;
735 int tex_Texture_Refraction;
736 int tex_Texture_Reflection;
737 int tex_Texture_ShadowMap2D;
738 int tex_Texture_CubeProjection;
739 int tex_Texture_ScreenDepth;
740 int tex_Texture_ScreenNormalMap;
741 int tex_Texture_ScreenDiffuse;
742 int tex_Texture_ScreenSpecular;
743 int tex_Texture_ReflectMask;
744 int tex_Texture_ReflectCube;
745 int tex_Texture_BounceGrid;
746 /// locations of detected uniforms in program object, or -1 if not found
747 int loc_Texture_First;
748 int loc_Texture_Second;
749 int loc_Texture_GammaRamps;
750 int loc_Texture_Normal;
751 int loc_Texture_Color;
752 int loc_Texture_Gloss;
753 int loc_Texture_Glow;
754 int loc_Texture_SecondaryNormal;
755 int loc_Texture_SecondaryColor;
756 int loc_Texture_SecondaryGloss;
757 int loc_Texture_SecondaryGlow;
758 int loc_Texture_Pants;
759 int loc_Texture_Shirt;
760 int loc_Texture_FogHeightTexture;
761 int loc_Texture_FogMask;
762 int loc_Texture_Lightmap;
763 int loc_Texture_Deluxemap;
764 int loc_Texture_Attenuation;
765 int loc_Texture_Cube;
766 int loc_Texture_Refraction;
767 int loc_Texture_Reflection;
768 int loc_Texture_ShadowMap2D;
769 int loc_Texture_CubeProjection;
770 int loc_Texture_ScreenDepth;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
820 int loc_ViewTintColor;
822 int loc_ModelToLight;
824 int loc_BackgroundTexMatrix;
825 int loc_ModelViewProjectionMatrix;
826 int loc_ModelViewMatrix;
827 int loc_PixelToScreenTexCoord;
828 int loc_ModelToReflectCube;
829 int loc_ShadowMapMatrix;
830 int loc_BloomColorSubtract;
831 int loc_NormalmapScrollBlend;
832 int loc_BounceGridMatrix;
833 int loc_BounceGridIntensity;
835 r_glsl_permutation_t;
837 #define SHADERPERMUTATION_HASHSIZE 256
840 // non-degradable "lightweight" shader parameters to keep the permutations simpler
841 // these can NOT degrade! only use for simple stuff
844 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
845 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
846 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
847 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
850 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
851 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 #define SHADERSTATICPARMS_COUNT 8
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
860 qboolean R_CompileShader_CheckStaticParms(void)
862 static int r_compileshader_staticparms_save[1];
863 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
864 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
867 if (r_glsl_saturation_redcompensate.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
869 if (r_glsl_vertextextureblend_usebothalphas.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
871 if (r_shadow_glossexact.integer)
872 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
873 if (r_glsl_postprocess.integer)
875 if (r_glsl_postprocess_uservec1_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
877 if (r_glsl_postprocess_uservec2_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
879 if (r_glsl_postprocess_uservec3_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
881 if (r_glsl_postprocess_uservec4_enable.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
889 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
890 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
891 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
893 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
894 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
896 shaderstaticparms_count = 0;
899 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
909 /// information about each possible shader permutation
910 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
911 /// currently selected permutation
912 r_glsl_permutation_t *r_glsl_permutation;
913 /// storage for permutations linked in the hash table
914 memexpandablearray_t r_glsl_permutationarray;
916 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
918 //unsigned int hashdepth = 0;
919 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
920 r_glsl_permutation_t *p;
921 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
923 if (p->mode == mode && p->permutation == permutation)
925 //if (hashdepth > 10)
926 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
931 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
933 p->permutation = permutation;
934 p->hashnext = r_glsl_permutationhash[mode][hashindex];
935 r_glsl_permutationhash[mode][hashindex] = p;
936 //if (hashdepth > 10)
937 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
941 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
944 if (!filename || !filename[0])
946 if (!strcmp(filename, "glsl/default.glsl"))
948 if (!glslshaderstring)
950 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
951 if (glslshaderstring)
952 Con_DPrintf("Loading shaders from file %s...\n", filename);
954 glslshaderstring = (char *)builtinshaderstring;
956 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
957 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
960 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
963 if (printfromdisknotice)
964 Con_DPrintf("from disk %s... ", filename);
970 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
974 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
975 char *vertexstring, *geometrystring, *fragmentstring;
976 char permutationname[256];
977 int vertstrings_count = 0;
978 int geomstrings_count = 0;
979 int fragstrings_count = 0;
980 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
981 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
989 permutationname[0] = 0;
990 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
991 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
992 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
994 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
996 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
997 if(vid.support.gl20shaders130)
999 vertstrings_list[vertstrings_count++] = "#version 130\n";
1000 geomstrings_list[geomstrings_count++] = "#version 130\n";
1001 fragstrings_list[fragstrings_count++] = "#version 130\n";
1002 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1003 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1004 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1007 // the first pretext is which type of shader to compile as
1008 // (later these will all be bound together as a program object)
1009 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1010 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1011 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1013 // the second pretext is the mode (for example a light source)
1014 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1015 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1016 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1017 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1019 // now add all the permutation pretexts
1020 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1022 if (permutation & (1<<i))
1024 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1025 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1026 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1027 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1031 // keep line numbers correct
1032 vertstrings_list[vertstrings_count++] = "\n";
1033 geomstrings_list[geomstrings_count++] = "\n";
1034 fragstrings_list[fragstrings_count++] = "\n";
1039 R_CompileShader_AddStaticParms(mode, permutation);
1040 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1041 vertstrings_count += shaderstaticparms_count;
1042 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1043 geomstrings_count += shaderstaticparms_count;
1044 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1045 fragstrings_count += shaderstaticparms_count;
1047 // now append the shader text itself
1048 vertstrings_list[vertstrings_count++] = vertexstring;
1049 geomstrings_list[geomstrings_count++] = geometrystring;
1050 fragstrings_list[fragstrings_count++] = fragmentstring;
1052 // if any sources were NULL, clear the respective list
1054 vertstrings_count = 0;
1055 if (!geometrystring)
1056 geomstrings_count = 0;
1057 if (!fragmentstring)
1058 fragstrings_count = 0;
1060 // compile the shader program
1061 if (vertstrings_count + geomstrings_count + fragstrings_count)
1062 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1066 qglUseProgram(p->program);CHECKGLERROR
1067 // look up all the uniform variable names we care about, so we don't
1068 // have to look them up every time we set them
1070 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1071 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1072 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1073 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1074 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1075 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1076 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1077 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1078 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1079 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1080 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1081 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1082 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1083 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1084 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1085 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1086 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1087 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1088 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1089 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1090 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1091 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1092 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1093 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1094 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1101 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1103 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1104 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1105 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1106 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1107 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1108 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1109 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1116 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1117 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1118 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1119 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1121 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1122 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1123 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1124 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1128 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1129 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1130 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1131 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1132 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1133 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1136 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1139 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1140 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1141 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1142 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1143 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1144 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1145 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1146 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1147 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157 // initialize the samplers to refer to the texture units we use
1158 p->tex_Texture_First = -1;
1159 p->tex_Texture_Second = -1;
1160 p->tex_Texture_GammaRamps = -1;
1161 p->tex_Texture_Normal = -1;
1162 p->tex_Texture_Color = -1;
1163 p->tex_Texture_Gloss = -1;
1164 p->tex_Texture_Glow = -1;
1165 p->tex_Texture_SecondaryNormal = -1;
1166 p->tex_Texture_SecondaryColor = -1;
1167 p->tex_Texture_SecondaryGloss = -1;
1168 p->tex_Texture_SecondaryGlow = -1;
1169 p->tex_Texture_Pants = -1;
1170 p->tex_Texture_Shirt = -1;
1171 p->tex_Texture_FogHeightTexture = -1;
1172 p->tex_Texture_FogMask = -1;
1173 p->tex_Texture_Lightmap = -1;
1174 p->tex_Texture_Deluxemap = -1;
1175 p->tex_Texture_Attenuation = -1;
1176 p->tex_Texture_Cube = -1;
1177 p->tex_Texture_Refraction = -1;
1178 p->tex_Texture_Reflection = -1;
1179 p->tex_Texture_ShadowMap2D = -1;
1180 p->tex_Texture_CubeProjection = -1;
1181 p->tex_Texture_ScreenDepth = -1;
1182 p->tex_Texture_ScreenNormalMap = -1;
1183 p->tex_Texture_ScreenDiffuse = -1;
1184 p->tex_Texture_ScreenSpecular = -1;
1185 p->tex_Texture_ReflectMask = -1;
1186 p->tex_Texture_ReflectCube = -1;
1187 p->tex_Texture_BounceGrid = -1;
1189 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1190 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1191 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1192 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1193 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1194 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1195 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1196 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1200 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1201 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1202 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1203 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1204 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1205 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1206 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1207 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1208 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1209 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1210 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1211 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1212 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1216 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1218 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1220 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1223 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1227 Mem_Free(vertexstring);
1229 Mem_Free(geometrystring);
1231 Mem_Free(fragmentstring);
1234 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237 if (r_glsl_permutation != perm)
1239 r_glsl_permutation = perm;
1240 if (!r_glsl_permutation->program)
1242 if (!r_glsl_permutation->compiled)
1243 R_GLSL_CompilePermutation(perm, mode, permutation);
1244 if (!r_glsl_permutation->program)
1246 // remove features until we find a valid permutation
1248 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250 // reduce i more quickly whenever it would not remove any bits
1251 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252 if (!(permutation & j))
1255 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256 if (!r_glsl_permutation->compiled)
1257 R_GLSL_CompilePermutation(perm, mode, permutation);
1258 if (r_glsl_permutation->program)
1261 if (i >= SHADERPERMUTATION_COUNT)
1263 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265 qglUseProgram(0);CHECKGLERROR
1266 return; // no bit left to clear, entire mode is broken
1271 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1289 /// hash lookup data
1290 struct r_hlsl_permutation_s *hashnext;
1292 unsigned int permutation;
1294 /// indicates if we have tried compiling this permutation already
1296 /// NULL if compilation failed
1297 IDirect3DVertexShader9 *vertexshader;
1298 IDirect3DPixelShader9 *pixelshader;
1300 r_hlsl_permutation_t;
1302 typedef enum D3DVSREGISTER_e
1304 D3DVSREGISTER_TexMatrix = 0, // float4x4
1305 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309 D3DVSREGISTER_ModelToLight = 20, // float4x4
1310 D3DVSREGISTER_EyePosition = 24,
1311 D3DVSREGISTER_FogPlane = 25,
1312 D3DVSREGISTER_LightDir = 26,
1313 D3DVSREGISTER_LightPosition = 27,
1317 typedef enum D3DPSREGISTER_e
1319 D3DPSREGISTER_Alpha = 0,
1320 D3DPSREGISTER_BloomBlur_Parameters = 1,
1321 D3DPSREGISTER_ClientTime = 2,
1322 D3DPSREGISTER_Color_Ambient = 3,
1323 D3DPSREGISTER_Color_Diffuse = 4,
1324 D3DPSREGISTER_Color_Specular = 5,
1325 D3DPSREGISTER_Color_Glow = 6,
1326 D3DPSREGISTER_Color_Pants = 7,
1327 D3DPSREGISTER_Color_Shirt = 8,
1328 D3DPSREGISTER_DeferredColor_Ambient = 9,
1329 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330 D3DPSREGISTER_DeferredColor_Specular = 11,
1331 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332 D3DPSREGISTER_DeferredMod_Specular = 13,
1333 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334 D3DPSREGISTER_EyePosition = 15, // unused
1335 D3DPSREGISTER_FogColor = 16,
1336 D3DPSREGISTER_FogHeightFade = 17,
1337 D3DPSREGISTER_FogPlane = 18,
1338 D3DPSREGISTER_FogPlaneViewDist = 19,
1339 D3DPSREGISTER_FogRangeRecip = 20,
1340 D3DPSREGISTER_LightColor = 21,
1341 D3DPSREGISTER_LightDir = 22, // unused
1342 D3DPSREGISTER_LightPosition = 23,
1343 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344 D3DPSREGISTER_PixelSize = 25,
1345 D3DPSREGISTER_ReflectColor = 26,
1346 D3DPSREGISTER_ReflectFactor = 27,
1347 D3DPSREGISTER_ReflectOffset = 28,
1348 D3DPSREGISTER_RefractColor = 29,
1349 D3DPSREGISTER_Saturation = 30,
1350 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352 D3DPSREGISTER_ScreenToDepth = 33,
1353 D3DPSREGISTER_ShadowMap_Parameters = 34,
1354 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355 D3DPSREGISTER_SpecularPower = 36,
1356 D3DPSREGISTER_UserVec1 = 37,
1357 D3DPSREGISTER_UserVec2 = 38,
1358 D3DPSREGISTER_UserVec3 = 39,
1359 D3DPSREGISTER_UserVec4 = 40,
1360 D3DPSREGISTER_ViewTintColor = 41,
1361 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362 D3DPSREGISTER_BloomColorSubtract = 43,
1363 D3DPSREGISTER_ViewToLight = 44, // float4x4
1364 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365 D3DPSREGISTER_NormalmapScrollBlend = 52,
1366 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367 D3DPSREGISTER_OffsetMapping_Bias = 54,
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 //unsigned int hashdepth = 0;
1382 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383 r_hlsl_permutation_t *p;
1384 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386 if (p->mode == mode && p->permutation == permutation)
1388 //if (hashdepth > 10)
1389 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1394 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396 p->permutation = permutation;
1397 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398 r_hlsl_permutationhash[mode][hashindex] = p;
1399 //if (hashdepth > 10)
1400 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1407 if (!filename || !filename[0])
1409 if (!strcmp(filename, "hlsl/default.hlsl"))
1411 if (!hlslshaderstring)
1413 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414 if (hlslshaderstring)
1415 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417 hlslshaderstring = (char *)builtinhlslshaderstring;
1419 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421 return shaderstring;
1423 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1426 if (printfromdisknotice)
1427 Con_DPrintf("from disk %s... ", filename);
1428 return shaderstring;
1430 return shaderstring;
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 DWORD *vsbin = NULL;
1440 DWORD *psbin = NULL;
1441 fs_offset_t vsbinsize;
1442 fs_offset_t psbinsize;
1443 // IDirect3DVertexShader9 *vs = NULL;
1444 // IDirect3DPixelShader9 *ps = NULL;
1445 ID3DXBuffer *vslog = NULL;
1446 ID3DXBuffer *vsbuffer = NULL;
1447 ID3DXConstantTable *vsconstanttable = NULL;
1448 ID3DXBuffer *pslog = NULL;
1449 ID3DXBuffer *psbuffer = NULL;
1450 ID3DXConstantTable *psconstanttable = NULL;
1453 char temp[MAX_INPUTLINE];
1454 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1455 qboolean debugshader = gl_paranoid.integer != 0;
1456 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1460 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1461 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1463 if ((!vsbin && vertstring) || (!psbin && fragstring))
1465 const char* dllnames_d3dx9 [] =
1489 dllhandle_t d3dx9_dll = NULL;
1490 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1491 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1492 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1493 dllfunction_t d3dx9_dllfuncs[] =
1495 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1496 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1497 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1500 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1502 DWORD shaderflags = 0;
1504 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1505 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1506 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1507 if (vertstring && vertstring[0])
1511 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1512 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1513 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1514 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1517 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1520 vsbinsize = vsbuffer->GetBufferSize();
1521 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1522 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1523 vsbuffer->Release();
1527 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1528 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1532 if (fragstring && fragstring[0])
1536 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1537 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1538 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1539 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1542 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1545 psbinsize = psbuffer->GetBufferSize();
1546 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1547 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1548 psbuffer->Release();
1552 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1553 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1557 Sys_UnloadLibrary(&d3dx9_dll);
1560 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1564 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1565 if (FAILED(vsresult))
1566 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1567 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1568 if (FAILED(psresult))
1569 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1571 // free the shader data
1572 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1573 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1576 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1579 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1580 int vertstring_length = 0;
1581 int geomstring_length = 0;
1582 int fragstring_length = 0;
1584 char *vertexstring, *geometrystring, *fragmentstring;
1585 char *vertstring, *geomstring, *fragstring;
1586 char permutationname[256];
1587 char cachename[256];
1588 int vertstrings_count = 0;
1589 int geomstrings_count = 0;
1590 int fragstrings_count = 0;
1591 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1592 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1598 p->vertexshader = NULL;
1599 p->pixelshader = NULL;
1601 permutationname[0] = 0;
1603 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1604 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1605 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1607 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1608 strlcat(cachename, "hlsl/", sizeof(cachename));
1610 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1611 vertstrings_count = 0;
1612 geomstrings_count = 0;
1613 fragstrings_count = 0;
1614 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1615 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1616 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1618 // the first pretext is which type of shader to compile as
1619 // (later these will all be bound together as a program object)
1620 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1621 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1622 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1624 // the second pretext is the mode (for example a light source)
1625 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1626 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1627 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1628 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1629 strlcat(cachename, modeinfo->name, sizeof(cachename));
1631 // now add all the permutation pretexts
1632 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1634 if (permutation & (1<<i))
1636 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1637 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1638 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1639 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1640 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1644 // keep line numbers correct
1645 vertstrings_list[vertstrings_count++] = "\n";
1646 geomstrings_list[geomstrings_count++] = "\n";
1647 fragstrings_list[fragstrings_count++] = "\n";
1652 R_CompileShader_AddStaticParms(mode, permutation);
1653 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1654 vertstrings_count += shaderstaticparms_count;
1655 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1656 geomstrings_count += shaderstaticparms_count;
1657 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1658 fragstrings_count += shaderstaticparms_count;
1660 // replace spaces in the cachename with _ characters
1661 for (i = 0;cachename[i];i++)
1662 if (cachename[i] == ' ')
1665 // now append the shader text itself
1666 vertstrings_list[vertstrings_count++] = vertexstring;
1667 geomstrings_list[geomstrings_count++] = geometrystring;
1668 fragstrings_list[fragstrings_count++] = fragmentstring;
1670 // if any sources were NULL, clear the respective list
1672 vertstrings_count = 0;
1673 if (!geometrystring)
1674 geomstrings_count = 0;
1675 if (!fragmentstring)
1676 fragstrings_count = 0;
1678 vertstring_length = 0;
1679 for (i = 0;i < vertstrings_count;i++)
1680 vertstring_length += strlen(vertstrings_list[i]);
1681 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1682 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1683 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1685 geomstring_length = 0;
1686 for (i = 0;i < geomstrings_count;i++)
1687 geomstring_length += strlen(geomstrings_list[i]);
1688 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1689 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1690 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1692 fragstring_length = 0;
1693 for (i = 0;i < fragstrings_count;i++)
1694 fragstring_length += strlen(fragstrings_list[i]);
1695 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1696 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1697 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1699 // try to load the cached shader, or generate one
1700 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1702 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1703 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1705 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1709 Mem_Free(vertstring);
1711 Mem_Free(geomstring);
1713 Mem_Free(fragstring);
1715 Mem_Free(vertexstring);
1717 Mem_Free(geometrystring);
1719 Mem_Free(fragmentstring);
1722 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1723 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1724 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1725 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1729 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1730 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1731 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1732 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1736 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1738 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1739 if (r_hlsl_permutation != perm)
1741 r_hlsl_permutation = perm;
1742 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1744 if (!r_hlsl_permutation->compiled)
1745 R_HLSL_CompilePermutation(perm, mode, permutation);
1746 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1748 // remove features until we find a valid permutation
1750 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1752 // reduce i more quickly whenever it would not remove any bits
1753 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1754 if (!(permutation & j))
1757 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1758 if (!r_hlsl_permutation->compiled)
1759 R_HLSL_CompilePermutation(perm, mode, permutation);
1760 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1763 if (i >= SHADERPERMUTATION_COUNT)
1765 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1766 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1767 return; // no bit left to clear, entire mode is broken
1771 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1772 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1774 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1776 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1780 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1782 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1783 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1785 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1788 void R_GLSL_Restart_f(void)
1790 unsigned int i, limit;
1791 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1792 Mem_Free(glslshaderstring);
1793 glslshaderstring = NULL;
1794 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1795 Mem_Free(hlslshaderstring);
1796 hlslshaderstring = NULL;
1797 switch(vid.renderpath)
1799 case RENDERPATH_D3D9:
1802 r_hlsl_permutation_t *p;
1803 r_hlsl_permutation = NULL;
1804 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1805 for (i = 0;i < limit;i++)
1807 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1809 if (p->vertexshader)
1810 IDirect3DVertexShader9_Release(p->vertexshader);
1812 IDirect3DPixelShader9_Release(p->pixelshader);
1813 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1816 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1820 case RENDERPATH_D3D10:
1821 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823 case RENDERPATH_D3D11:
1824 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826 case RENDERPATH_GL20:
1827 case RENDERPATH_GLES2:
1829 r_glsl_permutation_t *p;
1830 r_glsl_permutation = NULL;
1831 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1832 for (i = 0;i < limit;i++)
1834 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1836 GL_Backend_FreeProgram(p->program);
1837 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1840 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1843 case RENDERPATH_GL11:
1844 case RENDERPATH_GL13:
1845 case RENDERPATH_GLES1:
1847 case RENDERPATH_SOFT:
1852 void R_GLSL_DumpShader_f(void)
1857 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1860 FS_Print(file, "/* The engine may define the following macros:\n");
1861 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1862 for (i = 0;i < SHADERMODE_COUNT;i++)
1863 FS_Print(file, glslshadermodeinfo[i].pretext);
1864 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1865 FS_Print(file, shaderpermutationinfo[i].pretext);
1866 FS_Print(file, "*/\n");
1867 FS_Print(file, builtinshaderstring);
1869 Con_Printf("glsl/default.glsl written\n");
1872 Con_Printf("failed to write to glsl/default.glsl\n");
1874 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1877 FS_Print(file, "/* The engine may define the following macros:\n");
1878 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1879 for (i = 0;i < SHADERMODE_COUNT;i++)
1880 FS_Print(file, hlslshadermodeinfo[i].pretext);
1881 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1882 FS_Print(file, shaderpermutationinfo[i].pretext);
1883 FS_Print(file, "*/\n");
1884 FS_Print(file, builtinhlslshaderstring);
1886 Con_Printf("hlsl/default.hlsl written\n");
1889 Con_Printf("failed to write to hlsl/default.hlsl\n");
1892 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1894 unsigned int permutation = 0;
1895 if (r_trippy.integer && !notrippy)
1896 permutation |= SHADERPERMUTATION_TRIPPY;
1897 permutation |= SHADERPERMUTATION_VIEWTINT;
1899 permutation |= SHADERPERMUTATION_DIFFUSE;
1901 permutation |= SHADERPERMUTATION_SPECULAR;
1902 if (texturemode == GL_MODULATE)
1903 permutation |= SHADERPERMUTATION_COLORMAPPING;
1904 else if (texturemode == GL_ADD)
1905 permutation |= SHADERPERMUTATION_GLOW;
1906 else if (texturemode == GL_DECAL)
1907 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1908 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1909 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1910 if (suppresstexalpha)
1911 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1913 texturemode = GL_MODULATE;
1914 if (vid.allowalphatocoverage)
1915 GL_AlphaToCoverage(false);
1916 switch (vid.renderpath)
1918 case RENDERPATH_D3D9:
1920 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1921 R_Mesh_TexBind(GL20TU_FIRST , first );
1922 R_Mesh_TexBind(GL20TU_SECOND, second);
1923 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1924 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1927 case RENDERPATH_D3D10:
1928 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930 case RENDERPATH_D3D11:
1931 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933 case RENDERPATH_GL20:
1934 case RENDERPATH_GLES2:
1935 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1938 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1939 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1941 case RENDERPATH_GL13:
1942 case RENDERPATH_GLES1:
1943 R_Mesh_TexBind(0, first );
1944 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1945 R_Mesh_TexBind(1, second);
1947 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1949 case RENDERPATH_GL11:
1950 R_Mesh_TexBind(0, first );
1952 case RENDERPATH_SOFT:
1953 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1954 R_Mesh_TexBind(GL20TU_FIRST , first );
1955 R_Mesh_TexBind(GL20TU_SECOND, second);
1960 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1962 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1965 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1967 unsigned int permutation = 0;
1968 if (r_trippy.integer && !notrippy)
1969 permutation |= SHADERPERMUTATION_TRIPPY;
1970 if (vid.allowalphatocoverage)
1971 GL_AlphaToCoverage(false);
1972 switch (vid.renderpath)
1974 case RENDERPATH_D3D9:
1976 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1979 case RENDERPATH_D3D10:
1980 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1982 case RENDERPATH_D3D11:
1983 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985 case RENDERPATH_GL20:
1986 case RENDERPATH_GLES2:
1987 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1989 case RENDERPATH_GL13:
1990 case RENDERPATH_GLES1:
1991 R_Mesh_TexBind(0, 0);
1992 R_Mesh_TexBind(1, 0);
1994 case RENDERPATH_GL11:
1995 R_Mesh_TexBind(0, 0);
1997 case RENDERPATH_SOFT:
1998 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2003 void R_SetupShader_ShowDepth(qboolean notrippy)
2005 int permutation = 0;
2006 if (r_trippy.integer && !notrippy)
2007 permutation |= SHADERPERMUTATION_TRIPPY;
2008 if (vid.allowalphatocoverage)
2009 GL_AlphaToCoverage(false);
2010 switch (vid.renderpath)
2012 case RENDERPATH_D3D9:
2014 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2017 case RENDERPATH_D3D10:
2018 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2020 case RENDERPATH_D3D11:
2021 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023 case RENDERPATH_GL20:
2024 case RENDERPATH_GLES2:
2025 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2027 case RENDERPATH_GL13:
2028 case RENDERPATH_GLES1:
2030 case RENDERPATH_GL11:
2032 case RENDERPATH_SOFT:
2033 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2038 extern qboolean r_shadow_usingdeferredprepass;
2039 extern cvar_t r_shadow_deferred_8bitrange;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2dtexture;
2051 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2060 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2061 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2063 #define BLENDFUNC_ALLOWS_COLORMOD 1
2064 #define BLENDFUNC_ALLOWS_FOG 2
2065 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2066 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2067 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2068 static int R_BlendFuncFlags(int src, int dst)
2072 // a blendfunc allows colormod if:
2073 // a) it can never keep the destination pixel invariant, or
2074 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2075 // this is to prevent unintended side effects from colormod
2077 // a blendfunc allows fog if:
2078 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2079 // this is to prevent unintended side effects from fog
2081 // these checks are the output of fogeval.pl
2083 r |= BLENDFUNC_ALLOWS_COLORMOD;
2084 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2086 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2093 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2094 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2103 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2109 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2111 // select a permutation of the lighting shader appropriate to this
2112 // combination of texture, entity, light source, and fogging, only use the
2113 // minimum features necessary to avoid wasting rendering time in the
2114 // fragment shader on features that are not being used
2115 unsigned int permutation = 0;
2116 unsigned int mode = 0;
2118 static float dummy_colormod[3] = {1, 1, 1};
2119 float *colormod = rsurface.colormod;
2121 matrix4x4_t tempmatrix;
2122 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2123 if (r_trippy.integer && !notrippy)
2124 permutation |= SHADERPERMUTATION_TRIPPY;
2125 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2126 permutation |= SHADERPERMUTATION_ALPHAKILL;
2127 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2128 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2129 if (rsurfacepass == RSURFPASS_BACKGROUND)
2131 // distorted background
2132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2134 mode = SHADERMODE_WATER;
2135 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2137 // this is the right thing to do for wateralpha
2138 GL_BlendFunc(GL_ONE, GL_ZERO);
2139 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2143 // this is the right thing to do for entity alpha
2144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2148 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2150 mode = SHADERMODE_REFRACTION;
2151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2156 mode = SHADERMODE_GENERIC;
2157 permutation |= SHADERPERMUTATION_DIFFUSE;
2158 GL_BlendFunc(GL_ONE, GL_ZERO);
2159 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161 if (vid.allowalphatocoverage)
2162 GL_AlphaToCoverage(false);
2164 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2166 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2168 switch(rsurface.texture->offsetmapping)
2170 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2171 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_OFF: break;
2176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2177 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2178 // normalmap (deferred prepass), may use alpha test on diffuse
2179 mode = SHADERMODE_DEFERREDGEOMETRY;
2180 GL_BlendFunc(GL_ONE, GL_ZERO);
2181 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2187 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200 mode = SHADERMODE_LIGHTSOURCE;
2201 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2202 permutation |= SHADERPERMUTATION_CUBEFILTER;
2203 if (diffusescale > 0)
2204 permutation |= SHADERPERMUTATION_DIFFUSE;
2205 if (specularscale > 0)
2206 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2207 if (r_refdef.fogenabled)
2208 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2209 if (rsurface.texture->colormapping)
2210 permutation |= SHADERPERMUTATION_COLORMAPPING;
2211 if (r_shadow_usingshadowmap2d)
2213 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2214 if(r_shadow_shadowmapvsdct)
2215 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2217 if (r_shadow_shadowmapsampler)
2218 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2219 if (r_shadow_shadowmappcf > 1)
2220 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2221 else if (r_shadow_shadowmappcf)
2222 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2224 if (rsurface.texture->reflectmasktexture)
2225 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2228 if (vid.allowalphatocoverage)
2229 GL_AlphaToCoverage(false);
2231 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235 switch(rsurface.texture->offsetmapping)
2237 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2238 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2239 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_OFF: break;
2243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2244 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2245 // unshaded geometry (fullbright or ambient model lighting)
2246 mode = SHADERMODE_FLATCOLOR;
2247 ambientscale = diffusescale = specularscale = 0;
2248 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2249 permutation |= SHADERPERMUTATION_GLOW;
2250 if (r_refdef.fogenabled)
2251 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2252 if (rsurface.texture->colormapping)
2253 permutation |= SHADERPERMUTATION_COLORMAPPING;
2254 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2256 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2257 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2259 if (r_shadow_shadowmapsampler)
2260 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2261 if (r_shadow_shadowmappcf > 1)
2262 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2263 else if (r_shadow_shadowmappcf)
2264 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2267 permutation |= SHADERPERMUTATION_REFLECTION;
2268 if (rsurface.texture->reflectmasktexture)
2269 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2270 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2271 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272 // when using alphatocoverage, we don't need alphakill
2273 if (vid.allowalphatocoverage)
2275 if (r_transparent_alphatocoverage.integer)
2277 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2278 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2281 GL_AlphaToCoverage(false);
2284 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2286 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2288 switch(rsurface.texture->offsetmapping)
2290 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2291 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2292 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293 case OFFSETMAPPING_OFF: break;
2296 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2297 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2298 // directional model lighting
2299 mode = SHADERMODE_LIGHTDIRECTION;
2300 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2301 permutation |= SHADERPERMUTATION_GLOW;
2302 permutation |= SHADERPERMUTATION_DIFFUSE;
2303 if (specularscale > 0)
2304 permutation |= SHADERPERMUTATION_SPECULAR;
2305 if (r_refdef.fogenabled)
2306 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2307 if (rsurface.texture->colormapping)
2308 permutation |= SHADERPERMUTATION_COLORMAPPING;
2309 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2311 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2312 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2314 if (r_shadow_shadowmapsampler)
2315 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2316 if (r_shadow_shadowmappcf > 1)
2317 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2318 else if (r_shadow_shadowmappcf)
2319 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2321 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2322 permutation |= SHADERPERMUTATION_REFLECTION;
2323 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2324 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2325 if (rsurface.texture->reflectmasktexture)
2326 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2327 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2329 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2330 if (r_shadow_bouncegriddirectional)
2331 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2333 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2334 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335 // when using alphatocoverage, we don't need alphakill
2336 if (vid.allowalphatocoverage)
2338 if (r_transparent_alphatocoverage.integer)
2340 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2341 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2344 GL_AlphaToCoverage(false);
2347 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2349 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2351 switch(rsurface.texture->offsetmapping)
2353 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2354 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2355 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356 case OFFSETMAPPING_OFF: break;
2359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2360 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2361 // ambient model lighting
2362 mode = SHADERMODE_LIGHTDIRECTION;
2363 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2364 permutation |= SHADERPERMUTATION_GLOW;
2365 if (r_refdef.fogenabled)
2366 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2367 if (rsurface.texture->colormapping)
2368 permutation |= SHADERPERMUTATION_COLORMAPPING;
2369 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2371 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2372 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2374 if (r_shadow_shadowmapsampler)
2375 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2376 if (r_shadow_shadowmappcf > 1)
2377 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2378 else if (r_shadow_shadowmappcf)
2379 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2382 permutation |= SHADERPERMUTATION_REFLECTION;
2383 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2384 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2385 if (rsurface.texture->reflectmasktexture)
2386 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2387 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2389 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2390 if (r_shadow_bouncegriddirectional)
2391 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2393 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2394 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395 // when using alphatocoverage, we don't need alphakill
2396 if (vid.allowalphatocoverage)
2398 if (r_transparent_alphatocoverage.integer)
2400 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2401 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2404 GL_AlphaToCoverage(false);
2409 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2411 switch(rsurface.texture->offsetmapping)
2413 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2414 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2415 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416 case OFFSETMAPPING_OFF: break;
2419 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2420 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2422 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2423 permutation |= SHADERPERMUTATION_GLOW;
2424 if (r_refdef.fogenabled)
2425 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2426 if (rsurface.texture->colormapping)
2427 permutation |= SHADERPERMUTATION_COLORMAPPING;
2428 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2430 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2431 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2433 if (r_shadow_shadowmapsampler)
2434 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2435 if (r_shadow_shadowmappcf > 1)
2436 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2437 else if (r_shadow_shadowmappcf)
2438 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2441 permutation |= SHADERPERMUTATION_REFLECTION;
2442 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2443 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2444 if (rsurface.texture->reflectmasktexture)
2445 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2446 if (FAKELIGHT_ENABLED)
2448 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2449 mode = SHADERMODE_FAKELIGHT;
2450 permutation |= SHADERPERMUTATION_DIFFUSE;
2451 if (specularscale > 0)
2452 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2454 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2456 // deluxemapping (light direction texture)
2457 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2458 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2460 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2461 permutation |= SHADERPERMUTATION_DIFFUSE;
2462 if (specularscale > 0)
2463 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2465 else if (r_glsl_deluxemapping.integer >= 2)
2467 // fake deluxemapping (uniform light direction in tangentspace)
2468 if (rsurface.uselightmaptexture)
2469 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2471 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2472 permutation |= SHADERPERMUTATION_DIFFUSE;
2473 if (specularscale > 0)
2474 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476 else if (rsurface.uselightmaptexture)
2478 // ordinary lightmapping (q1bsp, q3bsp)
2479 mode = SHADERMODE_LIGHTMAP;
2483 // ordinary vertex coloring (q3bsp)
2484 mode = SHADERMODE_VERTEXCOLOR;
2486 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2488 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2489 if (r_shadow_bouncegriddirectional)
2490 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2492 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 // when using alphatocoverage, we don't need alphakill
2495 if (vid.allowalphatocoverage)
2497 if (r_transparent_alphatocoverage.integer)
2499 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2500 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2503 GL_AlphaToCoverage(false);
2506 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2507 colormod = dummy_colormod;
2508 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2509 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2510 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2511 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2512 switch(vid.renderpath)
2514 case RENDERPATH_D3D9:
2516 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2517 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2518 R_SetupShader_SetPermutationHLSL(mode, permutation);
2519 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2520 if (mode == SHADERMODE_LIGHTSOURCE)
2522 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2523 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2527 if (mode == SHADERMODE_LIGHTDIRECTION)
2529 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2532 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2533 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2534 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2535 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2536 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2538 if (mode == SHADERMODE_LIGHTSOURCE)
2540 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2541 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2546 // additive passes are only darkened by fog, not tinted
2547 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2548 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2552 if (mode == SHADERMODE_FLATCOLOR)
2554 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2556 else if (mode == SHADERMODE_LIGHTDIRECTION)
2558 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2561 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2562 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2563 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2564 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2571 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2574 // additive passes are only darkened by fog, not tinted
2575 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2576 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2578 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2579 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2580 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2581 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2585 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2586 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2587 if (mode == SHADERMODE_WATER)
2588 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2590 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2593 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2594 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2595 if (rsurface.texture->pantstexture)
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2599 if (rsurface.texture->shirttexture)
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2603 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2604 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2607 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2608 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2609 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2610 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2613 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2614 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2615 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2616 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2618 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2619 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2620 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2621 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2622 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2626 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2627 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2628 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2629 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2630 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2631 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2632 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2633 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2634 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2635 if (rsurfacepass == RSURFPASS_BACKGROUND)
2637 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2638 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2639 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2643 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2645 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2646 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2647 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2648 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2649 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2651 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2652 if (rsurface.rtlight)
2654 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2655 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2660 case RENDERPATH_D3D10:
2661 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663 case RENDERPATH_D3D11:
2664 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666 case RENDERPATH_GL20:
2667 case RENDERPATH_GLES2:
2668 if (!vid.useinterleavedarrays)
2670 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), texturenumsurfaces, texturesurfacelist);
2671 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2672 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2673 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2674 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2675 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2676 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2681 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2682 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2684 R_SetupShader_SetPermutationGLSL(mode, permutation);
2685 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2686 if (mode == SHADERMODE_LIGHTSOURCE)
2688 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2689 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2690 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2691 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2692 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2693 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2695 // additive passes are only darkened by fog, not tinted
2696 if (r_glsl_permutation->loc_FogColor >= 0)
2697 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2698 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2702 if (mode == SHADERMODE_FLATCOLOR)
2704 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2706 else if (mode == SHADERMODE_LIGHTDIRECTION)
2708 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2709 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2710 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2711 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2712 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2713 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2714 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2718 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2719 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2720 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2721 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2722 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2724 // additive passes are only darkened by fog, not tinted
2725 if (r_glsl_permutation->loc_FogColor >= 0)
2727 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2728 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2730 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2732 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2733 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]);
2734 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]);
2735 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2736 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2738 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2739 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2740 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2742 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2743 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2744 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2745 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2746 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2748 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2749 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2750 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2751 if (r_glsl_permutation->loc_Color_Pants >= 0)
2753 if (rsurface.texture->pantstexture)
2754 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2756 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2758 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2760 if (rsurface.texture->shirttexture)
2761 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2763 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2765 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]);
2766 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2767 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2768 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2769 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2770 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2771 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2772 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2775 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2776 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2777 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]);
2778 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2779 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2780 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2782 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2783 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2784 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2785 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2786 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2787 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2788 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2789 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2790 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2791 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2793 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2794 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2795 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2796 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2797 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2798 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2799 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2800 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2801 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2802 if (rsurfacepass == RSURFPASS_BACKGROUND)
2804 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2805 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2806 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2810 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2812 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2813 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2814 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2815 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2816 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2818 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2819 if (rsurface.rtlight)
2821 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2822 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2825 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2828 case RENDERPATH_GL11:
2829 case RENDERPATH_GL13:
2830 case RENDERPATH_GLES1:
2832 case RENDERPATH_SOFT:
2833 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), texturenumsurfaces, texturesurfacelist);
2834 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2835 R_SetupShader_SetPermutationSoft(mode, permutation);
2836 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2837 if (mode == SHADERMODE_LIGHTSOURCE)
2839 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2846 // additive passes are only darkened by fog, not tinted
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2848 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2852 if (mode == SHADERMODE_FLATCOLOR)
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2856 else if (mode == SHADERMODE_LIGHTDIRECTION)
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2874 // additive passes are only darkened by fog, not tinted
2875 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2879 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2887 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2889 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2890 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2891 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2892 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2896 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2898 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2900 if (rsurface.texture->pantstexture)
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2905 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2907 if (rsurface.texture->shirttexture)
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2912 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2916 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2917 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2918 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2919 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2924 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2927 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2928 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2929 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2930 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2931 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2935 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2937 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2939 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2940 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2941 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2942 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2943 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2944 if (rsurfacepass == RSURFPASS_BACKGROUND)
2946 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2947 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2948 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2952 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2954 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2956 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2958 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2960 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2961 if (rsurface.rtlight)
2963 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2964 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2971 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2973 // select a permutation of the lighting shader appropriate to this
2974 // combination of texture, entity, light source, and fogging, only use the
2975 // minimum features necessary to avoid wasting rendering time in the
2976 // fragment shader on features that are not being used
2977 unsigned int permutation = 0;
2978 unsigned int mode = 0;
2979 const float *lightcolorbase = rtlight->currentcolor;
2980 float ambientscale = rtlight->ambientscale;
2981 float diffusescale = rtlight->diffusescale;
2982 float specularscale = rtlight->specularscale;
2983 // this is the location of the light in view space
2984 vec3_t viewlightorigin;
2985 // this transforms from view space (camera) to light space (cubemap)
2986 matrix4x4_t viewtolight;
2987 matrix4x4_t lighttoview;
2988 float viewtolight16f[16];
2989 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2991 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2992 if (rtlight->currentcubemap != r_texture_whitecube)
2993 permutation |= SHADERPERMUTATION_CUBEFILTER;
2994 if (diffusescale > 0)
2995 permutation |= SHADERPERMUTATION_DIFFUSE;
2996 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2997 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2998 if (r_shadow_usingshadowmap2d)
3000 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3001 if (r_shadow_shadowmapvsdct)
3002 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3004 if (r_shadow_shadowmapsampler)
3005 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3006 if (r_shadow_shadowmappcf > 1)
3007 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3008 else if (r_shadow_shadowmappcf)
3009 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3011 if (vid.allowalphatocoverage)
3012 GL_AlphaToCoverage(false);
3013 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017 switch(vid.renderpath)
3019 case RENDERPATH_D3D9:
3021 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3027 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3034 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3035 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3036 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3037 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3038 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3041 case RENDERPATH_D3D10:
3042 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3044 case RENDERPATH_D3D11:
3045 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3047 case RENDERPATH_GL20:
3048 case RENDERPATH_GLES2:
3049 R_SetupShader_SetPermutationGLSL(mode, permutation);
3050 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3051 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3052 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3053 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3055 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3056 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3057 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);
3058 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]);
3059 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3061 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3062 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3064 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3065 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3066 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3068 case RENDERPATH_GL11:
3069 case RENDERPATH_GL13:
3070 case RENDERPATH_GLES1:
3072 case RENDERPATH_SOFT:
3073 R_SetupShader_SetPermutationGLSL(mode, permutation);
3074 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3075 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3079 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3080 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3081 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3082 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3083 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3085 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3086 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3087 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3088 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3089 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3090 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3095 #define SKINFRAME_HASH 1024
3099 int loadsequence; // incremented each level change
3100 memexpandablearray_t array;
3101 skinframe_t *hash[SKINFRAME_HASH];
3104 r_skinframe_t r_skinframe;
3106 void R_SkinFrame_PrepareForPurge(void)
3108 r_skinframe.loadsequence++;
3109 // wrap it without hitting zero
3110 if (r_skinframe.loadsequence >= 200)
3111 r_skinframe.loadsequence = 1;
3114 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3118 // mark the skinframe as used for the purging code
3119 skinframe->loadsequence = r_skinframe.loadsequence;
3122 void R_SkinFrame_Purge(void)
3126 for (i = 0;i < SKINFRAME_HASH;i++)
3128 for (s = r_skinframe.hash[i];s;s = s->next)
3130 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3132 if (s->merged == s->base)
3134 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3135 R_PurgeTexture(s->stain );s->stain = NULL;
3136 R_PurgeTexture(s->merged);s->merged = NULL;
3137 R_PurgeTexture(s->base );s->base = NULL;
3138 R_PurgeTexture(s->pants );s->pants = NULL;
3139 R_PurgeTexture(s->shirt );s->shirt = NULL;
3140 R_PurgeTexture(s->nmap );s->nmap = NULL;
3141 R_PurgeTexture(s->gloss );s->gloss = NULL;
3142 R_PurgeTexture(s->glow );s->glow = NULL;
3143 R_PurgeTexture(s->fog );s->fog = NULL;
3144 R_PurgeTexture(s->reflect);s->reflect = NULL;
3145 s->loadsequence = 0;
3151 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3153 char basename[MAX_QPATH];
3155 Image_StripImageExtension(name, basename, sizeof(basename));
3157 if( last == NULL ) {
3159 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3160 item = r_skinframe.hash[hashindex];
3165 // linearly search through the hash bucket
3166 for( ; item ; item = item->next ) {
3167 if( !strcmp( item->basename, basename ) ) {
3174 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3178 char basename[MAX_QPATH];
3180 Image_StripImageExtension(name, basename, sizeof(basename));
3182 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3183 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3184 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3188 rtexture_t *dyntexture;
3189 // check whether its a dynamic texture
3190 dyntexture = CL_GetDynTexture( basename );
3191 if (!add && !dyntexture)
3193 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3194 memset(item, 0, sizeof(*item));
3195 strlcpy(item->basename, basename, sizeof(item->basename));
3196 item->base = dyntexture; // either NULL or dyntexture handle
3197 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3198 item->comparewidth = comparewidth;
3199 item->compareheight = compareheight;
3200 item->comparecrc = comparecrc;
3201 item->next = r_skinframe.hash[hashindex];
3202 r_skinframe.hash[hashindex] = item;
3204 else if (textureflags & TEXF_FORCE_RELOAD)
3206 rtexture_t *dyntexture;
3207 // check whether its a dynamic texture
3208 dyntexture = CL_GetDynTexture( basename );
3209 if (!add && !dyntexture)
3211 if (item->merged == item->base)
3212 item->merged = NULL;
3213 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3214 R_PurgeTexture(item->stain );item->stain = NULL;
3215 R_PurgeTexture(item->merged);item->merged = NULL;
3216 R_PurgeTexture(item->base );item->base = NULL;
3217 R_PurgeTexture(item->pants );item->pants = NULL;
3218 R_PurgeTexture(item->shirt );item->shirt = NULL;
3219 R_PurgeTexture(item->nmap );item->nmap = NULL;
3220 R_PurgeTexture(item->gloss );item->gloss = NULL;
3221 R_PurgeTexture(item->glow );item->glow = NULL;
3222 R_PurgeTexture(item->fog );item->fog = NULL;
3223 R_PurgeTexture(item->reflect);item->reflect = NULL;
3224 item->loadsequence = 0;
3226 else if( item->base == NULL )
3228 rtexture_t *dyntexture;
3229 // check whether its a dynamic texture
3230 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3231 dyntexture = CL_GetDynTexture( basename );
3232 item->base = dyntexture; // either NULL or dyntexture handle
3235 R_SkinFrame_MarkUsed(item);
3239 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3241 unsigned long long avgcolor[5], wsum; \
3249 for(pix = 0; pix < cnt; ++pix) \
3252 for(comp = 0; comp < 3; ++comp) \
3254 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3257 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3259 for(comp = 0; comp < 3; ++comp) \
3260 avgcolor[comp] += getpixel * w; \
3263 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3264 avgcolor[4] += getpixel; \
3266 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3268 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3269 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3270 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3271 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3274 extern cvar_t gl_picmip;
3275 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3278 unsigned char *pixels;
3279 unsigned char *bumppixels;
3280 unsigned char *basepixels = NULL;
3281 int basepixels_width = 0;
3282 int basepixels_height = 0;
3283 skinframe_t *skinframe;
3284 rtexture_t *ddsbase = NULL;
3285 qboolean ddshasalpha = false;
3286 float ddsavgcolor[4];
3287 char basename[MAX_QPATH];
3288 int miplevel = R_PicmipForFlags(textureflags);
3289 int savemiplevel = miplevel;
3292 if (cls.state == ca_dedicated)
3295 // return an existing skinframe if already loaded
3296 // if loading of the first image fails, don't make a new skinframe as it
3297 // would cause all future lookups of this to be missing
3298 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3299 if (skinframe && skinframe->base)
3302 Image_StripImageExtension(name, basename, sizeof(basename));
3304 // check for DDS texture file first
3305 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3307 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3308 if (basepixels == NULL)
3312 // FIXME handle miplevel
3314 if (developer_loading.integer)
3315 Con_Printf("loading skin \"%s\"\n", name);
3317 // we've got some pixels to store, so really allocate this new texture now
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3320 textureflags &= ~TEXF_FORCE_RELOAD;
3321 skinframe->stain = NULL;
3322 skinframe->merged = NULL;
3323 skinframe->base = NULL;
3324 skinframe->pants = NULL;
3325 skinframe->shirt = NULL;
3326 skinframe->nmap = NULL;
3327 skinframe->gloss = NULL;
3328 skinframe->glow = NULL;
3329 skinframe->fog = NULL;
3330 skinframe->reflect = NULL;
3331 skinframe->hasalpha = false;
3335 skinframe->base = ddsbase;
3336 skinframe->hasalpha = ddshasalpha;
3337 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3338 if (r_loadfog && skinframe->hasalpha)
3339 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3340 //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]);
3344 basepixels_width = image_width;
3345 basepixels_height = image_height;
3346 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);
3347 if (textureflags & TEXF_ALPHA)
3349 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3351 if (basepixels[j] < 255)
3353 skinframe->hasalpha = true;
3357 if (r_loadfog && skinframe->hasalpha)
3359 // has transparent pixels
3360 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3361 for (j = 0;j < image_width * image_height * 4;j += 4)
3366 pixels[j+3] = basepixels[j+3];
3368 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3372 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3374 //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]);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3376 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3377 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3378 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3384 mymiplevel = savemiplevel;
3385 if (r_loadnormalmap)
3386 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3387 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3389 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3390 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3391 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3392 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3395 // _norm is the name used by tenebrae and has been adopted as standard
3396 if (r_loadnormalmap && skinframe->nmap == NULL)
3398 mymiplevel = savemiplevel;
3399 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3405 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3408 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3409 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3411 Mem_Free(bumppixels);
3413 else if (r_shadow_bumpscale_basetexture.value > 0)
3415 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3416 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3417 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3421 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3422 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3426 // _luma is supported only for tenebrae compatibility
3427 // _glow is the preferred name
3428 mymiplevel = savemiplevel;
3429 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3431 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3433 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3434 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3436 Mem_Free(pixels);pixels = NULL;
3439 mymiplevel = savemiplevel;
3440 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3442 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3445 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3451 mymiplevel = savemiplevel;
3452 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3454 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3456 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3457 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3463 mymiplevel = savemiplevel;
3464 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3466 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3469 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3475 mymiplevel = savemiplevel;
3476 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3478 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3480 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3481 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3488 Mem_Free(basepixels);
3493 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3494 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3497 unsigned char *temp1, *temp2;
3498 skinframe_t *skinframe;
3500 if (cls.state == ca_dedicated)
3503 // if already loaded just return it, otherwise make a new skinframe
3504 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3505 if (skinframe && skinframe->base)
3507 textureflags &= ~TEXF_FORCE_RELOAD;
3509 skinframe->stain = NULL;
3510 skinframe->merged = NULL;
3511 skinframe->base = NULL;
3512 skinframe->pants = NULL;
3513 skinframe->shirt = NULL;
3514 skinframe->nmap = NULL;
3515 skinframe->gloss = NULL;
3516 skinframe->glow = NULL;
3517 skinframe->fog = NULL;
3518 skinframe->reflect = NULL;
3519 skinframe->hasalpha = false;
3521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3525 if (developer_loading.integer)
3526 Con_Printf("loading 32bit skin \"%s\"\n", name);
3528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3531 temp2 = temp1 + width * height * 4;
3532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3537 if (textureflags & TEXF_ALPHA)
3539 for (i = 3;i < width * height * 4;i += 4)
3541 if (skindata[i] < 255)
3543 skinframe->hasalpha = true;
3547 if (r_loadfog && skinframe->hasalpha)
3549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3550 memcpy(fogpixels, skindata, width * height * 4);
3551 for (i = 0;i < width * height * 4;i += 4)
3552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3554 Mem_Free(fogpixels);
3558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3559 //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]);
3564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3568 skinframe_t *skinframe;
3570 if (cls.state == ca_dedicated)
3573 // if already loaded just return it, otherwise make a new skinframe
3574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3575 if (skinframe && skinframe->base)
3577 textureflags &= ~TEXF_FORCE_RELOAD;
3579 skinframe->stain = NULL;
3580 skinframe->merged = NULL;
3581 skinframe->base = NULL;
3582 skinframe->pants = NULL;
3583 skinframe->shirt = NULL;
3584 skinframe->nmap = NULL;
3585 skinframe->gloss = NULL;
3586 skinframe->glow = NULL;
3587 skinframe->fog = NULL;
3588 skinframe->reflect = NULL;
3589 skinframe->hasalpha = false;
3591 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3595 if (developer_loading.integer)
3596 Con_Printf("loading quake skin \"%s\"\n", name);
3598 // 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)
3599 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3600 memcpy(skinframe->qpixels, skindata, width*height);
3601 skinframe->qwidth = width;
3602 skinframe->qheight = height;
3605 for (i = 0;i < width * height;i++)
3606 featuresmask |= palette_featureflags[skindata[i]];
3608 skinframe->hasalpha = false;
3609 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3610 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3611 skinframe->qgeneratemerged = true;
3612 skinframe->qgeneratebase = skinframe->qhascolormapping;
3613 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3615 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3616 //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]);
3621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3625 unsigned char *skindata;
3627 if (!skinframe->qpixels)
3630 if (!skinframe->qhascolormapping)
3631 colormapped = false;
3635 if (!skinframe->qgeneratebase)
3640 if (!skinframe->qgeneratemerged)
3644 width = skinframe->qwidth;
3645 height = skinframe->qheight;
3646 skindata = skinframe->qpixels;
3648 if (skinframe->qgeneratenmap)
3650 unsigned char *temp1, *temp2;
3651 skinframe->qgeneratenmap = false;
3652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653 temp2 = temp1 + width * height * 4;
3654 // use either a custom palette or the quake palette
3655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3661 if (skinframe->qgenerateglow)
3663 skinframe->qgenerateglow = false;
3664 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3669 skinframe->qgeneratebase = false;
3670 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3671 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3676 skinframe->qgeneratemerged = false;
3677 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);
3680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682 Mem_Free(skinframe->qpixels);
3683 skinframe->qpixels = NULL;
3687 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)
3690 skinframe_t *skinframe;
3692 if (cls.state == ca_dedicated)
3695 // if already loaded just return it, otherwise make a new skinframe
3696 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3697 if (skinframe && skinframe->base)
3699 textureflags &= ~TEXF_FORCE_RELOAD;
3701 skinframe->stain = NULL;
3702 skinframe->merged = NULL;
3703 skinframe->base = NULL;
3704 skinframe->pants = NULL;
3705 skinframe->shirt = NULL;
3706 skinframe->nmap = NULL;
3707 skinframe->gloss = NULL;
3708 skinframe->glow = NULL;
3709 skinframe->fog = NULL;
3710 skinframe->reflect = NULL;
3711 skinframe->hasalpha = false;
3713 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3717 if (developer_loading.integer)
3718 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3720 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3721 if (textureflags & TEXF_ALPHA)
3723 for (i = 0;i < width * height;i++)
3725 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3727 skinframe->hasalpha = true;
3731 if (r_loadfog && skinframe->hasalpha)
3732 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3735 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3736 //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]);
3741 skinframe_t *R_SkinFrame_LoadMissing(void)
3743 skinframe_t *skinframe;
3745 if (cls.state == ca_dedicated)
3748 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3749 skinframe->stain = NULL;
3750 skinframe->merged = NULL;
3751 skinframe->base = NULL;
3752 skinframe->pants = NULL;
3753 skinframe->shirt = NULL;
3754 skinframe->nmap = NULL;
3755 skinframe->gloss = NULL;
3756 skinframe->glow = NULL;
3757 skinframe->fog = NULL;
3758 skinframe->reflect = NULL;
3759 skinframe->hasalpha = false;
3761 skinframe->avgcolor[0] = rand() / RAND_MAX;
3762 skinframe->avgcolor[1] = rand() / RAND_MAX;
3763 skinframe->avgcolor[2] = rand() / RAND_MAX;
3764 skinframe->avgcolor[3] = 1;
3769 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3770 typedef struct suffixinfo_s
3773 qboolean flipx, flipy, flipdiagonal;
3776 static suffixinfo_t suffix[3][6] =
3779 {"px", false, false, false},
3780 {"nx", false, false, false},
3781 {"py", false, false, false},
3782 {"ny", false, false, false},
3783 {"pz", false, false, false},
3784 {"nz", false, false, false}
3787 {"posx", false, false, false},
3788 {"negx", false, false, false},
3789 {"posy", false, false, false},
3790 {"negy", false, false, false},
3791 {"posz", false, false, false},
3792 {"negz", false, false, false}
3795 {"rt", true, false, true},
3796 {"lf", false, true, true},
3797 {"ft", true, true, false},
3798 {"bk", false, false, false},
3799 {"up", true, false, true},
3800 {"dn", true, false, true}
3804 static int componentorder[4] = {0, 1, 2, 3};
3806 rtexture_t *R_LoadCubemap(const char *basename)
3808 int i, j, cubemapsize;
3809 unsigned char *cubemappixels, *image_buffer;
3810 rtexture_t *cubemaptexture;
3812 // must start 0 so the first loadimagepixels has no requested width/height
3814 cubemappixels = NULL;
3815 cubemaptexture = NULL;
3816 // keep trying different suffix groups (posx, px, rt) until one loads
3817 for (j = 0;j < 3 && !cubemappixels;j++)
3819 // load the 6 images in the suffix group
3820 for (i = 0;i < 6;i++)
3822 // generate an image name based on the base and and suffix
3823 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3825 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3827 // an image loaded, make sure width and height are equal
3828 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3830 // if this is the first image to load successfully, allocate the cubemap memory
3831 if (!cubemappixels && image_width >= 1)
3833 cubemapsize = image_width;
3834 // note this clears to black, so unavailable sides are black
3835 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3837 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3839 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);
3842 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3844 Mem_Free(image_buffer);
3848 // if a cubemap loaded, upload it
3851 if (developer_loading.integer)
3852 Con_Printf("loading cubemap \"%s\"\n", basename);
3854 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);
3855 Mem_Free(cubemappixels);
3859 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3860 if (developer_loading.integer)
3862 Con_Printf("(tried tried images ");
3863 for (j = 0;j < 3;j++)
3864 for (i = 0;i < 6;i++)
3865 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3866 Con_Print(" and was unable to find any of them).\n");
3869 return cubemaptexture;
3872 rtexture_t *R_GetCubemap(const char *basename)
3875 for (i = 0;i < r_texture_numcubemaps;i++)
3876 if (r_texture_cubemaps[i] != NULL)
3877 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3878 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3879 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3880 return r_texture_whitecube;
3881 r_texture_numcubemaps++;
3882 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3883 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3884 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3885 return r_texture_cubemaps[i]->texture;
3888 void R_FreeCubemap(const char *basename)
3892 for (i = 0;i < r_texture_numcubemaps;i++)
3894 if (r_texture_cubemaps[i] != NULL)
3896 if (r_texture_cubemaps[i]->texture)
3898 if (developer_loading.integer)
3899 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3900 R_FreeTexture(r_texture_cubemaps[i]->texture);
3901 Mem_Free(r_texture_cubemaps[i]);
3902 r_texture_cubemaps[i] = NULL;
3908 void R_FreeCubemaps(void)
3911 for (i = 0;i < r_texture_numcubemaps;i++)
3913 if (developer_loading.integer)
3914 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3918 R_FreeTexture(r_texture_cubemaps[i]->texture);
3919 Mem_Free(r_texture_cubemaps[i]);
3922 r_texture_numcubemaps = 0;
3925 void R_Main_FreeViewCache(void)
3927 if (r_refdef.viewcache.entityvisible)
3928 Mem_Free(r_refdef.viewcache.entityvisible);
3929 if (r_refdef.viewcache.world_pvsbits)
3930 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931 if (r_refdef.viewcache.world_leafvisible)
3932 Mem_Free(r_refdef.viewcache.world_leafvisible);
3933 if (r_refdef.viewcache.world_surfacevisible)
3934 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3935 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3938 void R_Main_ResizeViewCache(void)
3940 int numentities = r_refdef.scene.numentities;
3941 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3942 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3943 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3944 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3945 if (r_refdef.viewcache.maxentities < numentities)
3947 r_refdef.viewcache.maxentities = numentities;
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3952 if (r_refdef.viewcache.world_numclusters != numclusters)
3954 r_refdef.viewcache.world_numclusters = numclusters;
3955 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3956 if (r_refdef.viewcache.world_pvsbits)
3957 Mem_Free(r_refdef.viewcache.world_pvsbits);
3958 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3960 if (r_refdef.viewcache.world_numleafs != numleafs)
3962 r_refdef.viewcache.world_numleafs = numleafs;
3963 if (r_refdef.viewcache.world_leafvisible)
3964 Mem_Free(r_refdef.viewcache.world_leafvisible);
3965 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3967 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3969 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3970 if (r_refdef.viewcache.world_surfacevisible)
3971 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3976 extern rtexture_t *loadingscreentexture;
3977 void gl_main_start(void)
3979 loadingscreentexture = NULL;
3980 r_texture_blanknormalmap = NULL;
3981 r_texture_white = NULL;
3982 r_texture_grey128 = NULL;
3983 r_texture_black = NULL;
3984 r_texture_whitecube = NULL;
3985 r_texture_normalizationcube = NULL;
3986 r_texture_fogattenuation = NULL;
3987 r_texture_fogheighttexture = NULL;
3988 r_texture_gammaramps = NULL;
3989 r_texture_numcubemaps = 0;
3991 r_loaddds = r_texture_dds_load.integer != 0;
3992 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3994 switch(vid.renderpath)
3996 case RENDERPATH_GL20:
3997 case RENDERPATH_D3D9:
3998 case RENDERPATH_D3D10:
3999 case RENDERPATH_D3D11:
4000 case RENDERPATH_SOFT:
4001 case RENDERPATH_GLES2:
4002 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4003 Cvar_SetValueQuick(&gl_combine, 1);
4004 Cvar_SetValueQuick(&r_glsl, 1);
4005 r_loadnormalmap = true;
4009 case RENDERPATH_GL13:
4010 case RENDERPATH_GLES1:
4011 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4012 Cvar_SetValueQuick(&gl_combine, 1);
4013 Cvar_SetValueQuick(&r_glsl, 0);
4014 r_loadnormalmap = false;
4015 r_loadgloss = false;
4018 case RENDERPATH_GL11:
4019 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4020 Cvar_SetValueQuick(&gl_combine, 0);
4021 Cvar_SetValueQuick(&r_glsl, 0);
4022 r_loadnormalmap = false;
4023 r_loadgloss = false;
4029 R_FrameData_Reset();
4033 memset(r_queries, 0, sizeof(r_queries));
4035 r_qwskincache = NULL;
4036 r_qwskincache_size = 0;
4038 // due to caching of texture_t references, the collision cache must be reset
4039 Collision_Cache_Reset(true);
4041 // set up r_skinframe loading system for textures
4042 memset(&r_skinframe, 0, sizeof(r_skinframe));
4043 r_skinframe.loadsequence = 1;
4044 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4046 r_main_texturepool = R_AllocTexturePool();
4047 R_BuildBlankTextures();
4049 if (vid.support.arb_texture_cube_map)
4052 R_BuildNormalizationCube();
4054 r_texture_fogattenuation = NULL;
4055 r_texture_fogheighttexture = NULL;
4056 r_texture_gammaramps = NULL;
4057 //r_texture_fogintensity = NULL;
4058 memset(&r_fb, 0, sizeof(r_fb));
4059 r_glsl_permutation = NULL;
4060 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4061 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4062 glslshaderstring = NULL;
4064 r_hlsl_permutation = NULL;
4065 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4066 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4068 hlslshaderstring = NULL;
4069 memset(&r_svbsp, 0, sizeof (r_svbsp));
4071 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4072 r_texture_numcubemaps = 0;
4074 r_refdef.fogmasktable_density = 0;
4077 void gl_main_shutdown(void)
4080 R_FrameData_Reset();
4082 R_Main_FreeViewCache();
4084 switch(vid.renderpath)
4086 case RENDERPATH_GL11:
4087 case RENDERPATH_GL13:
4088 case RENDERPATH_GL20:
4089 case RENDERPATH_GLES1:
4090 case RENDERPATH_GLES2:
4091 #ifdef GL_SAMPLES_PASSED_ARB
4093 qglDeleteQueriesARB(r_maxqueries, r_queries);
4096 case RENDERPATH_D3D9:
4097 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4099 case RENDERPATH_D3D10:
4100 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4102 case RENDERPATH_D3D11:
4103 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105 case RENDERPATH_SOFT:
4111 memset(r_queries, 0, sizeof(r_queries));
4113 r_qwskincache = NULL;
4114 r_qwskincache_size = 0;
4116 // clear out the r_skinframe state
4117 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4118 memset(&r_skinframe, 0, sizeof(r_skinframe));
4121 Mem_Free(r_svbsp.nodes);
4122 memset(&r_svbsp, 0, sizeof (r_svbsp));
4123 R_FreeTexturePool(&r_main_texturepool);
4124 loadingscreentexture = NULL;
4125 r_texture_blanknormalmap = NULL;
4126 r_texture_white = NULL;
4127 r_texture_grey128 = NULL;
4128 r_texture_black = NULL;
4129 r_texture_whitecube = NULL;
4130 r_texture_normalizationcube = NULL;
4131 r_texture_fogattenuation = NULL;
4132 r_texture_fogheighttexture = NULL;
4133 r_texture_gammaramps = NULL;
4134 r_texture_numcubemaps = 0;
4135 //r_texture_fogintensity = NULL;
4136 memset(&r_fb, 0, sizeof(r_fb));
4139 r_glsl_permutation = NULL;
4140 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4141 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4142 glslshaderstring = NULL;
4144 r_hlsl_permutation = NULL;
4145 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4146 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4148 hlslshaderstring = NULL;
4151 extern void CL_ParseEntityLump(char *entitystring);
4152 void gl_main_newmap(void)
4154 // FIXME: move this code to client
4155 char *entities, entname[MAX_QPATH];
4157 Mem_Free(r_qwskincache);
4158 r_qwskincache = NULL;
4159 r_qwskincache_size = 0;
4162 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4163 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4165 CL_ParseEntityLump(entities);
4169 if (cl.worldmodel->brush.entities)
4170 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4172 R_Main_FreeViewCache();
4174 R_FrameData_Reset();
4177 void GL_Main_Init(void)
4179 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4181 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4182 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4183 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4184 if (gamemode == GAME_NEHAHRA)
4186 Cvar_RegisterVariable (&gl_fogenable);
4187 Cvar_RegisterVariable (&gl_fogdensity);
4188 Cvar_RegisterVariable (&gl_fogred);
4189 Cvar_RegisterVariable (&gl_foggreen);
4190 Cvar_RegisterVariable (&gl_fogblue);
4191 Cvar_RegisterVariable (&gl_fogstart);
4192 Cvar_RegisterVariable (&gl_fogend);
4193 Cvar_RegisterVariable (&gl_skyclip);
4195 Cvar_RegisterVariable(&r_motionblur);
4196 Cvar_RegisterVariable(&r_damageblur);
4197 Cvar_RegisterVariable(&r_motionblur_averaging);
4198 Cvar_RegisterVariable(&r_motionblur_randomize);
4199 Cvar_RegisterVariable(&r_motionblur_minblur);
4200 Cvar_RegisterVariable(&r_motionblur_maxblur);
4201 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4204 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4207 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4208 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4209 Cvar_RegisterVariable(&r_equalize_entities_by);
4210 Cvar_RegisterVariable(&r_equalize_entities_to);
4211 Cvar_RegisterVariable(&r_depthfirst);
4212 Cvar_RegisterVariable(&r_useinfinitefarclip);
4213 Cvar_RegisterVariable(&r_farclip_base);
4214 Cvar_RegisterVariable(&r_farclip_world);
4215 Cvar_RegisterVariable(&r_nearclip);
4216 Cvar_RegisterVariable(&r_deformvertexes);
4217 Cvar_RegisterVariable(&r_transparent);
4218 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4219 Cvar_RegisterVariable(&r_showoverdraw);
4220 Cvar_RegisterVariable(&r_showbboxes);
4221 Cvar_RegisterVariable(&r_showsurfaces);
4222 Cvar_RegisterVariable(&r_showtris);
4223 Cvar_RegisterVariable(&r_shownormals);
4224 Cvar_RegisterVariable(&r_showlighting);
4225 Cvar_RegisterVariable(&r_showshadowvolumes);
4226 Cvar_RegisterVariable(&r_showcollisionbrushes);
4227 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4229 Cvar_RegisterVariable(&r_showdisabledepthtest);
4230 Cvar_RegisterVariable(&r_drawportals);
4231 Cvar_RegisterVariable(&r_drawentities);
4232 Cvar_RegisterVariable(&r_draw2d);
4233 Cvar_RegisterVariable(&r_drawworld);
4234 Cvar_RegisterVariable(&r_cullentities_trace);
4235 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4236 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4237 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4238 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4239 Cvar_RegisterVariable(&r_sortentities);
4240 Cvar_RegisterVariable(&r_drawviewmodel);
4241 Cvar_RegisterVariable(&r_drawexteriormodel);
4242 Cvar_RegisterVariable(&r_speeds);
4243 Cvar_RegisterVariable(&r_fullbrights);
4244 Cvar_RegisterVariable(&r_wateralpha);
4245 Cvar_RegisterVariable(&r_dynamic);
4246 Cvar_RegisterVariable(&r_fakelight);
4247 Cvar_RegisterVariable(&r_fakelight_intensity);
4248 Cvar_RegisterVariable(&r_fullbright);
4249 Cvar_RegisterVariable(&r_shadows);
4250 Cvar_RegisterVariable(&r_shadows_darken);
4251 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4252 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4253 Cvar_RegisterVariable(&r_shadows_throwdistance);
4254 Cvar_RegisterVariable(&r_shadows_throwdirection);
4255 Cvar_RegisterVariable(&r_shadows_focus);
4256 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4257 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4258 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4259 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4260 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4261 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4262 Cvar_RegisterVariable(&r_fog_exp2);
4263 Cvar_RegisterVariable(&r_fog_clear);
4264 Cvar_RegisterVariable(&r_drawfog);
4265 Cvar_RegisterVariable(&r_transparentdepthmasking);
4266 Cvar_RegisterVariable(&r_transparent_sortmindist);
4267 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4268 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4269 Cvar_RegisterVariable(&r_texture_dds_load);
4270 Cvar_RegisterVariable(&r_texture_dds_save);
4271 Cvar_RegisterVariable(&r_textureunits);
4272 Cvar_RegisterVariable(&gl_combine);
4273 Cvar_RegisterVariable(&r_viewfbo);
4274 Cvar_RegisterVariable(&r_viewscale);
4275 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4276 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4277 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4278 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4279 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4280 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4281 Cvar_RegisterVariable(&r_glsl);
4282 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4283 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4284 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4285 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4286 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4287 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4288 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4289 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4290 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4291 Cvar_RegisterVariable(&r_glsl_postprocess);
4292 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4293 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4294 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4295 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4296 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4297 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4298 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4301 Cvar_RegisterVariable(&r_water);
4302 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4303 Cvar_RegisterVariable(&r_water_clippingplanebias);
4304 Cvar_RegisterVariable(&r_water_refractdistort);
4305 Cvar_RegisterVariable(&r_water_reflectdistort);
4306 Cvar_RegisterVariable(&r_water_scissormode);
4307 Cvar_RegisterVariable(&r_water_lowquality);
4308 Cvar_RegisterVariable(&r_water_hideplayer);
4309 Cvar_RegisterVariable(&r_water_fbo);
4311 Cvar_RegisterVariable(&r_lerpsprites);
4312 Cvar_RegisterVariable(&r_lerpmodels);
4313 Cvar_RegisterVariable(&r_lerplightstyles);
4314 Cvar_RegisterVariable(&r_waterscroll);
4315 Cvar_RegisterVariable(&r_bloom);
4316 Cvar_RegisterVariable(&r_bloom_colorscale);
4317 Cvar_RegisterVariable(&r_bloom_brighten);
4318 Cvar_RegisterVariable(&r_bloom_blur);
4319 Cvar_RegisterVariable(&r_bloom_resolution);
4320 Cvar_RegisterVariable(&r_bloom_colorexponent);
4321 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4322 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4323 Cvar_RegisterVariable(&r_hdr_glowintensity);
4324 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4325 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4326 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4327 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4328 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4329 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4330 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4331 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4332 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4333 Cvar_RegisterVariable(&developer_texturelogging);
4334 Cvar_RegisterVariable(&gl_lightmaps);
4335 Cvar_RegisterVariable(&r_test);
4336 Cvar_RegisterVariable(&r_glsl_saturation);
4337 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4338 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4339 Cvar_RegisterVariable(&r_framedatasize);
4340 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4341 Cvar_SetValue("r_fullbrights", 0);
4342 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4345 extern void R_Textures_Init(void);
4346 extern void GL_Draw_Init(void);
4347 extern void GL_Main_Init(void);
4348 extern void R_Shadow_Init(void);
4349 extern void R_Sky_Init(void);
4350 extern void GL_Surf_Init(void);
4351 extern void R_Particles_Init(void);
4352 extern void R_Explosion_Init(void);
4353 extern void gl_backend_init(void);
4354 extern void Sbar_Init(void);
4355 extern void R_LightningBeams_Init(void);
4356 extern void Mod_RenderInit(void);
4357 extern void Font_Init(void);
4359 void Render_Init(void)
4372 R_LightningBeams_Init();
4382 extern char *ENGINE_EXTENSIONS;
4385 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4386 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4387 gl_version = (const char *)qglGetString(GL_VERSION);
4388 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4392 if (!gl_platformextensions)
4393 gl_platformextensions = "";
4395 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4396 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4397 Con_Printf("GL_VERSION: %s\n", gl_version);
4398 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4399 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4401 VID_CheckExtensions();
4403 // LordHavoc: report supported extensions
4404 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4406 // clear to black (loading plaque will be seen over this)
4407 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4411 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4415 if (r_trippy.integer)
4417 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4419 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4422 p = r_refdef.view.frustum + i;
4427 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4431 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4435 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4439 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4443 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4447 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4451 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4455 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4463 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4467 if (r_trippy.integer)
4469 for (i = 0;i < numplanes;i++)
4476 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4480 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4484 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4488 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4492 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4496 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4500 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4504 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4512 //==================================================================================
4514 // LordHavoc: this stores temporary data used within the same frame
4516 typedef struct r_framedata_mem_s
4518 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4519 size_t size; // how much usable space
4520 size_t current; // how much space in use
4521 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4522 size_t wantedsize; // how much space was allocated
4523 unsigned char *data; // start of real data (16byte aligned)
4527 static r_framedata_mem_t *r_framedata_mem;
4529 void R_FrameData_Reset(void)
4531 while (r_framedata_mem)
4533 r_framedata_mem_t *next = r_framedata_mem->purge;
4534 Mem_Free(r_framedata_mem);
4535 r_framedata_mem = next;
4539 void R_FrameData_Resize(void)
4542 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4543 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4544 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4546 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4547 newmem->wantedsize = wantedsize;
4548 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4549 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4550 newmem->current = 0;
4552 newmem->purge = r_framedata_mem;
4553 r_framedata_mem = newmem;
4557 void R_FrameData_NewFrame(void)
4559 R_FrameData_Resize();
4560 if (!r_framedata_mem)
4562 // if we ran out of space on the last frame, free the old memory now
4563 while (r_framedata_mem->purge)
4565 // repeatedly remove the second item in the list, leaving only head
4566 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4567 Mem_Free(r_framedata_mem->purge);
4568 r_framedata_mem->purge = next;
4570 // reset the current mem pointer
4571 r_framedata_mem->current = 0;
4572 r_framedata_mem->mark = 0;
4575 void *R_FrameData_Alloc(size_t size)
4579 // align to 16 byte boundary - the data pointer is already aligned, so we
4580 // only need to ensure the size of every allocation is also aligned
4581 size = (size + 15) & ~15;
4583 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4585 // emergency - we ran out of space, allocate more memory
4586 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4587 R_FrameData_Resize();
4590 data = r_framedata_mem->data + r_framedata_mem->current;
4591 r_framedata_mem->current += size;
4593 // count the usage for stats
4594 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4595 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4597 return (void *)data;
4600 void *R_FrameData_Store(size_t size, void *data)
4602 void *d = R_FrameData_Alloc(size);
4604 memcpy(d, data, size);
4608 void R_FrameData_SetMark(void)
4610 if (!r_framedata_mem)
4612 r_framedata_mem->mark = r_framedata_mem->current;
4615 void R_FrameData_ReturnToMark(void)
4617 if (!r_framedata_mem)
4619 r_framedata_mem->current = r_framedata_mem->mark;
4622 //==================================================================================
4624 // LordHavoc: animcache originally written by Echon, rewritten since then
4627 * Animation cache prevents re-generating mesh data for an animated model
4628 * multiple times in one frame for lighting, shadowing, reflections, etc.
4631 void R_AnimCache_Free(void)
4635 void R_AnimCache_ClearCache(void)
4638 entity_render_t *ent;
4640 for (i = 0;i < r_refdef.scene.numentities;i++)
4642 ent = r_refdef.scene.entities[i];
4643 ent->animcache_vertex3f = NULL;
4644 ent->animcache_normal3f = NULL;
4645 ent->animcache_svector3f = NULL;
4646 ent->animcache_tvector3f = NULL;
4647 ent->animcache_vertexmesh = NULL;
4648 ent->animcache_vertex3fbuffer = NULL;
4649 ent->animcache_vertexmeshbuffer = NULL;
4653 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4657 // check if we need the meshbuffers
4658 if (!vid.useinterleavedarrays)
4661 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4662 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4663 // TODO: upload vertex3f buffer?
4664 if (ent->animcache_vertexmesh)
4666 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4667 for (i = 0;i < numvertices;i++)
4668 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4669 if (ent->animcache_svector3f)
4670 for (i = 0;i < numvertices;i++)
4671 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4672 if (ent->animcache_tvector3f)
4673 for (i = 0;i < numvertices;i++)
4674 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4675 if (ent->animcache_normal3f)
4676 for (i = 0;i < numvertices;i++)
4677 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4678 // TODO: upload vertexmeshbuffer?
4682 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4684 dp_model_t *model = ent->model;
4686 // see if it's already cached this frame
4687 if (ent->animcache_vertex3f)
4689 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4690 if (wantnormals || wanttangents)
4692 if (ent->animcache_normal3f)
4693 wantnormals = false;
4694 if (ent->animcache_svector3f)
4695 wanttangents = false;
4696 if (wantnormals || wanttangents)
4698 numvertices = model->surfmesh.num_vertices;
4700 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4703 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4704 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4706 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4707 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4713 // see if this ent is worth caching
4714 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4716 // get some memory for this entity and generate mesh data
4717 numvertices = model->surfmesh.num_vertices;
4718 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4720 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4723 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4724 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4727 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4732 void R_AnimCache_CacheVisibleEntities(void)
4735 qboolean wantnormals = true;
4736 qboolean wanttangents = !r_showsurfaces.integer;
4738 switch(vid.renderpath)
4740 case RENDERPATH_GL20:
4741 case RENDERPATH_D3D9:
4742 case RENDERPATH_D3D10:
4743 case RENDERPATH_D3D11:
4744 case RENDERPATH_GLES2:
4746 case RENDERPATH_GL11:
4747 case RENDERPATH_GL13:
4748 case RENDERPATH_GLES1:
4749 wanttangents = false;
4751 case RENDERPATH_SOFT:
4755 if (r_shownormals.integer)
4756 wanttangents = wantnormals = true;
4758 // TODO: thread this
4759 // NOTE: R_PrepareRTLights() also caches entities
4761 for (i = 0;i < r_refdef.scene.numentities;i++)
4762 if (r_refdef.viewcache.entityvisible[i])
4763 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4766 //==================================================================================
4768 extern cvar_t r_overheadsprites_pushback;
4770 static void R_View_UpdateEntityLighting (void)
4773 entity_render_t *ent;
4774 vec3_t tempdiffusenormal, avg;
4775 vec_t f, fa, fd, fdd;
4776 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4778 for (i = 0;i < r_refdef.scene.numentities;i++)
4780 ent = r_refdef.scene.entities[i];
4782 // skip unseen models and models that updated by CSQC
4783 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4787 if (ent->model && ent->model->brush.num_leafs)
4789 // TODO: use modellight for r_ambient settings on world?
4790 VectorSet(ent->modellight_ambient, 0, 0, 0);
4791 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4792 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4796 // fetch the lighting from the worldmodel data
4797 VectorClear(ent->modellight_ambient);
4798 VectorClear(ent->modellight_diffuse);
4799 VectorClear(tempdiffusenormal);
4800 if (ent->flags & RENDER_LIGHT)
4803 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4805 // complete lightning for lit sprites
4806 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4807 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4809 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4810 org[2] = org[2] + r_overheadsprites_pushback.value;
4811 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4814 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4816 if(ent->flags & RENDER_EQUALIZE)
4818 // first fix up ambient lighting...
4819 if(r_equalize_entities_minambient.value > 0)
4821 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4824 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4825 if(fa < r_equalize_entities_minambient.value * fd)
4828 // fa'/fd' = minambient
4829 // fa'+0.25*fd' = fa+0.25*fd
4831 // fa' = fd' * minambient
4832 // fd'*(0.25+minambient) = fa+0.25*fd
4834 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4835 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4837 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4838 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4839 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4840 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4845 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4847 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4848 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4852 // adjust brightness and saturation to target
4853 avg[0] = avg[1] = avg[2] = fa / f;
4854 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4855 avg[0] = avg[1] = avg[2] = fd / f;
4856 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4862 VectorSet(ent->modellight_ambient, 1, 1, 1);
4864 // move the light direction into modelspace coordinates for lighting code
4865 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4866 if(VectorLength2(ent->modellight_lightdir) == 0)
4867 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4868 VectorNormalize(ent->modellight_lightdir);
4872 #define MAX_LINEOFSIGHTTRACES 64
4874 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4877 vec3_t boxmins, boxmaxs;
4880 dp_model_t *model = r_refdef.scene.worldmodel;
4882 if (!model || !model->brush.TraceLineOfSight)
4885 // expand the box a little
4886 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4887 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4888 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4889 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4890 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4891 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4893 // return true if eye is inside enlarged box
4894 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4898 VectorCopy(eye, start);
4899 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4900 if (model->brush.TraceLineOfSight(model, start, end))
4903 // try various random positions
4904 for (i = 0;i < numsamples;i++)
4906 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4907 if (model->brush.TraceLineOfSight(model, start, end))
4915 static void R_View_UpdateEntityVisible (void)
4920 entity_render_t *ent;
4922 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4923 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4925 : RENDER_EXTERIORMODEL;
4926 if (!r_drawviewmodel.integer)
4927 renderimask |= RENDER_VIEWMODEL;
4928 if (!r_drawexteriormodel.integer)
4929 renderimask |= RENDER_EXTERIORMODEL;
4930 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4932 // worldmodel can check visibility
4933 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4934 for (i = 0;i < r_refdef.scene.numentities;i++)
4936 ent = r_refdef.scene.entities[i];
4937 if (!(ent->flags & renderimask))
4938 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)))
4939 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))
4940 r_refdef.viewcache.entityvisible[i] = true;
4945 // no worldmodel or it can't check visibility
4946 for (i = 0;i < r_refdef.scene.numentities;i++)
4948 ent = r_refdef.scene.entities[i];
4949 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4952 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4953 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4955 for (i = 0;i < r_refdef.scene.numentities;i++)
4957 if (!r_refdef.viewcache.entityvisible[i])
4959 ent = r_refdef.scene.entities[i];
4960 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4962 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4964 continue; // temp entities do pvs only
4965 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4966 ent->last_trace_visibility = realtime;
4967 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4968 r_refdef.viewcache.entityvisible[i] = 0;
4974 /// only used if skyrendermasked, and normally returns false
4975 int R_DrawBrushModelsSky (void)
4978 entity_render_t *ent;
4981 for (i = 0;i < r_refdef.scene.numentities;i++)
4983 if (!r_refdef.viewcache.entityvisible[i])
4985 ent = r_refdef.scene.entities[i];
4986 if (!ent->model || !ent->model->DrawSky)
4988 ent->model->DrawSky(ent);
4994 static void R_DrawNoModel(entity_render_t *ent);
4995 static void R_DrawModels(void)
4998 entity_render_t *ent;
5000 for (i = 0;i < r_refdef.scene.numentities;i++)
5002 if (!r_refdef.viewcache.entityvisible[i])
5004 ent = r_refdef.scene.entities[i];
5005 r_refdef.stats.entities++;
5007 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5010 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5011 Con_Printf("R_DrawModels\n");
5012 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]);
5013 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);
5014 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);
5017 if (ent->model && ent->model->Draw != NULL)
5018 ent->model->Draw(ent);
5024 static void R_DrawModelsDepth(void)
5027 entity_render_t *ent;
5029 for (i = 0;i < r_refdef.scene.numentities;i++)
5031 if (!r_refdef.viewcache.entityvisible[i])
5033 ent = r_refdef.scene.entities[i];
5034 if (ent->model && ent->model->DrawDepth != NULL)
5035 ent->model->DrawDepth(ent);
5039 static void R_DrawModelsDebug(void)
5042 entity_render_t *ent;
5044 for (i = 0;i < r_refdef.scene.numentities;i++)
5046 if (!r_refdef.viewcache.entityvisible[i])
5048 ent = r_refdef.scene.entities[i];
5049 if (ent->model && ent->model->DrawDebug != NULL)
5050 ent->model->DrawDebug(ent);
5054 static void R_DrawModelsAddWaterPlanes(void)
5057 entity_render_t *ent;
5059 for (i = 0;i < r_refdef.scene.numentities;i++)
5061 if (!r_refdef.viewcache.entityvisible[i])
5063 ent = r_refdef.scene.entities[i];
5064 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5065 ent->model->DrawAddWaterPlanes(ent);
5069 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}};
5071 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5073 if (r_hdr_irisadaptation.integer)
5078 vec3_t diffusenormal;
5080 vec_t brightness = 0.0f;
5085 VectorCopy(r_refdef.view.forward, forward);
5086 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5088 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5089 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5090 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5091 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5092 d = DotProduct(forward, diffusenormal);
5093 brightness += VectorLength(ambient);
5095 brightness += d * VectorLength(diffuse);
5097 brightness *= 1.0f / c;
5098 brightness += 0.00001f; // make sure it's never zero
5099 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5100 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5101 current = r_hdr_irisadaptation_value.value;
5103 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5104 else if (current > goal)
5105 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5106 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5107 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5109 else if (r_hdr_irisadaptation_value.value != 1.0f)
5110 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5113 static void R_View_SetFrustum(const int *scissor)
5116 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5117 vec3_t forward, left, up, origin, v;
5121 // flipped x coordinates (because x points left here)
5122 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5123 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5125 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5126 switch(vid.renderpath)
5128 case RENDERPATH_D3D9:
5129 case RENDERPATH_D3D10:
5130 case RENDERPATH_D3D11:
5131 // non-flipped y coordinates
5132 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5133 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5135 case RENDERPATH_SOFT:
5136 case RENDERPATH_GL11:
5137 case RENDERPATH_GL13:
5138 case RENDERPATH_GL20:
5139 case RENDERPATH_GLES1:
5140 case RENDERPATH_GLES2:
5141 // non-flipped y coordinates
5142 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5143 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 // we can't trust r_refdef.view.forward and friends in reflected scenes
5149 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5152 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5153 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5154 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5155 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5156 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5157 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5158 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5159 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5160 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5161 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5162 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5163 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5167 zNear = r_refdef.nearclip;
5168 nudge = 1.0 - 1.0 / (1<<23);
5169 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5170 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5171 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5172 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5173 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5174 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5175 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5176 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5182 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5183 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5184 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5185 r_refdef.view.frustum[0].dist = m[15] - m[12];
5187 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5188 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5189 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5190 r_refdef.view.frustum[1].dist = m[15] + m[12];
5192 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5193 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5194 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5195 r_refdef.view.frustum[2].dist = m[15] - m[13];
5197 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5198 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5199 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5200 r_refdef.view.frustum[3].dist = m[15] + m[13];
5202 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5203 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5204 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5205 r_refdef.view.frustum[4].dist = m[15] - m[14];
5207 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5208 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5209 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5210 r_refdef.view.frustum[5].dist = m[15] + m[14];
5213 if (r_refdef.view.useperspective)
5215 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5216 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]);
5217 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]);
5218 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]);
5219 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]);
5221 // then the normals from the corners relative to origin
5222 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5223 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5224 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5225 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5227 // in a NORMAL view, forward cross left == up
5228 // in a REFLECTED view, forward cross left == down
5229 // so our cross products above need to be adjusted for a left handed coordinate system
5230 CrossProduct(forward, left, v);
5231 if(DotProduct(v, up) < 0)
5233 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5234 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5235 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5236 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5239 // Leaving those out was a mistake, those were in the old code, and they
5240 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5241 // I couldn't reproduce it after adding those normalizations. --blub
5242 VectorNormalize(r_refdef.view.frustum[0].normal);
5243 VectorNormalize(r_refdef.view.frustum[1].normal);
5244 VectorNormalize(r_refdef.view.frustum[2].normal);
5245 VectorNormalize(r_refdef.view.frustum[3].normal);
5247 // make the corners absolute
5248 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5249 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5250 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5251 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5254 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5256 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5257 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5258 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5259 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5260 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5264 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5265 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5266 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5267 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5268 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5270 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5271 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5272 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5273 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5275 r_refdef.view.numfrustumplanes = 5;
5277 if (r_refdef.view.useclipplane)
5279 r_refdef.view.numfrustumplanes = 6;
5280 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5283 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5284 PlaneClassify(r_refdef.view.frustum + i);
5286 // LordHavoc: note to all quake engine coders, Quake had a special case
5287 // for 90 degrees which assumed a square view (wrong), so I removed it,
5288 // Quake2 has it disabled as well.
5290 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5291 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5292 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5293 //PlaneClassify(&frustum[0]);
5295 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5298 //PlaneClassify(&frustum[1]);
5300 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5302 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5303 //PlaneClassify(&frustum[2]);
5305 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5308 //PlaneClassify(&frustum[3]);
5311 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5312 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5313 //PlaneClassify(&frustum[4]);
5316 void R_View_UpdateWithScissor(const int *myscissor)
5318 R_Main_ResizeViewCache();
5319 R_View_SetFrustum(myscissor);
5320 R_View_WorldVisibility(r_refdef.view.useclipplane);
5321 R_View_UpdateEntityVisible();
5322 R_View_UpdateEntityLighting();
5323 R_AnimCache_CacheVisibleEntities();
5326 void R_View_Update(void)
5328 R_Main_ResizeViewCache();
5329 R_View_SetFrustum(NULL);
5330 R_View_WorldVisibility(r_refdef.view.useclipplane);
5331 R_View_UpdateEntityVisible();
5332 R_View_UpdateEntityLighting();
5333 R_AnimCache_CacheVisibleEntities();
5336 float viewscalefpsadjusted = 1.0f;
5338 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5340 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5341 scale = bound(0.03125f, scale, 1.0f);
5342 *outwidth = (int)ceil(width * scale);
5343 *outheight = (int)ceil(height * scale);
5346 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5348 const float *customclipplane = NULL;
5350 int scaledwidth, scaledheight;
5351 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5353 // LordHavoc: couldn't figure out how to make this approach the
5354 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5355 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5356 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5357 dist = r_refdef.view.clipplane.dist;
5358 plane[0] = r_refdef.view.clipplane.normal[0];
5359 plane[1] = r_refdef.view.clipplane.normal[1];
5360 plane[2] = r_refdef.view.clipplane.normal[2];
5362 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5365 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5366 if (!r_refdef.view.useperspective)
5367 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5368 else if (vid.stencil && r_useinfinitefarclip.integer)
5369 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5371 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5372 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5373 R_SetViewport(&r_refdef.view.viewport);
5374 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5376 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5377 float screenplane[4];
5378 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5379 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5380 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5381 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5382 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5386 void R_EntityMatrix(const matrix4x4_t *matrix)
5388 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5390 gl_modelmatrixchanged = false;
5391 gl_modelmatrix = *matrix;
5392 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5393 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5394 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5395 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5397 switch(vid.renderpath)
5399 case RENDERPATH_D3D9:
5401 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5402 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5405 case RENDERPATH_D3D10:
5406 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5408 case RENDERPATH_D3D11:
5409 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5411 case RENDERPATH_GL11:
5412 case RENDERPATH_GL13:
5413 case RENDERPATH_GLES1:
5414 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5416 case RENDERPATH_SOFT:
5417 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5418 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES2:
5422 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5423 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5429 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5431 r_viewport_t viewport;
5434 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5435 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5436 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5437 R_SetViewport(&viewport);
5438 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5439 GL_Color(1, 1, 1, 1);
5440 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5441 GL_BlendFunc(GL_ONE, GL_ZERO);
5442 GL_ScissorTest(false);
5443 GL_DepthMask(false);
5444 GL_DepthRange(0, 1);
5445 GL_DepthTest(false);
5446 GL_DepthFunc(GL_LEQUAL);
5447 R_EntityMatrix(&identitymatrix);
5448 R_Mesh_ResetTextureState();
5449 GL_PolygonOffset(0, 0);
5450 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5451 switch(vid.renderpath)
5453 case RENDERPATH_GL11:
5454 case RENDERPATH_GL13:
5455 case RENDERPATH_GL20:
5456 case RENDERPATH_GLES1:
5457 case RENDERPATH_GLES2:
5458 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5460 case RENDERPATH_D3D9:
5461 case RENDERPATH_D3D10:
5462 case RENDERPATH_D3D11:
5463 case RENDERPATH_SOFT:
5466 GL_CullFace(GL_NONE);
5469 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5473 R_SetupView(true, fbo, depthtexture, colortexture);
5474 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5475 GL_Color(1, 1, 1, 1);
5476 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5477 GL_BlendFunc(GL_ONE, GL_ZERO);
5478 GL_ScissorTest(true);
5480 GL_DepthRange(0, 1);
5482 GL_DepthFunc(GL_LEQUAL);
5483 R_EntityMatrix(&identitymatrix);
5484 R_Mesh_ResetTextureState();
5485 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5486 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5487 switch(vid.renderpath)
5489 case RENDERPATH_GL11:
5490 case RENDERPATH_GL13:
5491 case RENDERPATH_GL20:
5492 case RENDERPATH_GLES1:
5493 case RENDERPATH_GLES2:
5494 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5496 case RENDERPATH_D3D9:
5497 case RENDERPATH_D3D10:
5498 case RENDERPATH_D3D11:
5499 case RENDERPATH_SOFT:
5502 GL_CullFace(r_refdef.view.cullface_back);
5507 R_RenderView_UpdateViewVectors
5510 static void R_RenderView_UpdateViewVectors(void)
5512 // break apart the view matrix into vectors for various purposes
5513 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5514 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5515 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5516 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5517 // make an inverted copy of the view matrix for tracking sprites
5518 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5521 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5522 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5524 static void R_Water_StartFrame(void)
5527 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5528 r_waterstate_waterplane_t *p;
5529 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5531 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5534 switch(vid.renderpath)
5536 case RENDERPATH_GL20:
5537 case RENDERPATH_D3D9:
5538 case RENDERPATH_D3D10:
5539 case RENDERPATH_D3D11:
5540 case RENDERPATH_SOFT:
5541 case RENDERPATH_GLES2:
5543 case RENDERPATH_GL11:
5544 case RENDERPATH_GL13:
5545 case RENDERPATH_GLES1:
5549 // set waterwidth and waterheight to the water resolution that will be
5550 // used (often less than the screen resolution for faster rendering)
5551 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5553 // calculate desired texture sizes
5554 // can't use water if the card does not support the texture size
5555 if (!r_water.integer || r_showsurfaces.integer)
5556 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5557 else if (vid.support.arb_texture_non_power_of_two)
5559 texturewidth = waterwidth;
5560 textureheight = waterheight;
5561 camerawidth = waterwidth;
5562 cameraheight = waterheight;
5566 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5567 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5568 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5569 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5572 // allocate textures as needed
5573 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5575 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5576 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5578 if (p->texture_refraction)
5579 R_FreeTexture(p->texture_refraction);
5580 p->texture_refraction = NULL;
5581 if (p->fbo_refraction)
5582 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5583 p->fbo_refraction = 0;
5584 if (p->texture_reflection)
5585 R_FreeTexture(p->texture_reflection);
5586 p->texture_reflection = NULL;
5587 if (p->fbo_reflection)
5588 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5589 p->fbo_reflection = 0;
5590 if (p->texture_camera)
5591 R_FreeTexture(p->texture_camera);
5592 p->texture_camera = NULL;
5594 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5597 memset(&r_fb.water, 0, sizeof(r_fb.water));
5598 r_fb.water.texturewidth = texturewidth;
5599 r_fb.water.textureheight = textureheight;
5600 r_fb.water.camerawidth = camerawidth;
5601 r_fb.water.cameraheight = cameraheight;
5604 if (r_fb.water.texturewidth)
5606 int scaledwidth, scaledheight;
5608 r_fb.water.enabled = true;
5610 // water resolution is usually reduced
5611 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5612 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5613 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5615 // set up variables that will be used in shader setup
5616 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5617 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5618 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5619 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5622 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5623 r_fb.water.numwaterplanes = 0;
5626 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5628 int planeindex, bestplaneindex, vertexindex;
5629 vec3_t mins, maxs, normal, center, v, n;
5630 vec_t planescore, bestplanescore;
5632 r_waterstate_waterplane_t *p;
5633 texture_t *t = R_GetCurrentTexture(surface->texture);
5635 rsurface.texture = t;
5636 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5638 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5640 // average the vertex normals, find the surface bounds (after deformvertexes)
5641 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5642 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5643 VectorCopy(n, normal);
5644 VectorCopy(v, mins);
5645 VectorCopy(v, maxs);
5646 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5648 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5649 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5650 VectorAdd(normal, n, normal);
5651 mins[0] = min(mins[0], v[0]);
5652 mins[1] = min(mins[1], v[1]);
5653 mins[2] = min(mins[2], v[2]);
5654 maxs[0] = max(maxs[0], v[0]);
5655 maxs[1] = max(maxs[1], v[1]);
5656 maxs[2] = max(maxs[2], v[2]);
5658 VectorNormalize(normal);
5659 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5661 VectorCopy(normal, plane.normal);
5662 VectorNormalize(plane.normal);
5663 plane.dist = DotProduct(center, plane.normal);
5664 PlaneClassify(&plane);
5665 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5667 // skip backfaces (except if nocullface is set)
5668 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5670 VectorNegate(plane.normal, plane.normal);
5672 PlaneClassify(&plane);
5676 // find a matching plane if there is one
5677 bestplaneindex = -1;
5678 bestplanescore = 1048576.0f;
5679 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5681 if(p->camera_entity == t->camera_entity)
5683 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5684 if (bestplaneindex < 0 || bestplanescore > planescore)
5686 bestplaneindex = planeindex;
5687 bestplanescore = planescore;
5691 planeindex = bestplaneindex;
5692 p = r_fb.water.waterplanes + planeindex;
5694 // if this surface does not fit any known plane rendered this frame, add one
5695 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5697 // store the new plane
5698 planeindex = r_fb.water.numwaterplanes++;
5699 p = r_fb.water.waterplanes + planeindex;
5701 // clear materialflags and pvs
5702 p->materialflags = 0;
5703 p->pvsvalid = false;
5704 p->camera_entity = t->camera_entity;
5705 VectorCopy(mins, p->mins);
5706 VectorCopy(maxs, p->maxs);
5710 // merge mins/maxs when we're adding this surface to the plane
5711 p->mins[0] = min(p->mins[0], mins[0]);
5712 p->mins[1] = min(p->mins[1], mins[1]);
5713 p->mins[2] = min(p->mins[2], mins[2]);
5714 p->maxs[0] = max(p->maxs[0], maxs[0]);
5715 p->maxs[1] = max(p->maxs[1], maxs[1]);
5716 p->maxs[2] = max(p->maxs[2], maxs[2]);
5718 // merge this surface's materialflags into the waterplane
5719 p->materialflags |= t->currentmaterialflags;
5720 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5722 // merge this surface's PVS into the waterplane
5723 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5724 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5726 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5732 extern cvar_t r_drawparticles;
5733 extern cvar_t r_drawdecals;
5735 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5738 r_refdef_view_t originalview;
5739 r_refdef_view_t myview;
5740 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;
5741 r_waterstate_waterplane_t *p;
5743 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5745 originalview = r_refdef.view;
5747 // lowquality hack, temporarily shut down some cvars and restore afterwards
5748 qualityreduction = r_water_lowquality.integer;
5749 if (qualityreduction > 0)
5751 if (qualityreduction >= 1)
5753 old_r_shadows = r_shadows.integer;
5754 old_r_worldrtlight = r_shadow_realtime_world.integer;
5755 old_r_dlight = r_shadow_realtime_dlight.integer;
5756 Cvar_SetValueQuick(&r_shadows, 0);
5757 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5758 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5760 if (qualityreduction >= 2)
5762 old_r_dynamic = r_dynamic.integer;
5763 old_r_particles = r_drawparticles.integer;
5764 old_r_decals = r_drawdecals.integer;
5765 Cvar_SetValueQuick(&r_dynamic, 0);
5766 Cvar_SetValueQuick(&r_drawparticles, 0);
5767 Cvar_SetValueQuick(&r_drawdecals, 0);
5771 // make sure enough textures are allocated
5772 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5774 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5776 if (!p->texture_refraction)
5777 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5778 if (!p->texture_refraction)
5782 if (r_fb.water.depthtexture == NULL)
5783 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5784 if (p->fbo_refraction == 0)
5785 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5788 else if (p->materialflags & MATERIALFLAG_CAMERA)
5790 if (!p->texture_camera)
5791 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5792 if (!p->texture_camera)
5796 if (r_fb.water.depthtexture == NULL)
5797 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5798 if (p->fbo_camera == 0)
5799 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5803 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5805 if (!p->texture_reflection)
5806 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5807 if (!p->texture_reflection)
5811 if (r_fb.water.depthtexture == NULL)
5812 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5813 if (p->fbo_reflection == 0)
5814 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5820 r_refdef.view = originalview;
5821 r_refdef.view.showdebug = false;
5822 r_refdef.view.width = r_fb.water.waterwidth;
5823 r_refdef.view.height = r_fb.water.waterheight;
5824 r_refdef.view.useclipplane = true;
5825 myview = r_refdef.view;
5826 r_fb.water.renderingscene = true;
5827 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5829 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5831 r_refdef.view = myview;
5832 if(r_water_scissormode.integer)
5834 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5835 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5836 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5839 // render reflected scene and copy into texture
5840 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5841 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5842 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5843 r_refdef.view.clipplane = p->plane;
5844 // reverse the cullface settings for this render
5845 r_refdef.view.cullface_front = GL_FRONT;
5846 r_refdef.view.cullface_back = GL_BACK;
5847 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5849 r_refdef.view.usecustompvs = true;
5851 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5853 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5856 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5857 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5858 R_ClearScreen(r_refdef.fogenabled);
5859 if(r_water_scissormode.integer & 2)
5860 R_View_UpdateWithScissor(myscissor);
5863 if(r_water_scissormode.integer & 1)
5864 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5865 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5867 if (!p->fbo_reflection)
5868 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5869 r_fb.water.hideplayer = false;
5872 // render the normal view scene and copy into texture
5873 // (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)
5874 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5876 r_refdef.view = myview;
5877 if(r_water_scissormode.integer)
5879 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5880 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5881 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5884 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5886 r_refdef.view.clipplane = p->plane;
5887 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5888 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5890 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5892 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5893 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5894 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5895 R_RenderView_UpdateViewVectors();
5896 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5898 r_refdef.view.usecustompvs = true;
5899 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);
5903 PlaneClassify(&r_refdef.view.clipplane);
5905 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5906 R_ClearScreen(r_refdef.fogenabled);
5907 if(r_water_scissormode.integer & 2)
5908 R_View_UpdateWithScissor(myscissor);
5911 if(r_water_scissormode.integer & 1)
5912 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5913 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5915 if (!p->fbo_refraction)
5916 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5917 r_fb.water.hideplayer = false;
5919 else if (p->materialflags & MATERIALFLAG_CAMERA)
5921 r_refdef.view = myview;
5923 r_refdef.view.clipplane = p->plane;
5924 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5925 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5927 r_refdef.view.width = r_fb.water.camerawidth;
5928 r_refdef.view.height = r_fb.water.cameraheight;
5929 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5930 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5931 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5932 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5934 if(p->camera_entity)
5936 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5937 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5940 // note: all of the view is used for displaying... so
5941 // there is no use in scissoring
5943 // reverse the cullface settings for this render
5944 r_refdef.view.cullface_front = GL_FRONT;
5945 r_refdef.view.cullface_back = GL_BACK;
5946 // also reverse the view matrix
5947 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
5948 R_RenderView_UpdateViewVectors();
5949 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5951 r_refdef.view.usecustompvs = true;
5952 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);
5955 // camera needs no clipplane
5956 r_refdef.view.useclipplane = false;
5958 PlaneClassify(&r_refdef.view.clipplane);
5960 r_fb.water.hideplayer = false;
5962 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5963 R_ClearScreen(r_refdef.fogenabled);
5965 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5968 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5969 r_fb.water.hideplayer = false;
5973 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5974 r_fb.water.renderingscene = false;
5975 r_refdef.view = originalview;
5976 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5977 if (!r_fb.water.depthtexture)
5978 R_ClearScreen(r_refdef.fogenabled);
5982 r_refdef.view = originalview;
5983 r_fb.water.renderingscene = false;
5984 Cvar_SetValueQuick(&r_water, 0);
5985 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5987 // lowquality hack, restore cvars
5988 if (qualityreduction > 0)
5990 if (qualityreduction >= 1)
5992 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5993 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5994 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5996 if (qualityreduction >= 2)
5998 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5999 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6000 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6005 void R_Bloom_StartFrame(void)
6008 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6009 int viewwidth, viewheight;
6010 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6011 textype_t textype = TEXTYPE_COLORBUFFER;
6013 switch (vid.renderpath)
6015 case RENDERPATH_GL20:
6016 case RENDERPATH_GLES2:
6017 if (vid.support.ext_framebuffer_object)
6019 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6020 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6023 case RENDERPATH_GL11:
6024 case RENDERPATH_GL13:
6025 case RENDERPATH_GLES1:
6026 case RENDERPATH_D3D9:
6027 case RENDERPATH_D3D10:
6028 case RENDERPATH_D3D11:
6029 case RENDERPATH_SOFT:
6033 if (r_viewscale_fpsscaling.integer)
6035 double actualframetime;
6036 double targetframetime;
6038 actualframetime = r_refdef.lastdrawscreentime;
6039 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6040 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6041 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6042 if (r_viewscale_fpsscaling_stepsize.value > 0)
6043 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6044 viewscalefpsadjusted += adjust;
6045 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6048 viewscalefpsadjusted = 1.0f;
6050 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6052 switch(vid.renderpath)
6054 case RENDERPATH_GL20:
6055 case RENDERPATH_D3D9:
6056 case RENDERPATH_D3D10:
6057 case RENDERPATH_D3D11:
6058 case RENDERPATH_SOFT:
6059 case RENDERPATH_GLES2:
6061 case RENDERPATH_GL11:
6062 case RENDERPATH_GL13:
6063 case RENDERPATH_GLES1:
6067 // set bloomwidth and bloomheight to the bloom resolution that will be
6068 // used (often less than the screen resolution for faster rendering)
6069 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6070 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6071 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6072 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6073 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6075 // calculate desired texture sizes
6076 if (vid.support.arb_texture_non_power_of_two)
6078 screentexturewidth = vid.width;
6079 screentextureheight = vid.height;
6080 bloomtexturewidth = r_fb.bloomwidth;
6081 bloomtextureheight = r_fb.bloomheight;
6085 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6086 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6087 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6088 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6091 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))
6093 Cvar_SetValueQuick(&r_bloom, 0);
6094 Cvar_SetValueQuick(&r_motionblur, 0);
6095 Cvar_SetValueQuick(&r_damageblur, 0);
6098 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6100 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6102 && r_viewscale.value == 1.0f
6103 && !r_viewscale_fpsscaling.integer)
6104 screentexturewidth = screentextureheight = 0;
6105 if (!r_bloom.integer)
6106 bloomtexturewidth = bloomtextureheight = 0;
6108 // allocate textures as needed
6109 if (r_fb.screentexturewidth != screentexturewidth
6110 || r_fb.screentextureheight != screentextureheight
6111 || r_fb.bloomtexturewidth != bloomtexturewidth
6112 || r_fb.bloomtextureheight != bloomtextureheight
6113 || r_fb.textype != textype
6114 || useviewfbo != (r_fb.fbo != 0))
6116 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6118 if (r_fb.bloomtexture[i])
6119 R_FreeTexture(r_fb.bloomtexture[i]);
6120 r_fb.bloomtexture[i] = NULL;
6122 if (r_fb.bloomfbo[i])
6123 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6124 r_fb.bloomfbo[i] = 0;
6128 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6131 if (r_fb.colortexture)
6132 R_FreeTexture(r_fb.colortexture);
6133 r_fb.colortexture = NULL;
6135 if (r_fb.depthtexture)
6136 R_FreeTexture(r_fb.depthtexture);
6137 r_fb.depthtexture = NULL;
6139 if (r_fb.ghosttexture)
6140 R_FreeTexture(r_fb.ghosttexture);
6141 r_fb.ghosttexture = NULL;
6143 r_fb.screentexturewidth = screentexturewidth;
6144 r_fb.screentextureheight = screentextureheight;
6145 r_fb.bloomtexturewidth = bloomtexturewidth;
6146 r_fb.bloomtextureheight = bloomtextureheight;
6147 r_fb.textype = textype;
6149 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6151 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6152 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);
6153 r_fb.ghosttexture_valid = false;
6154 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6157 // FIXME: choose depth bits based on a cvar
6158 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6159 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6160 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6162 // render depth into one texture and color into the other
6166 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6167 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6168 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6169 if (status != GL_FRAMEBUFFER_COMPLETE)
6170 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6176 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6178 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6180 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6182 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6187 // bloom texture is a different resolution
6188 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6189 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6190 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6191 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6192 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6194 // set up a texcoord array for the full resolution screen image
6195 // (we have to keep this around to copy back during final render)
6196 r_fb.screentexcoord2f[0] = 0;
6197 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6198 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6199 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6200 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6201 r_fb.screentexcoord2f[5] = 0;
6202 r_fb.screentexcoord2f[6] = 0;
6203 r_fb.screentexcoord2f[7] = 0;
6205 // set up a texcoord array for the reduced resolution bloom image
6206 // (which will be additive blended over the screen image)
6207 r_fb.bloomtexcoord2f[0] = 0;
6208 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6209 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6210 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6211 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6212 r_fb.bloomtexcoord2f[5] = 0;
6213 r_fb.bloomtexcoord2f[6] = 0;
6214 r_fb.bloomtexcoord2f[7] = 0;
6216 switch(vid.renderpath)
6218 case RENDERPATH_GL11:
6219 case RENDERPATH_GL13:
6220 case RENDERPATH_GL20:
6221 case RENDERPATH_SOFT:
6222 case RENDERPATH_GLES1:
6223 case RENDERPATH_GLES2:
6225 case RENDERPATH_D3D9:
6226 case RENDERPATH_D3D10:
6227 case RENDERPATH_D3D11:
6230 for (i = 0;i < 4;i++)
6232 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6233 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6234 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6235 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6241 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6244 r_refdef.view.clear = true;
6247 void R_Bloom_MakeTexture(void)
6250 float xoffset, yoffset, r, brighten;
6252 float colorscale = r_bloom_colorscale.value;
6254 r_refdef.stats.bloom++;
6258 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6259 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6262 // scale down screen texture to the bloom texture size
6264 r_fb.bloomindex = 0;
6265 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6266 R_SetViewport(&r_fb.bloomviewport);
6267 GL_BlendFunc(GL_ONE, GL_ZERO);
6268 GL_Color(colorscale, colorscale, colorscale, 1);
6269 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6270 switch(vid.renderpath)
6272 case RENDERPATH_GL11:
6273 case RENDERPATH_GL13:
6274 case RENDERPATH_GL20:
6275 case RENDERPATH_GLES1:
6276 case RENDERPATH_GLES2:
6277 case RENDERPATH_SOFT:
6278 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6280 case RENDERPATH_D3D9:
6281 case RENDERPATH_D3D10:
6282 case RENDERPATH_D3D11:
6283 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6286 // TODO: do boxfilter scale-down in shader?
6287 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6288 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6289 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6291 // we now have a properly scaled bloom image
6292 if (!r_fb.bloomfbo[r_fb.bloomindex])
6294 // copy it into the bloom texture
6295 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6296 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6299 // multiply bloom image by itself as many times as desired
6300 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6302 intex = r_fb.bloomtexture[r_fb.bloomindex];
6303 r_fb.bloomindex ^= 1;
6304 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6306 r = bound(0, r_bloom_colorexponent.value / x, 1);
6307 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6309 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6310 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6311 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6312 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6314 if (!r_fb.bloomfbo[r_fb.bloomindex])
6316 // copy the darkened image to a texture
6317 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6318 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6322 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6323 brighten = r_bloom_brighten.value;
6324 brighten = sqrt(brighten);
6326 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6328 for (dir = 0;dir < 2;dir++)
6330 intex = r_fb.bloomtexture[r_fb.bloomindex];
6331 r_fb.bloomindex ^= 1;
6332 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6333 // blend on at multiple vertical offsets to achieve a vertical blur
6334 // TODO: do offset blends using GLSL
6335 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6336 GL_BlendFunc(GL_ONE, GL_ZERO);
6337 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6338 for (x = -range;x <= range;x++)
6340 if (!dir){xoffset = 0;yoffset = x;}
6341 else {xoffset = x;yoffset = 0;}
6342 xoffset /= (float)r_fb.bloomtexturewidth;
6343 yoffset /= (float)r_fb.bloomtextureheight;
6344 // compute a texcoord array with the specified x and y offset
6345 r_fb.offsettexcoord2f[0] = xoffset+0;
6346 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6347 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6348 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6349 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6350 r_fb.offsettexcoord2f[5] = yoffset+0;
6351 r_fb.offsettexcoord2f[6] = xoffset+0;
6352 r_fb.offsettexcoord2f[7] = yoffset+0;
6353 // this r value looks like a 'dot' particle, fading sharply to
6354 // black at the edges
6355 // (probably not realistic but looks good enough)
6356 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6357 //r = brighten/(range*2+1);
6358 r = brighten / (range * 2 + 1);
6360 r *= (1 - x*x/(float)(range*range));
6361 GL_Color(r, r, r, 1);
6362 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6363 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6364 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6365 GL_BlendFunc(GL_ONE, GL_ONE);
6368 if (!r_fb.bloomfbo[r_fb.bloomindex])
6370 // copy the vertically or horizontally blurred bloom view to a texture
6371 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6372 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6377 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6379 unsigned int permutation;
6380 float uservecs[4][4];
6382 switch (vid.renderpath)
6384 case RENDERPATH_GL20:
6385 case RENDERPATH_D3D9:
6386 case RENDERPATH_D3D10:
6387 case RENDERPATH_D3D11:
6388 case RENDERPATH_SOFT:
6389 case RENDERPATH_GLES2:
6391 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6392 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6393 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6394 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6395 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6397 if (r_fb.colortexture)
6401 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6402 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6405 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6407 // declare variables
6408 float blur_factor, blur_mouseaccel, blur_velocity;
6409 static float blur_average;
6410 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6412 // set a goal for the factoring
6413 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6414 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6415 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6416 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6417 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6418 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6420 // from the goal, pick an averaged value between goal and last value
6421 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6422 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6424 // enforce minimum amount of blur
6425 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6427 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6429 // calculate values into a standard alpha
6430 cl.motionbluralpha = 1 - exp(-
6432 (r_motionblur.value * blur_factor / 80)
6434 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6437 max(0.0001, cl.time - cl.oldtime) // fps independent
6440 // randomization for the blur value to combat persistent ghosting
6441 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6442 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6445 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6446 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6448 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6449 GL_Color(1, 1, 1, cl.motionbluralpha);
6450 switch(vid.renderpath)
6452 case RENDERPATH_GL11:
6453 case RENDERPATH_GL13:
6454 case RENDERPATH_GL20:
6455 case RENDERPATH_GLES1:
6456 case RENDERPATH_GLES2:
6457 case RENDERPATH_SOFT:
6458 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6460 case RENDERPATH_D3D9:
6461 case RENDERPATH_D3D10:
6462 case RENDERPATH_D3D11:
6463 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6466 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6467 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6468 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6471 // updates old view angles for next pass
6472 VectorCopy(cl.viewangles, blur_oldangles);
6474 // copy view into the ghost texture
6475 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6476 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6477 r_fb.ghosttexture_valid = true;
6482 // no r_fb.colortexture means we're rendering to the real fb
6483 // we may still have to do view tint...
6484 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6486 // apply a color tint to the whole view
6487 R_ResetViewRendering2D(0, NULL, NULL);
6488 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6489 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6490 R_SetupShader_Generic_NoTexture(false, true);
6491 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6492 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6494 break; // no screen processing, no bloom, skip it
6497 if (r_fb.bloomtexture[0])
6499 // make the bloom texture
6500 R_Bloom_MakeTexture();
6503 #if _MSC_VER >= 1400
6504 #define sscanf sscanf_s
6506 memset(uservecs, 0, sizeof(uservecs));
6507 if (r_glsl_postprocess_uservec1_enable.integer)
6508 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6509 if (r_glsl_postprocess_uservec2_enable.integer)
6510 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6511 if (r_glsl_postprocess_uservec3_enable.integer)
6512 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6513 if (r_glsl_postprocess_uservec4_enable.integer)
6514 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6516 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6517 GL_Color(1, 1, 1, 1);
6518 GL_BlendFunc(GL_ONE, GL_ZERO);
6520 switch(vid.renderpath)
6522 case RENDERPATH_GL20:
6523 case RENDERPATH_GLES2:
6524 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6525 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6526 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6527 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6528 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6529 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]);
6530 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6531 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]);
6532 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]);
6533 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]);
6534 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]);
6535 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6536 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6537 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);
6539 case RENDERPATH_D3D9:
6541 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6542 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6543 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6544 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6545 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture);
6546 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6547 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6548 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6549 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6550 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6551 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6552 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6553 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6554 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6555 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6558 case RENDERPATH_D3D10:
6559 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6561 case RENDERPATH_D3D11:
6562 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6564 case RENDERPATH_SOFT:
6565 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6566 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6567 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6568 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6569 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6570 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6571 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6572 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6576 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6577 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6578 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6583 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6584 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6586 case RENDERPATH_GL11:
6587 case RENDERPATH_GL13:
6588 case RENDERPATH_GLES1:
6589 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6591 // apply a color tint to the whole view
6592 R_ResetViewRendering2D(0, NULL, NULL);
6593 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6594 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6595 R_SetupShader_Generic_NoTexture(false, true);
6596 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6597 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6603 matrix4x4_t r_waterscrollmatrix;
6605 void R_UpdateFog(void)
6608 if (gamemode == GAME_NEHAHRA)
6610 if (gl_fogenable.integer)
6612 r_refdef.oldgl_fogenable = true;
6613 r_refdef.fog_density = gl_fogdensity.value;
6614 r_refdef.fog_red = gl_fogred.value;
6615 r_refdef.fog_green = gl_foggreen.value;
6616 r_refdef.fog_blue = gl_fogblue.value;
6617 r_refdef.fog_alpha = 1;
6618 r_refdef.fog_start = 0;
6619 r_refdef.fog_end = gl_skyclip.value;
6620 r_refdef.fog_height = 1<<30;
6621 r_refdef.fog_fadedepth = 128;
6623 else if (r_refdef.oldgl_fogenable)
6625 r_refdef.oldgl_fogenable = false;
6626 r_refdef.fog_density = 0;
6627 r_refdef.fog_red = 0;
6628 r_refdef.fog_green = 0;
6629 r_refdef.fog_blue = 0;
6630 r_refdef.fog_alpha = 0;
6631 r_refdef.fog_start = 0;
6632 r_refdef.fog_end = 0;
6633 r_refdef.fog_height = 1<<30;
6634 r_refdef.fog_fadedepth = 128;
6639 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6640 r_refdef.fog_start = max(0, r_refdef.fog_start);
6641 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6643 if (r_refdef.fog_density && r_drawfog.integer)
6645 r_refdef.fogenabled = true;
6646 // this is the point where the fog reaches 0.9986 alpha, which we
6647 // consider a good enough cutoff point for the texture
6648 // (0.9986 * 256 == 255.6)
6649 if (r_fog_exp2.integer)
6650 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6652 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6653 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6654 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6655 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6656 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6657 R_BuildFogHeightTexture();
6658 // fog color was already set
6659 // update the fog texture
6660 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)
6661 R_BuildFogTexture();
6662 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6663 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6666 r_refdef.fogenabled = false;
6669 if (r_refdef.fog_density)
6671 r_refdef.fogcolor[0] = r_refdef.fog_red;
6672 r_refdef.fogcolor[1] = r_refdef.fog_green;
6673 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6675 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6676 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6677 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6678 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6682 VectorCopy(r_refdef.fogcolor, fogvec);
6683 // color.rgb *= ContrastBoost * SceneBrightness;
6684 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6685 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6686 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6687 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6692 void R_UpdateVariables(void)
6696 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6698 r_refdef.farclip = r_farclip_base.value;
6699 if (r_refdef.scene.worldmodel)
6700 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6701 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6703 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6704 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6705 r_refdef.polygonfactor = 0;
6706 r_refdef.polygonoffset = 0;
6707 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6708 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6710 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6711 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6712 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6713 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6714 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6715 if (FAKELIGHT_ENABLED)
6717 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6719 if (r_showsurfaces.integer)
6721 r_refdef.scene.rtworld = false;
6722 r_refdef.scene.rtworldshadows = false;
6723 r_refdef.scene.rtdlight = false;
6724 r_refdef.scene.rtdlightshadows = false;
6725 r_refdef.lightmapintensity = 0;
6728 switch(vid.renderpath)
6730 case RENDERPATH_GL20:
6731 case RENDERPATH_D3D9:
6732 case RENDERPATH_D3D10:
6733 case RENDERPATH_D3D11:
6734 case RENDERPATH_SOFT:
6735 case RENDERPATH_GLES2:
6736 if(v_glslgamma.integer && !vid_gammatables_trivial)
6738 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6740 // build GLSL gamma texture
6741 #define RAMPWIDTH 256
6742 unsigned short ramp[RAMPWIDTH * 3];
6743 unsigned char rampbgr[RAMPWIDTH][4];
6746 r_texture_gammaramps_serial = vid_gammatables_serial;
6748 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6749 for(i = 0; i < RAMPWIDTH; ++i)
6751 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6752 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6753 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6756 if (r_texture_gammaramps)
6758 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6762 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6768 // remove GLSL gamma texture
6771 case RENDERPATH_GL11:
6772 case RENDERPATH_GL13:
6773 case RENDERPATH_GLES1:
6778 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6779 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6785 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6786 if( scenetype != r_currentscenetype ) {
6787 // store the old scenetype
6788 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6789 r_currentscenetype = scenetype;
6790 // move in the new scene
6791 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6800 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6802 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6803 if( scenetype == r_currentscenetype ) {
6804 return &r_refdef.scene;
6806 return &r_scenes_store[ scenetype ];
6810 int R_SortEntities_Compare(const void *ap, const void *bp)
6812 const entity_render_t *a = *(const entity_render_t **)ap;
6813 const entity_render_t *b = *(const entity_render_t **)bp;
6816 if(a->model < b->model)
6818 if(a->model > b->model)
6822 // TODO possibly calculate the REAL skinnum here first using
6824 if(a->skinnum < b->skinnum)
6826 if(a->skinnum > b->skinnum)
6829 // everything we compared is equal
6832 void R_SortEntities(void)
6834 // below or equal 2 ents, sorting never gains anything
6835 if(r_refdef.scene.numentities <= 2)
6838 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6846 int dpsoftrast_test;
6847 extern void R_Shadow_UpdateBounceGridTexture(void);
6848 extern cvar_t r_shadow_bouncegrid;
6849 void R_RenderView(void)
6851 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6853 rtexture_t *depthtexture;
6854 rtexture_t *colortexture;
6856 dpsoftrast_test = r_test.integer;
6858 if (r_timereport_active)
6859 R_TimeReport("start");
6860 r_textureframe++; // used only by R_GetCurrentTexture
6861 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6863 if(R_CompileShader_CheckStaticParms())
6866 if (!r_drawentities.integer)
6867 r_refdef.scene.numentities = 0;
6868 else if (r_sortentities.integer)
6871 R_AnimCache_ClearCache();
6872 R_FrameData_NewFrame();
6874 /* adjust for stereo display */
6875 if(R_Stereo_Active())
6877 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);
6878 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6881 if (r_refdef.view.isoverlay)
6883 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6884 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6885 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6886 R_TimeReport("depthclear");
6888 r_refdef.view.showdebug = false;
6890 r_fb.water.enabled = false;
6891 r_fb.water.numwaterplanes = 0;
6893 R_RenderScene(0, NULL, NULL);
6895 r_refdef.view.matrix = originalmatrix;
6901 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6903 r_refdef.view.matrix = originalmatrix;
6904 return; //Host_Error ("R_RenderView: NULL worldmodel");
6907 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6909 R_RenderView_UpdateViewVectors();
6911 R_Shadow_UpdateWorldLightSelection();
6913 R_Bloom_StartFrame();
6914 R_Water_StartFrame();
6916 // now we probably have an fbo to render into
6918 depthtexture = r_fb.depthtexture;
6919 colortexture = r_fb.colortexture;
6922 if (r_timereport_active)
6923 R_TimeReport("viewsetup");
6925 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6927 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6929 R_ClearScreen(r_refdef.fogenabled);
6930 if (r_timereport_active)
6931 R_TimeReport("viewclear");
6933 r_refdef.view.clear = true;
6935 r_refdef.view.showdebug = true;
6938 if (r_timereport_active)
6939 R_TimeReport("visibility");
6941 R_Shadow_UpdateBounceGridTexture();
6942 if (r_timereport_active && r_shadow_bouncegrid.integer)
6943 R_TimeReport("bouncegrid");
6945 r_fb.water.numwaterplanes = 0;
6946 if (r_fb.water.enabled)
6947 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6949 R_RenderScene(fbo, depthtexture, colortexture);
6950 r_fb.water.numwaterplanes = 0;
6952 R_BlendView(fbo, depthtexture, colortexture);
6953 if (r_timereport_active)
6954 R_TimeReport("blendview");
6956 GL_Scissor(0, 0, vid.width, vid.height);
6957 GL_ScissorTest(false);
6959 r_refdef.view.matrix = originalmatrix;
6964 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6966 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6968 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6969 if (r_timereport_active)
6970 R_TimeReport("waterworld");
6973 // don't let sound skip if going slow
6974 if (r_refdef.scene.extraupdate)
6977 R_DrawModelsAddWaterPlanes();
6978 if (r_timereport_active)
6979 R_TimeReport("watermodels");
6981 if (r_fb.water.numwaterplanes)
6983 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6984 if (r_timereport_active)
6985 R_TimeReport("waterscenes");
6989 extern void R_DrawLightningBeams (void);
6990 extern void VM_CL_AddPolygonsToMeshQueue (void);
6991 extern void R_DrawPortals (void);
6992 extern cvar_t cl_locs_show;
6993 static void R_DrawLocs(void);
6994 static void R_DrawEntityBBoxes(void);
6995 static void R_DrawModelDecals(void);
6996 extern cvar_t cl_decals_newsystem;
6997 extern qboolean r_shadow_usingdeferredprepass;
6998 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7000 qboolean shadowmapping = false;
7002 if (r_timereport_active)
7003 R_TimeReport("beginscene");
7005 r_refdef.stats.renders++;
7009 // don't let sound skip if going slow
7010 if (r_refdef.scene.extraupdate)
7013 R_MeshQueue_BeginScene();
7017 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);
7019 if (r_timereport_active)
7020 R_TimeReport("skystartframe");
7022 if (cl.csqc_vidvars.drawworld)
7024 // don't let sound skip if going slow
7025 if (r_refdef.scene.extraupdate)
7028 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7030 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7031 if (r_timereport_active)
7032 R_TimeReport("worldsky");
7035 if (R_DrawBrushModelsSky() && r_timereport_active)
7036 R_TimeReport("bmodelsky");
7038 if (skyrendermasked && skyrenderlater)
7040 // we have to force off the water clipping plane while rendering sky
7041 R_SetupView(false, fbo, depthtexture, colortexture);
7043 R_SetupView(true, fbo, depthtexture, colortexture);
7044 if (r_timereport_active)
7045 R_TimeReport("sky");
7049 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7050 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7051 R_Shadow_PrepareModelShadows();
7052 if (r_timereport_active)
7053 R_TimeReport("preparelights");
7055 if (R_Shadow_ShadowMappingEnabled())
7056 shadowmapping = true;
7058 if (r_shadow_usingdeferredprepass)
7059 R_Shadow_DrawPrepass();
7061 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7063 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7064 if (r_timereport_active)
7065 R_TimeReport("worlddepth");
7067 if (r_depthfirst.integer >= 2)
7069 R_DrawModelsDepth();
7070 if (r_timereport_active)
7071 R_TimeReport("modeldepth");
7074 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7076 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7077 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7078 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7079 // don't let sound skip if going slow
7080 if (r_refdef.scene.extraupdate)
7084 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7086 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7087 if (r_timereport_active)
7088 R_TimeReport("world");
7091 // don't let sound skip if going slow
7092 if (r_refdef.scene.extraupdate)
7096 if (r_timereport_active)
7097 R_TimeReport("models");
7099 // don't let sound skip if going slow
7100 if (r_refdef.scene.extraupdate)
7103 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7105 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7106 R_DrawModelShadows(fbo, depthtexture, colortexture);
7107 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108 // don't let sound skip if going slow
7109 if (r_refdef.scene.extraupdate)
7113 if (!r_shadow_usingdeferredprepass)
7115 R_Shadow_DrawLights();
7116 if (r_timereport_active)
7117 R_TimeReport("rtlights");
7120 // don't let sound skip if going slow
7121 if (r_refdef.scene.extraupdate)
7124 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7126 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7127 R_DrawModelShadows(fbo, depthtexture, colortexture);
7128 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7129 // don't let sound skip if going slow
7130 if (r_refdef.scene.extraupdate)
7134 if (cl.csqc_vidvars.drawworld)
7136 if (cl_decals_newsystem.integer)
7138 R_DrawModelDecals();
7139 if (r_timereport_active)
7140 R_TimeReport("modeldecals");
7145 if (r_timereport_active)
7146 R_TimeReport("decals");
7150 if (r_timereport_active)
7151 R_TimeReport("particles");
7154 if (r_timereport_active)
7155 R_TimeReport("explosions");
7157 R_DrawLightningBeams();
7158 if (r_timereport_active)
7159 R_TimeReport("lightning");
7162 VM_CL_AddPolygonsToMeshQueue();
7164 if (r_refdef.view.showdebug)
7166 if (cl_locs_show.integer)
7169 if (r_timereport_active)
7170 R_TimeReport("showlocs");
7173 if (r_drawportals.integer)
7176 if (r_timereport_active)
7177 R_TimeReport("portals");
7180 if (r_showbboxes.value > 0)
7182 R_DrawEntityBBoxes();
7183 if (r_timereport_active)
7184 R_TimeReport("bboxes");
7188 if (r_transparent.integer)
7190 R_MeshQueue_RenderTransparent();
7191 if (r_timereport_active)
7192 R_TimeReport("drawtrans");
7195 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))
7197 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7198 if (r_timereport_active)
7199 R_TimeReport("worlddebug");
7200 R_DrawModelsDebug();
7201 if (r_timereport_active)
7202 R_TimeReport("modeldebug");
7205 if (cl.csqc_vidvars.drawworld)
7207 R_Shadow_DrawCoronas();
7208 if (r_timereport_active)
7209 R_TimeReport("coronas");
7214 GL_DepthTest(false);
7215 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7216 GL_Color(1, 1, 1, 1);
7217 qglBegin(GL_POLYGON);
7218 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7219 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7220 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7221 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7223 qglBegin(GL_POLYGON);
7224 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7225 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7226 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7227 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7229 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7233 // don't let sound skip if going slow
7234 if (r_refdef.scene.extraupdate)
7238 static const unsigned short bboxelements[36] =
7248 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7251 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7253 RSurf_ActiveWorldEntity();
7255 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7256 GL_DepthMask(false);
7257 GL_DepthRange(0, 1);
7258 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7259 // R_Mesh_ResetTextureState();
7261 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7262 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7263 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7264 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7265 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7266 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7267 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7268 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7269 R_FillColors(color4f, 8, cr, cg, cb, ca);
7270 if (r_refdef.fogenabled)
7272 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7274 f1 = RSurf_FogVertex(v);
7276 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7277 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7278 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7281 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7282 R_Mesh_ResetTextureState();
7283 R_SetupShader_Generic_NoTexture(false, false);
7284 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7287 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7291 prvm_edict_t *edict;
7292 prvm_prog_t *prog_save = prog;
7294 // this function draws bounding boxes of server entities
7298 GL_CullFace(GL_NONE);
7299 R_SetupShader_Generic_NoTexture(false, false);
7303 for (i = 0;i < numsurfaces;i++)
7305 edict = PRVM_EDICT_NUM(surfacelist[i]);
7306 switch ((int)PRVM_serveredictfloat(edict, solid))
7308 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7309 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7310 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7311 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7312 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7313 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7315 color[3] *= r_showbboxes.value;
7316 color[3] = bound(0, color[3], 1);
7317 GL_DepthTest(!r_showdisabledepthtest.integer);
7318 GL_CullFace(r_refdef.view.cullface_front);
7319 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7325 static void R_DrawEntityBBoxes(void)
7328 prvm_edict_t *edict;
7330 prvm_prog_t *prog_save = prog;
7332 // this function draws bounding boxes of server entities
7338 for (i = 0;i < prog->num_edicts;i++)
7340 edict = PRVM_EDICT_NUM(i);
7341 if (edict->priv.server->free)
7343 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7344 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7346 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7348 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7349 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7355 static const int nomodelelement3i[24] =
7367 static const unsigned short nomodelelement3s[24] =
7379 static const float nomodelvertex3f[6*3] =
7389 static const float nomodelcolor4f[6*4] =
7391 0.0f, 0.0f, 0.5f, 1.0f,
7392 0.0f, 0.0f, 0.5f, 1.0f,
7393 0.0f, 0.5f, 0.0f, 1.0f,
7394 0.0f, 0.5f, 0.0f, 1.0f,
7395 0.5f, 0.0f, 0.0f, 1.0f,
7396 0.5f, 0.0f, 0.0f, 1.0f
7399 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7405 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);
7407 // this is only called once per entity so numsurfaces is always 1, and
7408 // surfacelist is always {0}, so this code does not handle batches
7410 if (rsurface.ent_flags & RENDER_ADDITIVE)
7412 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7413 GL_DepthMask(false);
7415 else if (rsurface.colormod[3] < 1)
7417 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7418 GL_DepthMask(false);
7422 GL_BlendFunc(GL_ONE, GL_ZERO);
7425 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7426 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7427 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7428 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7429 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7430 for (i = 0, c = color4f;i < 6;i++, c += 4)
7432 c[0] *= rsurface.colormod[0];
7433 c[1] *= rsurface.colormod[1];
7434 c[2] *= rsurface.colormod[2];
7435 c[3] *= rsurface.colormod[3];
7437 if (r_refdef.fogenabled)
7439 for (i = 0, c = color4f;i < 6;i++, c += 4)
7441 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7443 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7444 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7445 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7448 // R_Mesh_ResetTextureState();
7449 R_SetupShader_Generic_NoTexture(false, false);
7450 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7451 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7454 void R_DrawNoModel(entity_render_t *ent)
7457 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7458 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7459 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7461 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7464 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7466 vec3_t right1, right2, diff, normal;
7468 VectorSubtract (org2, org1, normal);
7470 // calculate 'right' vector for start
7471 VectorSubtract (r_refdef.view.origin, org1, diff);
7472 CrossProduct (normal, diff, right1);
7473 VectorNormalize (right1);
7475 // calculate 'right' vector for end
7476 VectorSubtract (r_refdef.view.origin, org2, diff);
7477 CrossProduct (normal, diff, right2);
7478 VectorNormalize (right2);
7480 vert[ 0] = org1[0] + width * right1[0];
7481 vert[ 1] = org1[1] + width * right1[1];
7482 vert[ 2] = org1[2] + width * right1[2];
7483 vert[ 3] = org1[0] - width * right1[0];
7484 vert[ 4] = org1[1] - width * right1[1];
7485 vert[ 5] = org1[2] - width * right1[2];
7486 vert[ 6] = org2[0] - width * right2[0];
7487 vert[ 7] = org2[1] - width * right2[1];
7488 vert[ 8] = org2[2] - width * right2[2];
7489 vert[ 9] = org2[0] + width * right2[0];
7490 vert[10] = org2[1] + width * right2[1];
7491 vert[11] = org2[2] + width * right2[2];
7494 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)
7496 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7497 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7498 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7499 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7500 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7501 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7502 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7503 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7504 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7505 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7506 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7507 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7510 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7515 VectorSet(v, x, y, z);
7516 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7517 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7519 if (i == mesh->numvertices)
7521 if (mesh->numvertices < mesh->maxvertices)
7523 VectorCopy(v, vertex3f);
7524 mesh->numvertices++;
7526 return mesh->numvertices;
7532 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7536 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7537 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7538 e = mesh->element3i + mesh->numtriangles * 3;
7539 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7541 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7542 if (mesh->numtriangles < mesh->maxtriangles)
7547 mesh->numtriangles++;
7549 element[1] = element[2];
7553 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7557 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7558 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7559 e = mesh->element3i + mesh->numtriangles * 3;
7560 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7562 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7563 if (mesh->numtriangles < mesh->maxtriangles)
7568 mesh->numtriangles++;
7570 element[1] = element[2];
7574 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7575 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7577 int planenum, planenum2;
7580 mplane_t *plane, *plane2;
7582 double temppoints[2][256*3];
7583 // figure out how large a bounding box we need to properly compute this brush
7585 for (w = 0;w < numplanes;w++)
7586 maxdist = max(maxdist, fabs(planes[w].dist));
7587 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7588 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7589 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7593 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7594 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7596 if (planenum2 == planenum)
7598 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);
7601 if (tempnumpoints < 3)
7603 // generate elements forming a triangle fan for this polygon
7604 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7608 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)
7610 texturelayer_t *layer;
7611 layer = t->currentlayers + t->currentnumlayers++;
7613 layer->depthmask = depthmask;
7614 layer->blendfunc1 = blendfunc1;
7615 layer->blendfunc2 = blendfunc2;
7616 layer->texture = texture;
7617 layer->texmatrix = *matrix;
7618 layer->color[0] = r;
7619 layer->color[1] = g;
7620 layer->color[2] = b;
7621 layer->color[3] = a;
7624 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7626 if(parms[0] == 0 && parms[1] == 0)
7628 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7629 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7634 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7637 index = parms[2] + rsurface.shadertime * parms[3];
7638 index -= floor(index);
7639 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7642 case Q3WAVEFUNC_NONE:
7643 case Q3WAVEFUNC_NOISE:
7644 case Q3WAVEFUNC_COUNT:
7647 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7648 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7649 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7650 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7651 case Q3WAVEFUNC_TRIANGLE:
7653 f = index - floor(index);
7666 f = parms[0] + parms[1] * f;
7667 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7668 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7672 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7678 matrix4x4_t matrix, temp;
7679 switch(tcmod->tcmod)
7683 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7684 matrix = r_waterscrollmatrix;
7686 matrix = identitymatrix;
7688 case Q3TCMOD_ENTITYTRANSLATE:
7689 // this is used in Q3 to allow the gamecode to control texcoord
7690 // scrolling on the entity, which is not supported in darkplaces yet.
7691 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7693 case Q3TCMOD_ROTATE:
7694 f = tcmod->parms[0] * rsurface.shadertime;
7695 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7696 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7697 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7700 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7702 case Q3TCMOD_SCROLL:
7703 // extra care is needed because of precision breakdown with large values of time
7704 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7705 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7706 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7708 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7709 w = (int) tcmod->parms[0];
7710 h = (int) tcmod->parms[1];
7711 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7713 idx = (int) floor(f * w * h);
7714 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7716 case Q3TCMOD_STRETCH:
7717 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7718 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7720 case Q3TCMOD_TRANSFORM:
7721 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7722 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7723 VectorSet(tcmat + 6, 0 , 0 , 1);
7724 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7725 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7727 case Q3TCMOD_TURBULENT:
7728 // this is handled in the RSurf_PrepareVertices function
7729 matrix = identitymatrix;
7733 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7736 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7738 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7739 char name[MAX_QPATH];
7740 skinframe_t *skinframe;
7741 unsigned char pixels[296*194];
7742 strlcpy(cache->name, skinname, sizeof(cache->name));
7743 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7744 if (developer_loading.integer)
7745 Con_Printf("loading %s\n", name);
7746 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7747 if (!skinframe || !skinframe->base)
7750 fs_offset_t filesize;
7752 f = FS_LoadFile(name, tempmempool, true, &filesize);
7755 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7756 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7760 cache->skinframe = skinframe;
7763 texture_t *R_GetCurrentTexture(texture_t *t)
7766 const entity_render_t *ent = rsurface.entity;
7767 dp_model_t *model = ent->model;
7768 q3shaderinfo_layer_tcmod_t *tcmod;
7770 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7771 return t->currentframe;
7772 t->update_lastrenderframe = r_textureframe;
7773 t->update_lastrenderentity = (void *)ent;
7775 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7776 t->camera_entity = ent->entitynumber;
7778 t->camera_entity = 0;
7780 // switch to an alternate material if this is a q1bsp animated material
7782 texture_t *texture = t;
7783 int s = rsurface.ent_skinnum;
7784 if ((unsigned int)s >= (unsigned int)model->numskins)
7786 if (model->skinscenes)
7788 if (model->skinscenes[s].framecount > 1)
7789 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7791 s = model->skinscenes[s].firstframe;
7794 t = t + s * model->num_surfaces;
7797 // use an alternate animation if the entity's frame is not 0,
7798 // and only if the texture has an alternate animation
7799 if (rsurface.ent_alttextures && t->anim_total[1])
7800 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7802 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7804 texture->currentframe = t;
7807 // update currentskinframe to be a qw skin or animation frame
7808 if (rsurface.ent_qwskin >= 0)
7810 i = rsurface.ent_qwskin;
7811 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7813 r_qwskincache_size = cl.maxclients;
7815 Mem_Free(r_qwskincache);
7816 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7818 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7819 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7820 t->currentskinframe = r_qwskincache[i].skinframe;
7821 if (t->currentskinframe == NULL)
7822 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7824 else if (t->numskinframes >= 2)
7825 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7826 if (t->backgroundnumskinframes >= 2)
7827 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7829 t->currentmaterialflags = t->basematerialflags;
7830 t->currentalpha = rsurface.colormod[3];
7831 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7832 t->currentalpha *= r_wateralpha.value;
7833 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7834 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7835 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7836 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7837 if (!(rsurface.ent_flags & RENDER_LIGHT))
7838 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7839 else if (FAKELIGHT_ENABLED)
7841 // no modellight if using fakelight for the map
7843 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7845 // pick a model lighting mode
7846 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7847 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7849 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7851 if (rsurface.ent_flags & RENDER_ADDITIVE)
7852 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7853 else if (t->currentalpha < 1)
7854 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7855 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7856 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7857 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7858 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7859 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7860 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7861 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7862 if (t->backgroundnumskinframes)
7863 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7864 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7866 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7867 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7870 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7871 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7873 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7874 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7876 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7877 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7879 // there is no tcmod
7880 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7882 t->currenttexmatrix = r_waterscrollmatrix;
7883 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7885 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7887 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7888 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7891 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7892 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7893 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7894 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7896 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7897 if (t->currentskinframe->qpixels)
7898 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7899 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7900 if (!t->basetexture)
7901 t->basetexture = r_texture_notexture;
7902 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7903 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7904 t->nmaptexture = t->currentskinframe->nmap;
7905 if (!t->nmaptexture)
7906 t->nmaptexture = r_texture_blanknormalmap;
7907 t->glosstexture = r_texture_black;
7908 t->glowtexture = t->currentskinframe->glow;
7909 t->fogtexture = t->currentskinframe->fog;
7910 t->reflectmasktexture = t->currentskinframe->reflect;
7911 if (t->backgroundnumskinframes)
7913 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7914 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7915 t->backgroundglosstexture = r_texture_black;
7916 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7917 if (!t->backgroundnmaptexture)
7918 t->backgroundnmaptexture = r_texture_blanknormalmap;
7922 t->backgroundbasetexture = r_texture_white;
7923 t->backgroundnmaptexture = r_texture_blanknormalmap;
7924 t->backgroundglosstexture = r_texture_black;
7925 t->backgroundglowtexture = NULL;
7927 t->specularpower = r_shadow_glossexponent.value;
7928 // TODO: store reference values for these in the texture?
7929 t->specularscale = 0;
7930 if (r_shadow_gloss.integer > 0)
7932 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7934 if (r_shadow_glossintensity.value > 0)
7936 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7937 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7938 t->specularscale = r_shadow_glossintensity.value;
7941 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7943 t->glosstexture = r_texture_white;
7944 t->backgroundglosstexture = r_texture_white;
7945 t->specularscale = r_shadow_gloss2intensity.value;
7946 t->specularpower = r_shadow_gloss2exponent.value;
7949 t->specularscale *= t->specularscalemod;
7950 t->specularpower *= t->specularpowermod;
7951 t->rtlightambient = 0;
7953 // lightmaps mode looks bad with dlights using actual texturing, so turn
7954 // off the colormap and glossmap, but leave the normalmap on as it still
7955 // accurately represents the shading involved
7956 if (gl_lightmaps.integer)
7958 t->basetexture = r_texture_grey128;
7959 t->pantstexture = r_texture_black;
7960 t->shirttexture = r_texture_black;
7961 t->nmaptexture = r_texture_blanknormalmap;
7962 t->glosstexture = r_texture_black;
7963 t->glowtexture = NULL;
7964 t->fogtexture = NULL;
7965 t->reflectmasktexture = NULL;
7966 t->backgroundbasetexture = NULL;
7967 t->backgroundnmaptexture = r_texture_blanknormalmap;
7968 t->backgroundglosstexture = r_texture_black;
7969 t->backgroundglowtexture = NULL;
7970 t->specularscale = 0;
7971 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7974 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7975 VectorClear(t->dlightcolor);
7976 t->currentnumlayers = 0;
7977 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7979 int blendfunc1, blendfunc2;
7981 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7983 blendfunc1 = GL_SRC_ALPHA;
7984 blendfunc2 = GL_ONE;
7986 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7988 blendfunc1 = GL_SRC_ALPHA;
7989 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7991 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7993 blendfunc1 = t->customblendfunc[0];
7994 blendfunc2 = t->customblendfunc[1];
7998 blendfunc1 = GL_ONE;
7999 blendfunc2 = GL_ZERO;
8001 // don't colormod evilblend textures
8002 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8003 VectorSet(t->lightmapcolor, 1, 1, 1);
8004 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8005 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8007 // fullbright is not affected by r_refdef.lightmapintensity
8008 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8009 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8010 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8011 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8012 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8016 vec3_t ambientcolor;
8018 // set the color tint used for lights affecting this surface
8019 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8021 // q3bsp has no lightmap updates, so the lightstylevalue that
8022 // would normally be baked into the lightmap must be
8023 // applied to the color
8024 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8025 if (model->type == mod_brushq3)
8026 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8027 colorscale *= r_refdef.lightmapintensity;
8028 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8029 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8030 // basic lit geometry
8031 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8032 // add pants/shirt if needed
8033 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8034 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8035 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8036 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8037 // now add ambient passes if needed
8038 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8040 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8041 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8042 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8043 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8044 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8047 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8048 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8049 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8051 // if this is opaque use alpha blend which will darken the earlier
8054 // if this is an alpha blended material, all the earlier passes
8055 // were darkened by fog already, so we only need to add the fog
8056 // color ontop through the fog mask texture
8058 // if this is an additive blended material, all the earlier passes
8059 // were darkened by fog already, and we should not add fog color
8060 // (because the background was not darkened, there is no fog color
8061 // that was lost behind it).
8062 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8066 return t->currentframe;
8069 rsurfacestate_t rsurface;
8071 void RSurf_ActiveWorldEntity(void)
8073 dp_model_t *model = r_refdef.scene.worldmodel;
8074 //if (rsurface.entity == r_refdef.scene.worldentity)
8076 rsurface.entity = r_refdef.scene.worldentity;
8077 rsurface.skeleton = NULL;
8078 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8079 rsurface.ent_skinnum = 0;
8080 rsurface.ent_qwskin = -1;
8081 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8082 rsurface.shadertime = r_refdef.scene.time;
8083 rsurface.matrix = identitymatrix;
8084 rsurface.inversematrix = identitymatrix;
8085 rsurface.matrixscale = 1;
8086 rsurface.inversematrixscale = 1;
8087 R_EntityMatrix(&identitymatrix);
8088 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8089 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8090 rsurface.fograngerecip = r_refdef.fograngerecip;
8091 rsurface.fogheightfade = r_refdef.fogheightfade;
8092 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8093 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8094 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8095 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8096 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8097 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8098 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8099 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8100 rsurface.colormod[3] = 1;
8101 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8102 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8103 rsurface.frameblend[0].lerp = 1;
8104 rsurface.ent_alttextures = false;
8105 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8106 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8107 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8108 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8110 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8111 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8113 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8114 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8116 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8117 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8118 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8119 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8120 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8121 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8122 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8123 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8124 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8125 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8126 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8127 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8128 rsurface.modelelement3i = model->surfmesh.data_element3i;
8129 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8130 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8131 rsurface.modelelement3s = model->surfmesh.data_element3s;
8132 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8133 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8134 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8135 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8136 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8137 rsurface.modelsurfaces = model->data_surfaces;
8138 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8139 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8140 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8141 rsurface.modelgeneratedvertex = false;
8142 rsurface.batchgeneratedvertex = false;
8143 rsurface.batchfirstvertex = 0;
8144 rsurface.batchnumvertices = 0;
8145 rsurface.batchfirsttriangle = 0;
8146 rsurface.batchnumtriangles = 0;
8147 rsurface.batchvertex3f = NULL;
8148 rsurface.batchvertex3f_vertexbuffer = NULL;
8149 rsurface.batchvertex3f_bufferoffset = 0;
8150 rsurface.batchsvector3f = NULL;
8151 rsurface.batchsvector3f_vertexbuffer = NULL;
8152 rsurface.batchsvector3f_bufferoffset = 0;
8153 rsurface.batchtvector3f = NULL;
8154 rsurface.batchtvector3f_vertexbuffer = NULL;
8155 rsurface.batchtvector3f_bufferoffset = 0;
8156 rsurface.batchnormal3f = NULL;
8157 rsurface.batchnormal3f_vertexbuffer = NULL;
8158 rsurface.batchnormal3f_bufferoffset = 0;
8159 rsurface.batchlightmapcolor4f = NULL;
8160 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8161 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8162 rsurface.batchtexcoordtexture2f = NULL;
8163 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8164 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8165 rsurface.batchtexcoordlightmap2f = NULL;
8166 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8167 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8168 rsurface.batchvertexmesh = NULL;
8169 rsurface.batchvertexmeshbuffer = NULL;
8170 rsurface.batchvertex3fbuffer = NULL;
8171 rsurface.batchelement3i = NULL;
8172 rsurface.batchelement3i_indexbuffer = NULL;
8173 rsurface.batchelement3i_bufferoffset = 0;
8174 rsurface.batchelement3s = NULL;
8175 rsurface.batchelement3s_indexbuffer = NULL;
8176 rsurface.batchelement3s_bufferoffset = 0;
8177 rsurface.passcolor4f = NULL;
8178 rsurface.passcolor4f_vertexbuffer = NULL;
8179 rsurface.passcolor4f_bufferoffset = 0;
8182 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8184 dp_model_t *model = ent->model;
8185 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8187 rsurface.entity = (entity_render_t *)ent;
8188 rsurface.skeleton = ent->skeleton;
8189 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8190 rsurface.ent_skinnum = ent->skinnum;
8191 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;
8192 rsurface.ent_flags = ent->flags;
8193 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8194 rsurface.matrix = ent->matrix;
8195 rsurface.inversematrix = ent->inversematrix;
8196 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8197 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8198 R_EntityMatrix(&rsurface.matrix);
8199 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8200 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8201 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8202 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8203 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8204 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8205 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8206 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8207 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8208 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8209 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8210 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8211 rsurface.colormod[3] = ent->alpha;
8212 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8213 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8214 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8215 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8216 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8217 if (ent->model->brush.submodel && !prepass)
8219 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8220 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8222 if (model->surfmesh.isanimated && model->AnimateVertices)
8224 if (ent->animcache_vertex3f)
8226 rsurface.modelvertex3f = ent->animcache_vertex3f;
8227 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8228 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8229 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8230 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8231 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8232 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8234 else if (wanttangents)
8236 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8241 rsurface.modelvertexmesh = NULL;
8242 rsurface.modelvertexmeshbuffer = NULL;
8243 rsurface.modelvertex3fbuffer = NULL;
8245 else if (wantnormals)
8247 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8248 rsurface.modelsvector3f = NULL;
8249 rsurface.modeltvector3f = NULL;
8250 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8251 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8252 rsurface.modelvertexmesh = NULL;
8253 rsurface.modelvertexmeshbuffer = NULL;
8254 rsurface.modelvertex3fbuffer = NULL;
8258 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 rsurface.modelsvector3f = NULL;
8260 rsurface.modeltvector3f = NULL;
8261 rsurface.modelnormal3f = NULL;
8262 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8263 rsurface.modelvertexmesh = NULL;
8264 rsurface.modelvertexmeshbuffer = NULL;
8265 rsurface.modelvertex3fbuffer = NULL;
8267 rsurface.modelvertex3f_vertexbuffer = 0;
8268 rsurface.modelvertex3f_bufferoffset = 0;
8269 rsurface.modelsvector3f_vertexbuffer = 0;
8270 rsurface.modelsvector3f_bufferoffset = 0;
8271 rsurface.modeltvector3f_vertexbuffer = 0;
8272 rsurface.modeltvector3f_bufferoffset = 0;
8273 rsurface.modelnormal3f_vertexbuffer = 0;
8274 rsurface.modelnormal3f_bufferoffset = 0;
8275 rsurface.modelgeneratedvertex = true;
8279 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8280 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8282 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8283 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8285 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8286 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8287 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8288 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8289 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8290 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8291 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8292 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8293 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8294 rsurface.modelgeneratedvertex = false;
8296 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8297 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8299 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8300 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8301 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8302 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8303 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8305 rsurface.modelelement3i = model->surfmesh.data_element3i;
8306 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8307 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8308 rsurface.modelelement3s = model->surfmesh.data_element3s;
8309 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8310 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8311 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8312 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8313 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8314 rsurface.modelsurfaces = model->data_surfaces;
8315 rsurface.batchgeneratedvertex = false;
8316 rsurface.batchfirstvertex = 0;
8317 rsurface.batchnumvertices = 0;
8318 rsurface.batchfirsttriangle = 0;
8319 rsurface.batchnumtriangles = 0;
8320 rsurface.batchvertex3f = NULL;
8321 rsurface.batchvertex3f_vertexbuffer = NULL;
8322 rsurface.batchvertex3f_bufferoffset = 0;
8323 rsurface.batchsvector3f = NULL;
8324 rsurface.batchsvector3f_vertexbuffer = NULL;
8325 rsurface.batchsvector3f_bufferoffset = 0;
8326 rsurface.batchtvector3f = NULL;
8327 rsurface.batchtvector3f_vertexbuffer = NULL;
8328 rsurface.batchtvector3f_bufferoffset = 0;
8329 rsurface.batchnormal3f = NULL;
8330 rsurface.batchnormal3f_vertexbuffer = NULL;
8331 rsurface.batchnormal3f_bufferoffset = 0;
8332 rsurface.batchlightmapcolor4f = NULL;
8333 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8334 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8335 rsurface.batchtexcoordtexture2f = NULL;
8336 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8337 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8338 rsurface.batchtexcoordlightmap2f = NULL;
8339 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8340 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8341 rsurface.batchvertexmesh = NULL;
8342 rsurface.batchvertexmeshbuffer = NULL;
8343 rsurface.batchvertex3fbuffer = NULL;
8344 rsurface.batchelement3i = NULL;
8345 rsurface.batchelement3i_indexbuffer = NULL;
8346 rsurface.batchelement3i_bufferoffset = 0;
8347 rsurface.batchelement3s = NULL;
8348 rsurface.batchelement3s_indexbuffer = NULL;
8349 rsurface.batchelement3s_bufferoffset = 0;
8350 rsurface.passcolor4f = NULL;
8351 rsurface.passcolor4f_vertexbuffer = NULL;
8352 rsurface.passcolor4f_bufferoffset = 0;
8355 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)
8357 rsurface.entity = r_refdef.scene.worldentity;
8358 rsurface.skeleton = NULL;
8359 rsurface.ent_skinnum = 0;
8360 rsurface.ent_qwskin = -1;
8361 rsurface.ent_flags = entflags;
8362 rsurface.shadertime = r_refdef.scene.time - shadertime;
8363 rsurface.modelnumvertices = numvertices;
8364 rsurface.modelnumtriangles = numtriangles;
8365 rsurface.matrix = *matrix;
8366 rsurface.inversematrix = *inversematrix;
8367 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8368 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8369 R_EntityMatrix(&rsurface.matrix);
8370 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8371 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8372 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8373 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8374 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8375 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8376 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8377 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8378 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8379 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8380 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8381 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8382 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8383 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8384 rsurface.frameblend[0].lerp = 1;
8385 rsurface.ent_alttextures = false;
8386 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8387 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8390 rsurface.modelvertex3f = (float *)vertex3f;
8391 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8393 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8395 else if (wantnormals)
8397 rsurface.modelvertex3f = (float *)vertex3f;
8398 rsurface.modelsvector3f = NULL;
8399 rsurface.modeltvector3f = NULL;
8400 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8404 rsurface.modelvertex3f = (float *)vertex3f;
8405 rsurface.modelsvector3f = NULL;
8406 rsurface.modeltvector3f = NULL;
8407 rsurface.modelnormal3f = NULL;
8409 rsurface.modelvertexmesh = NULL;
8410 rsurface.modelvertexmeshbuffer = NULL;
8411 rsurface.modelvertex3fbuffer = NULL;
8412 rsurface.modelvertex3f_vertexbuffer = 0;
8413 rsurface.modelvertex3f_bufferoffset = 0;
8414 rsurface.modelsvector3f_vertexbuffer = 0;
8415 rsurface.modelsvector3f_bufferoffset = 0;
8416 rsurface.modeltvector3f_vertexbuffer = 0;
8417 rsurface.modeltvector3f_bufferoffset = 0;
8418 rsurface.modelnormal3f_vertexbuffer = 0;
8419 rsurface.modelnormal3f_bufferoffset = 0;
8420 rsurface.modelgeneratedvertex = true;
8421 rsurface.modellightmapcolor4f = (float *)color4f;
8422 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8423 rsurface.modellightmapcolor4f_bufferoffset = 0;
8424 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8425 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8426 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8427 rsurface.modeltexcoordlightmap2f = NULL;
8428 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8429 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8430 rsurface.modelelement3i = (int *)element3i;
8431 rsurface.modelelement3i_indexbuffer = NULL;
8432 rsurface.modelelement3i_bufferoffset = 0;
8433 rsurface.modelelement3s = (unsigned short *)element3s;
8434 rsurface.modelelement3s_indexbuffer = NULL;
8435 rsurface.modelelement3s_bufferoffset = 0;
8436 rsurface.modellightmapoffsets = NULL;
8437 rsurface.modelsurfaces = NULL;
8438 rsurface.batchgeneratedvertex = false;
8439 rsurface.batchfirstvertex = 0;
8440 rsurface.batchnumvertices = 0;
8441 rsurface.batchfirsttriangle = 0;
8442 rsurface.batchnumtriangles = 0;
8443 rsurface.batchvertex3f = NULL;
8444 rsurface.batchvertex3f_vertexbuffer = NULL;
8445 rsurface.batchvertex3f_bufferoffset = 0;
8446 rsurface.batchsvector3f = NULL;
8447 rsurface.batchsvector3f_vertexbuffer = NULL;
8448 rsurface.batchsvector3f_bufferoffset = 0;
8449 rsurface.batchtvector3f = NULL;
8450 rsurface.batchtvector3f_vertexbuffer = NULL;
8451 rsurface.batchtvector3f_bufferoffset = 0;
8452 rsurface.batchnormal3f = NULL;
8453 rsurface.batchnormal3f_vertexbuffer = NULL;
8454 rsurface.batchnormal3f_bufferoffset = 0;
8455 rsurface.batchlightmapcolor4f = NULL;
8456 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8457 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8458 rsurface.batchtexcoordtexture2f = NULL;
8459 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8460 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8461 rsurface.batchtexcoordlightmap2f = NULL;
8462 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8463 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8464 rsurface.batchvertexmesh = NULL;
8465 rsurface.batchvertexmeshbuffer = NULL;
8466 rsurface.batchvertex3fbuffer = NULL;
8467 rsurface.batchelement3i = NULL;
8468 rsurface.batchelement3i_indexbuffer = NULL;
8469 rsurface.batchelement3i_bufferoffset = 0;
8470 rsurface.batchelement3s = NULL;
8471 rsurface.batchelement3s_indexbuffer = NULL;
8472 rsurface.batchelement3s_bufferoffset = 0;
8473 rsurface.passcolor4f = NULL;
8474 rsurface.passcolor4f_vertexbuffer = NULL;
8475 rsurface.passcolor4f_bufferoffset = 0;
8477 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8479 if ((wantnormals || wanttangents) && !normal3f)
8481 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8482 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8484 if (wanttangents && !svector3f)
8486 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8487 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8488 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8493 float RSurf_FogPoint(const float *v)
8495 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8496 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8497 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8498 float FogHeightFade = r_refdef.fogheightfade;
8500 unsigned int fogmasktableindex;
8501 if (r_refdef.fogplaneviewabove)
8502 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8504 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8505 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8506 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8509 float RSurf_FogVertex(const float *v)
8511 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8512 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8513 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8514 float FogHeightFade = rsurface.fogheightfade;
8516 unsigned int fogmasktableindex;
8517 if (r_refdef.fogplaneviewabove)
8518 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8520 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8521 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8522 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8525 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8528 for (i = 0;i < numelements;i++)
8529 outelement3i[i] = inelement3i[i] + adjust;
8532 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8533 extern cvar_t gl_vbo;
8534 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8542 int surfacefirsttriangle;
8543 int surfacenumtriangles;
8544 int surfacefirstvertex;
8545 int surfaceendvertex;
8546 int surfacenumvertices;
8547 int batchnumvertices;
8548 int batchnumtriangles;
8552 qboolean dynamicvertex;
8556 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8558 q3shaderinfo_deform_t *deform;
8559 const msurface_t *surface, *firstsurface;
8560 r_vertexmesh_t *vertexmesh;
8561 if (!texturenumsurfaces)
8563 // find vertex range of this surface batch
8565 firstsurface = texturesurfacelist[0];
8566 firsttriangle = firstsurface->num_firsttriangle;
8567 batchnumvertices = 0;
8568 batchnumtriangles = 0;
8569 firstvertex = endvertex = firstsurface->num_firstvertex;
8570 for (i = 0;i < texturenumsurfaces;i++)
8572 surface = texturesurfacelist[i];
8573 if (surface != firstsurface + i)
8575 surfacefirstvertex = surface->num_firstvertex;
8576 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8577 surfacenumvertices = surface->num_vertices;
8578 surfacenumtriangles = surface->num_triangles;
8579 if (firstvertex > surfacefirstvertex)
8580 firstvertex = surfacefirstvertex;
8581 if (endvertex < surfaceendvertex)
8582 endvertex = surfaceendvertex;
8583 batchnumvertices += surfacenumvertices;
8584 batchnumtriangles += surfacenumtriangles;
8587 // we now know the vertex range used, and if there are any gaps in it
8588 rsurface.batchfirstvertex = firstvertex;
8589 rsurface.batchnumvertices = endvertex - firstvertex;
8590 rsurface.batchfirsttriangle = firsttriangle;
8591 rsurface.batchnumtriangles = batchnumtriangles;
8593 // this variable holds flags for which properties have been updated that
8594 // may require regenerating vertexmesh array...
8597 // check if any dynamic vertex processing must occur
8598 dynamicvertex = false;
8600 // if there is a chance of animated vertex colors, it's a dynamic batch
8601 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8603 dynamicvertex = true;
8604 batchneed |= BATCHNEED_NOGAPS;
8605 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8608 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8610 switch (deform->deform)
8613 case Q3DEFORM_PROJECTIONSHADOW:
8614 case Q3DEFORM_TEXT0:
8615 case Q3DEFORM_TEXT1:
8616 case Q3DEFORM_TEXT2:
8617 case Q3DEFORM_TEXT3:
8618 case Q3DEFORM_TEXT4:
8619 case Q3DEFORM_TEXT5:
8620 case Q3DEFORM_TEXT6:
8621 case Q3DEFORM_TEXT7:
8624 case Q3DEFORM_AUTOSPRITE:
8625 dynamicvertex = true;
8626 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8629 case Q3DEFORM_AUTOSPRITE2:
8630 dynamicvertex = true;
8631 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8634 case Q3DEFORM_NORMAL:
8635 dynamicvertex = true;
8636 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8637 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8640 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8641 break; // if wavefunc is a nop, ignore this transform
8642 dynamicvertex = true;
8643 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8644 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8646 case Q3DEFORM_BULGE:
8647 dynamicvertex = true;
8648 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8649 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8653 break; // if wavefunc is a nop, ignore this transform
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8660 switch(rsurface.texture->tcgen.tcgen)
8663 case Q3TCGEN_TEXTURE:
8665 case Q3TCGEN_LIGHTMAP:
8666 dynamicvertex = true;
8667 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8668 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8670 case Q3TCGEN_VECTOR:
8671 dynamicvertex = true;
8672 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8673 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8675 case Q3TCGEN_ENVIRONMENT:
8676 dynamicvertex = true;
8677 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8678 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8681 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8683 dynamicvertex = true;
8684 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8685 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8688 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8690 dynamicvertex = true;
8691 batchneed |= BATCHNEED_NOGAPS;
8692 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8695 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8697 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8698 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8699 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8700 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8701 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8702 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8703 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8706 // when the model data has no vertex buffer (dynamic mesh), we need to
8708 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8709 batchneed |= BATCHNEED_NOGAPS;
8711 // if needsupdate, we have to do a dynamic vertex batch for sure
8712 if (needsupdate & batchneed)
8713 dynamicvertex = true;
8715 // see if we need to build vertexmesh from arrays
8716 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8717 dynamicvertex = true;
8719 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8720 // also some drivers strongly dislike firstvertex
8721 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8722 dynamicvertex = true;
8724 rsurface.batchvertex3f = rsurface.modelvertex3f;
8725 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8726 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8727 rsurface.batchsvector3f = rsurface.modelsvector3f;
8728 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8729 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8730 rsurface.batchtvector3f = rsurface.modeltvector3f;
8731 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8732 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8733 rsurface.batchnormal3f = rsurface.modelnormal3f;
8734 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8735 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8736 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8737 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8738 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8739 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8740 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8741 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8742 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8743 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8744 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8745 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8746 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8747 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8748 rsurface.batchelement3i = rsurface.modelelement3i;
8749 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8750 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8751 rsurface.batchelement3s = rsurface.modelelement3s;
8752 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8753 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8755 // if any dynamic vertex processing has to occur in software, we copy the
8756 // entire surface list together before processing to rebase the vertices
8757 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8759 // if any gaps exist and we do not have a static vertex buffer, we have to
8760 // copy the surface list together to avoid wasting upload bandwidth on the
8761 // vertices in the gaps.
8763 // if gaps exist and we have a static vertex buffer, we still have to
8764 // combine the index buffer ranges into one dynamic index buffer.
8766 // in all cases we end up with data that can be drawn in one call.
8770 // static vertex data, just set pointers...
8771 rsurface.batchgeneratedvertex = false;
8772 // if there are gaps, we want to build a combined index buffer,
8773 // otherwise use the original static buffer with an appropriate offset
8776 // build a new triangle elements array for this batch
8777 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8778 rsurface.batchfirsttriangle = 0;
8780 for (i = 0;i < texturenumsurfaces;i++)
8782 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8783 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8784 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8785 numtriangles += surfacenumtriangles;
8787 rsurface.batchelement3i_indexbuffer = NULL;
8788 rsurface.batchelement3i_bufferoffset = 0;
8789 rsurface.batchelement3s = NULL;
8790 rsurface.batchelement3s_indexbuffer = NULL;
8791 rsurface.batchelement3s_bufferoffset = 0;
8792 if (endvertex <= 65536)
8794 // make a 16bit (unsigned short) index array if possible
8795 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8796 for (i = 0;i < numtriangles*3;i++)
8797 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8803 // something needs software processing, do it for real...
8804 // we only directly handle separate array data in this case and then
8805 // generate interleaved data if needed...
8806 rsurface.batchgeneratedvertex = true;
8808 // now copy the vertex data into a combined array and make an index array
8809 // (this is what Quake3 does all the time)
8810 //if (gaps || rsurface.batchfirstvertex)
8812 rsurface.batchvertex3fbuffer = NULL;
8813 rsurface.batchvertexmesh = NULL;
8814 rsurface.batchvertexmeshbuffer = NULL;
8815 rsurface.batchvertex3f = NULL;
8816 rsurface.batchvertex3f_vertexbuffer = NULL;
8817 rsurface.batchvertex3f_bufferoffset = 0;
8818 rsurface.batchsvector3f = NULL;
8819 rsurface.batchsvector3f_vertexbuffer = NULL;
8820 rsurface.batchsvector3f_bufferoffset = 0;
8821 rsurface.batchtvector3f = NULL;
8822 rsurface.batchtvector3f_vertexbuffer = NULL;
8823 rsurface.batchtvector3f_bufferoffset = 0;
8824 rsurface.batchnormal3f = NULL;
8825 rsurface.batchnormal3f_vertexbuffer = NULL;
8826 rsurface.batchnormal3f_bufferoffset = 0;
8827 rsurface.batchlightmapcolor4f = NULL;
8828 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8829 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8830 rsurface.batchtexcoordtexture2f = NULL;
8831 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8832 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8833 rsurface.batchtexcoordlightmap2f = NULL;
8834 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8835 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8836 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8837 rsurface.batchelement3i_indexbuffer = NULL;
8838 rsurface.batchelement3i_bufferoffset = 0;
8839 rsurface.batchelement3s = NULL;
8840 rsurface.batchelement3s_indexbuffer = NULL;
8841 rsurface.batchelement3s_bufferoffset = 0;
8842 // we'll only be setting up certain arrays as needed
8843 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8844 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8845 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8846 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8847 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8848 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8849 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8851 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8852 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8854 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8855 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8856 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8857 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8858 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8859 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8862 for (i = 0;i < texturenumsurfaces;i++)
8864 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8865 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8866 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8867 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8868 // copy only the data requested
8869 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8870 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8871 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8873 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8875 if (rsurface.batchvertex3f)
8876 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8878 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8880 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8882 if (rsurface.modelnormal3f)
8883 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8885 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8887 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8889 if (rsurface.modelsvector3f)
8891 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8892 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8896 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8900 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8902 if (rsurface.modellightmapcolor4f)
8903 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8905 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8907 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8909 if (rsurface.modeltexcoordtexture2f)
8910 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8912 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8914 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8916 if (rsurface.modeltexcoordlightmap2f)
8917 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8919 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8922 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8923 numvertices += surfacenumvertices;
8924 numtriangles += surfacenumtriangles;
8927 // generate a 16bit index array as well if possible
8928 // (in general, dynamic batches fit)
8929 if (numvertices <= 65536)
8931 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8932 for (i = 0;i < numtriangles*3;i++)
8933 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8936 // since we've copied everything, the batch now starts at 0
8937 rsurface.batchfirstvertex = 0;
8938 rsurface.batchnumvertices = batchnumvertices;
8939 rsurface.batchfirsttriangle = 0;
8940 rsurface.batchnumtriangles = batchnumtriangles;
8943 // q1bsp surfaces rendered in vertex color mode have to have colors
8944 // calculated based on lightstyles
8945 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8947 // generate color arrays for the surfaces in this list
8952 const unsigned char *lm;
8953 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8954 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8955 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8957 for (i = 0;i < texturenumsurfaces;i++)
8959 surface = texturesurfacelist[i];
8960 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8961 surfacenumvertices = surface->num_vertices;
8962 if (surface->lightmapinfo->samples)
8964 for (j = 0;j < surfacenumvertices;j++)
8966 lm = surface->lightmapinfo->samples + offsets[j];
8967 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8968 VectorScale(lm, scale, c);
8969 if (surface->lightmapinfo->styles[1] != 255)
8971 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8973 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8974 VectorMA(c, scale, lm, c);
8975 if (surface->lightmapinfo->styles[2] != 255)
8978 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8979 VectorMA(c, scale, lm, c);
8980 if (surface->lightmapinfo->styles[3] != 255)
8983 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8984 VectorMA(c, scale, lm, c);
8991 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);
8997 for (j = 0;j < surfacenumvertices;j++)
8999 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9006 // if vertices are deformed (sprite flares and things in maps, possibly
9007 // water waves, bulges and other deformations), modify the copied vertices
9009 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9011 switch (deform->deform)
9014 case Q3DEFORM_PROJECTIONSHADOW:
9015 case Q3DEFORM_TEXT0:
9016 case Q3DEFORM_TEXT1:
9017 case Q3DEFORM_TEXT2:
9018 case Q3DEFORM_TEXT3:
9019 case Q3DEFORM_TEXT4:
9020 case Q3DEFORM_TEXT5:
9021 case Q3DEFORM_TEXT6:
9022 case Q3DEFORM_TEXT7:
9025 case Q3DEFORM_AUTOSPRITE:
9026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9029 VectorNormalize(newforward);
9030 VectorNormalize(newright);
9031 VectorNormalize(newup);
9032 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9033 // rsurface.batchvertex3f_vertexbuffer = NULL;
9034 // rsurface.batchvertex3f_bufferoffset = 0;
9035 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9036 // rsurface.batchsvector3f_vertexbuffer = NULL;
9037 // rsurface.batchsvector3f_bufferoffset = 0;
9038 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9039 // rsurface.batchtvector3f_vertexbuffer = NULL;
9040 // rsurface.batchtvector3f_bufferoffset = 0;
9041 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9042 // rsurface.batchnormal3f_vertexbuffer = NULL;
9043 // rsurface.batchnormal3f_bufferoffset = 0;
9044 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9045 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9046 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9047 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9048 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);
9049 // a single autosprite surface can contain multiple sprites...
9050 for (j = 0;j < batchnumvertices - 3;j += 4)
9052 VectorClear(center);
9053 for (i = 0;i < 4;i++)
9054 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9055 VectorScale(center, 0.25f, center);
9056 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9057 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9058 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9059 for (i = 0;i < 4;i++)
9061 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9062 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9065 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9066 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9067 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);
9069 case Q3DEFORM_AUTOSPRITE2:
9070 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9073 VectorNormalize(newforward);
9074 VectorNormalize(newright);
9075 VectorNormalize(newup);
9076 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9077 // rsurface.batchvertex3f_vertexbuffer = NULL;
9078 // rsurface.batchvertex3f_bufferoffset = 0;
9080 const float *v1, *v2;
9090 memset(shortest, 0, sizeof(shortest));
9091 // a single autosprite surface can contain multiple sprites...
9092 for (j = 0;j < batchnumvertices - 3;j += 4)
9094 VectorClear(center);
9095 for (i = 0;i < 4;i++)
9096 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9097 VectorScale(center, 0.25f, center);
9098 // find the two shortest edges, then use them to define the
9099 // axis vectors for rotating around the central axis
9100 for (i = 0;i < 6;i++)
9102 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9103 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9104 l = VectorDistance2(v1, v2);
9105 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9107 l += (1.0f / 1024.0f);
9108 if (shortest[0].length2 > l || i == 0)
9110 shortest[1] = shortest[0];
9111 shortest[0].length2 = l;
9112 shortest[0].v1 = v1;
9113 shortest[0].v2 = v2;
9115 else if (shortest[1].length2 > l || i == 1)
9117 shortest[1].length2 = l;
9118 shortest[1].v1 = v1;
9119 shortest[1].v2 = v2;
9122 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9123 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9124 // this calculates the right vector from the shortest edge
9125 // and the up vector from the edge midpoints
9126 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9127 VectorNormalize(right);
9128 VectorSubtract(end, start, up);
9129 VectorNormalize(up);
9130 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9131 VectorSubtract(rsurface.localvieworigin, center, forward);
9132 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9133 VectorNegate(forward, forward);
9134 VectorReflect(forward, 0, up, forward);
9135 VectorNormalize(forward);
9136 CrossProduct(up, forward, newright);
9137 VectorNormalize(newright);
9138 // rotate the quad around the up axis vector, this is made
9139 // especially easy by the fact we know the quad is flat,
9140 // so we only have to subtract the center position and
9141 // measure distance along the right vector, and then
9142 // multiply that by the newright vector and add back the
9144 // we also need to subtract the old position to undo the
9145 // displacement from the center, which we do with a
9146 // DotProduct, the subtraction/addition of center is also
9147 // optimized into DotProducts here
9148 l = DotProduct(right, center);
9149 for (i = 0;i < 4;i++)
9151 v1 = rsurface.batchvertex3f + 3*(j+i);
9152 f = DotProduct(right, v1) - l;
9153 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9157 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9159 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9160 // rsurface.batchnormal3f_vertexbuffer = NULL;
9161 // rsurface.batchnormal3f_bufferoffset = 0;
9162 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9164 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9166 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9167 // rsurface.batchsvector3f_vertexbuffer = NULL;
9168 // rsurface.batchsvector3f_bufferoffset = 0;
9169 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9170 // rsurface.batchtvector3f_vertexbuffer = NULL;
9171 // rsurface.batchtvector3f_bufferoffset = 0;
9172 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);
9175 case Q3DEFORM_NORMAL:
9176 // deform the normals to make reflections wavey
9177 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9178 rsurface.batchnormal3f_vertexbuffer = NULL;
9179 rsurface.batchnormal3f_bufferoffset = 0;
9180 for (j = 0;j < batchnumvertices;j++)
9183 float *normal = rsurface.batchnormal3f + 3*j;
9184 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9185 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9186 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188 VectorNormalize(normal);
9190 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9192 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9193 // rsurface.batchsvector3f_vertexbuffer = NULL;
9194 // rsurface.batchsvector3f_bufferoffset = 0;
9195 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9196 // rsurface.batchtvector3f_vertexbuffer = NULL;
9197 // rsurface.batchtvector3f_bufferoffset = 0;
9198 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);
9202 // deform vertex array to make wavey water and flags and such
9203 waveparms[0] = deform->waveparms[0];
9204 waveparms[1] = deform->waveparms[1];
9205 waveparms[2] = deform->waveparms[2];
9206 waveparms[3] = deform->waveparms[3];
9207 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9208 break; // if wavefunc is a nop, don't make a dynamic vertex array
9209 // this is how a divisor of vertex influence on deformation
9210 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9211 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9212 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9213 // rsurface.batchvertex3f_vertexbuffer = NULL;
9214 // rsurface.batchvertex3f_bufferoffset = 0;
9215 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9216 // rsurface.batchnormal3f_vertexbuffer = NULL;
9217 // rsurface.batchnormal3f_bufferoffset = 0;
9218 for (j = 0;j < batchnumvertices;j++)
9220 // if the wavefunc depends on time, evaluate it per-vertex
9223 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9224 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9226 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9228 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9229 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9230 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9232 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9233 // rsurface.batchsvector3f_vertexbuffer = NULL;
9234 // rsurface.batchsvector3f_bufferoffset = 0;
9235 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9236 // rsurface.batchtvector3f_vertexbuffer = NULL;
9237 // rsurface.batchtvector3f_bufferoffset = 0;
9238 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);
9241 case Q3DEFORM_BULGE:
9242 // deform vertex array to make the surface have moving bulges
9243 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9244 // rsurface.batchvertex3f_vertexbuffer = NULL;
9245 // rsurface.batchvertex3f_bufferoffset = 0;
9246 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9247 // rsurface.batchnormal3f_vertexbuffer = NULL;
9248 // rsurface.batchnormal3f_bufferoffset = 0;
9249 for (j = 0;j < batchnumvertices;j++)
9251 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9252 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9254 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9255 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9256 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9258 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9259 // rsurface.batchsvector3f_vertexbuffer = NULL;
9260 // rsurface.batchsvector3f_bufferoffset = 0;
9261 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9262 // rsurface.batchtvector3f_vertexbuffer = NULL;
9263 // rsurface.batchtvector3f_bufferoffset = 0;
9264 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);
9268 // deform vertex array
9269 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9270 break; // if wavefunc is a nop, don't make a dynamic vertex array
9271 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9272 VectorScale(deform->parms, scale, waveparms);
9273 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9274 // rsurface.batchvertex3f_vertexbuffer = NULL;
9275 // rsurface.batchvertex3f_bufferoffset = 0;
9276 for (j = 0;j < batchnumvertices;j++)
9277 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9282 // generate texcoords based on the chosen texcoord source
9283 switch(rsurface.texture->tcgen.tcgen)
9286 case Q3TCGEN_TEXTURE:
9288 case Q3TCGEN_LIGHTMAP:
9289 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9290 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9291 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9292 if (rsurface.batchtexcoordlightmap2f)
9293 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9295 case Q3TCGEN_VECTOR:
9296 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9297 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9298 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9299 for (j = 0;j < batchnumvertices;j++)
9301 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9302 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9305 case Q3TCGEN_ENVIRONMENT:
9306 // make environment reflections using a spheremap
9307 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9308 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9309 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9310 for (j = 0;j < batchnumvertices;j++)
9312 // identical to Q3A's method, but executed in worldspace so
9313 // carried models can be shiny too
9315 float viewer[3], d, reflected[3], worldreflected[3];
9317 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9318 // VectorNormalize(viewer);
9320 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9322 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9323 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9324 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9325 // note: this is proportinal to viewer, so we can normalize later
9327 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9328 VectorNormalize(worldreflected);
9330 // note: this sphere map only uses world x and z!
9331 // so positive and negative y will LOOK THE SAME.
9332 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9333 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9337 // the only tcmod that needs software vertex processing is turbulent, so
9338 // check for it here and apply the changes if needed
9339 // and we only support that as the first one
9340 // (handling a mixture of turbulent and other tcmods would be problematic
9341 // without punting it entirely to a software path)
9342 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9344 amplitude = rsurface.texture->tcmods[0].parms[1];
9345 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9346 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9347 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9348 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9349 for (j = 0;j < batchnumvertices;j++)
9351 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);
9352 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9356 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9358 // convert the modified arrays to vertex structs
9359 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9360 // rsurface.batchvertexmeshbuffer = NULL;
9361 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9362 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9364 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9367 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9369 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9371 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9372 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9375 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9376 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9378 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9379 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9380 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9381 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9382 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9383 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9387 void RSurf_DrawBatch(void)
9389 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9390 // through the pipeline, killing it earlier in the pipeline would have
9391 // per-surface overhead rather than per-batch overhead, so it's best to
9392 // reject it here, before it hits glDraw.
9393 if (rsurface.batchnumtriangles == 0)
9396 // batch debugging code
9397 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9403 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9404 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9407 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9409 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9411 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9412 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);
9419 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);
9422 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9424 // pick the closest matching water plane
9425 int planeindex, vertexindex, bestplaneindex = -1;
9429 r_waterstate_waterplane_t *p;
9430 qboolean prepared = false;
9432 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9434 if(p->camera_entity != rsurface.texture->camera_entity)
9439 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9441 if(rsurface.batchnumvertices == 0)
9444 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9446 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9447 d += fabs(PlaneDiff(vert, &p->plane));
9449 if (bestd > d || bestplaneindex < 0)
9452 bestplaneindex = planeindex;
9455 return bestplaneindex;
9456 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9457 // this situation though, as it might be better to render single larger
9458 // batches with useless stuff (backface culled for example) than to
9459 // render multiple smaller batches
9462 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9465 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9466 rsurface.passcolor4f_vertexbuffer = 0;
9467 rsurface.passcolor4f_bufferoffset = 0;
9468 for (i = 0;i < rsurface.batchnumvertices;i++)
9469 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9472 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9479 if (rsurface.passcolor4f)
9481 // generate color arrays
9482 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484 rsurface.passcolor4f_vertexbuffer = 0;
9485 rsurface.passcolor4f_bufferoffset = 0;
9486 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9488 f = RSurf_FogVertex(v);
9497 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9498 rsurface.passcolor4f_vertexbuffer = 0;
9499 rsurface.passcolor4f_bufferoffset = 0;
9500 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9502 f = RSurf_FogVertex(v);
9511 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9518 if (!rsurface.passcolor4f)
9520 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9521 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9522 rsurface.passcolor4f_vertexbuffer = 0;
9523 rsurface.passcolor4f_bufferoffset = 0;
9524 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9526 f = RSurf_FogVertex(v);
9527 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9528 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9529 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9534 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9539 if (!rsurface.passcolor4f)
9541 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543 rsurface.passcolor4f_vertexbuffer = 0;
9544 rsurface.passcolor4f_bufferoffset = 0;
9545 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9554 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9559 if (!rsurface.passcolor4f)
9561 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9562 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9563 rsurface.passcolor4f_vertexbuffer = 0;
9564 rsurface.passcolor4f_bufferoffset = 0;
9565 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9567 c2[0] = c[0] + r_refdef.scene.ambient;
9568 c2[1] = c[1] + r_refdef.scene.ambient;
9569 c2[2] = c[2] + r_refdef.scene.ambient;
9574 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9577 rsurface.passcolor4f = NULL;
9578 rsurface.passcolor4f_vertexbuffer = 0;
9579 rsurface.passcolor4f_bufferoffset = 0;
9580 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9581 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9582 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9583 GL_Color(r, g, b, a);
9584 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9588 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9590 // TODO: optimize applyfog && applycolor case
9591 // just apply fog if necessary, and tint the fog color array if necessary
9592 rsurface.passcolor4f = NULL;
9593 rsurface.passcolor4f_vertexbuffer = 0;
9594 rsurface.passcolor4f_bufferoffset = 0;
9595 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9596 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9597 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9598 GL_Color(r, g, b, a);
9602 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9605 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9606 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9607 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9608 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9609 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9610 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9611 GL_Color(r, g, b, a);
9615 static void RSurf_DrawBatch_GL11_ClampColor(void)
9620 if (!rsurface.passcolor4f)
9622 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9624 c2[0] = bound(0.0f, c1[0], 1.0f);
9625 c2[1] = bound(0.0f, c1[1], 1.0f);
9626 c2[2] = bound(0.0f, c1[2], 1.0f);
9627 c2[3] = bound(0.0f, c1[3], 1.0f);
9631 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9641 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9642 rsurface.passcolor4f_vertexbuffer = 0;
9643 rsurface.passcolor4f_bufferoffset = 0;
9644 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9646 f = -DotProduct(r_refdef.view.forward, n);
9648 f = f * 0.85 + 0.15; // work around so stuff won't get black
9649 f *= r_refdef.lightmapintensity;
9650 Vector4Set(c, f, f, f, 1);
9654 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9656 RSurf_DrawBatch_GL11_ApplyFakeLight();
9657 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9658 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9659 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9660 GL_Color(r, g, b, a);
9664 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9672 vec3_t ambientcolor;
9673 vec3_t diffusecolor;
9677 VectorCopy(rsurface.modellight_lightdir, lightdir);
9678 f = 0.5f * r_refdef.lightmapintensity;
9679 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9680 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9681 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9682 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9683 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9684 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9686 if (VectorLength2(diffusecolor) > 0)
9688 // q3-style directional shading
9689 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9690 rsurface.passcolor4f_vertexbuffer = 0;
9691 rsurface.passcolor4f_bufferoffset = 0;
9692 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9694 if ((f = DotProduct(n, lightdir)) > 0)
9695 VectorMA(ambientcolor, f, diffusecolor, c);
9697 VectorCopy(ambientcolor, c);
9704 *applycolor = false;
9708 *r = ambientcolor[0];
9709 *g = ambientcolor[1];
9710 *b = ambientcolor[2];
9711 rsurface.passcolor4f = NULL;
9712 rsurface.passcolor4f_vertexbuffer = 0;
9713 rsurface.passcolor4f_bufferoffset = 0;
9717 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9719 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9720 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9721 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9722 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9723 GL_Color(r, g, b, a);
9727 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9735 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9736 rsurface.passcolor4f_vertexbuffer = 0;
9737 rsurface.passcolor4f_bufferoffset = 0;
9739 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9741 f = 1 - RSurf_FogVertex(v);
9749 void RSurf_SetupDepthAndCulling(void)
9751 // submodels are biased to avoid z-fighting with world surfaces that they
9752 // may be exactly overlapping (avoids z-fighting artifacts on certain
9753 // doors and things in Quake maps)
9754 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9755 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9756 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9757 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9760 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9762 // transparent sky would be ridiculous
9763 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9765 R_SetupShader_Generic_NoTexture(false, false);
9766 skyrenderlater = true;
9767 RSurf_SetupDepthAndCulling();
9769 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9770 // skymasking on them, and Quake3 never did sky masking (unlike
9771 // software Quake and software Quake2), so disable the sky masking
9772 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9773 // and skymasking also looks very bad when noclipping outside the
9774 // level, so don't use it then either.
9775 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9777 R_Mesh_ResetTextureState();
9778 if (skyrendermasked)
9780 R_SetupShader_DepthOrShadow(false);
9781 // depth-only (masking)
9782 GL_ColorMask(0,0,0,0);
9783 // just to make sure that braindead drivers don't draw
9784 // anything despite that colormask...
9785 GL_BlendFunc(GL_ZERO, GL_ONE);
9786 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9787 if (rsurface.batchvertex3fbuffer)
9788 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9790 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9794 R_SetupShader_Generic_NoTexture(false, false);
9796 GL_BlendFunc(GL_ONE, GL_ZERO);
9797 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9798 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9799 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9802 if (skyrendermasked)
9803 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9805 R_Mesh_ResetTextureState();
9806 GL_Color(1, 1, 1, 1);
9809 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9810 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9811 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9813 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9817 // render screenspace normalmap to texture
9819 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9823 // bind lightmap texture
9825 // water/refraction/reflection/camera surfaces have to be handled specially
9826 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9828 int start, end, startplaneindex;
9829 for (start = 0;start < texturenumsurfaces;start = end)
9831 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9832 if(startplaneindex < 0)
9834 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9835 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9839 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9841 // now that we have a batch using the same planeindex, render it
9842 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9844 // render water or distortion background
9846 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9848 // blend surface on top
9849 GL_DepthMask(false);
9850 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9853 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9855 // render surface with reflection texture as input
9856 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9857 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9864 // render surface batch normally
9865 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9866 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9870 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9872 // OpenGL 1.3 path - anything not completely ancient
9873 qboolean applycolor;
9876 const texturelayer_t *layer;
9877 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9878 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9880 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9883 int layertexrgbscale;
9884 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9886 if (layerindex == 0)
9890 GL_AlphaTest(false);
9891 GL_DepthFunc(GL_EQUAL);
9894 GL_DepthMask(layer->depthmask && writedepth);
9895 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9896 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9898 layertexrgbscale = 4;
9899 VectorScale(layer->color, 0.25f, layercolor);
9901 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9903 layertexrgbscale = 2;
9904 VectorScale(layer->color, 0.5f, layercolor);
9908 layertexrgbscale = 1;
9909 VectorScale(layer->color, 1.0f, layercolor);
9911 layercolor[3] = layer->color[3];
9912 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9913 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9914 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9915 switch (layer->type)
9917 case TEXTURELAYERTYPE_LITTEXTURE:
9918 // single-pass lightmapped texture with 2x rgbscale
9919 R_Mesh_TexBind(0, r_texture_white);
9920 R_Mesh_TexMatrix(0, NULL);
9921 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9922 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9923 R_Mesh_TexBind(1, layer->texture);
9924 R_Mesh_TexMatrix(1, &layer->texmatrix);
9925 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9926 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9927 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9928 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9929 else if (FAKELIGHT_ENABLED)
9930 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931 else if (rsurface.uselightmaptexture)
9932 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9934 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9936 case TEXTURELAYERTYPE_TEXTURE:
9937 // singletexture unlit texture with transparency support
9938 R_Mesh_TexBind(0, layer->texture);
9939 R_Mesh_TexMatrix(0, &layer->texmatrix);
9940 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9941 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9942 R_Mesh_TexBind(1, 0);
9943 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9944 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9946 case TEXTURELAYERTYPE_FOG:
9947 // singletexture fogging
9950 R_Mesh_TexBind(0, layer->texture);
9951 R_Mesh_TexMatrix(0, &layer->texmatrix);
9952 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9953 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9957 R_Mesh_TexBind(0, 0);
9958 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9960 R_Mesh_TexBind(1, 0);
9961 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9962 // generate a color array for the fog pass
9963 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9964 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9968 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9973 GL_DepthFunc(GL_LEQUAL);
9974 GL_AlphaTest(false);
9978 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9980 // OpenGL 1.1 - crusty old voodoo path
9983 const texturelayer_t *layer;
9984 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9985 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9987 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9991 if (layerindex == 0)
9995 GL_AlphaTest(false);
9996 GL_DepthFunc(GL_EQUAL);
9999 GL_DepthMask(layer->depthmask && writedepth);
10000 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10001 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10002 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10003 switch (layer->type)
10005 case TEXTURELAYERTYPE_LITTEXTURE:
10006 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10008 // two-pass lit texture with 2x rgbscale
10009 // first the lightmap pass
10010 R_Mesh_TexBind(0, r_texture_white);
10011 R_Mesh_TexMatrix(0, NULL);
10012 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10013 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10014 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10015 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10016 else if (FAKELIGHT_ENABLED)
10017 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10018 else if (rsurface.uselightmaptexture)
10019 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10021 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10022 // then apply the texture to it
10023 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10024 R_Mesh_TexBind(0, layer->texture);
10025 R_Mesh_TexMatrix(0, &layer->texmatrix);
10026 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10027 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10028 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10032 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10033 R_Mesh_TexBind(0, layer->texture);
10034 R_Mesh_TexMatrix(0, &layer->texmatrix);
10035 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10038 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10040 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10043 case TEXTURELAYERTYPE_TEXTURE:
10044 // singletexture unlit texture with transparency support
10045 R_Mesh_TexBind(0, layer->texture);
10046 R_Mesh_TexMatrix(0, &layer->texmatrix);
10047 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10048 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10049 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10051 case TEXTURELAYERTYPE_FOG:
10052 // singletexture fogging
10053 if (layer->texture)
10055 R_Mesh_TexBind(0, layer->texture);
10056 R_Mesh_TexMatrix(0, &layer->texmatrix);
10057 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10058 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10062 R_Mesh_TexBind(0, 0);
10063 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10065 // generate a color array for the fog pass
10066 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10067 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10071 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10074 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10076 GL_DepthFunc(GL_LEQUAL);
10077 GL_AlphaTest(false);
10081 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10085 r_vertexgeneric_t *batchvertex;
10088 // R_Mesh_ResetTextureState();
10089 R_SetupShader_Generic_NoTexture(false, false);
10091 if(rsurface.texture && rsurface.texture->currentskinframe)
10093 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10094 c[3] *= rsurface.texture->currentalpha;
10104 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10106 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10107 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10108 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10111 // brighten it up (as texture value 127 means "unlit")
10112 c[0] *= 2 * r_refdef.view.colorscale;
10113 c[1] *= 2 * r_refdef.view.colorscale;
10114 c[2] *= 2 * r_refdef.view.colorscale;
10116 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10117 c[3] *= r_wateralpha.value;
10119 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10121 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10122 GL_DepthMask(false);
10124 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10126 GL_BlendFunc(GL_ONE, GL_ONE);
10127 GL_DepthMask(false);
10129 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10131 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10132 GL_DepthMask(false);
10134 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10136 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10137 GL_DepthMask(false);
10141 GL_BlendFunc(GL_ONE, GL_ZERO);
10142 GL_DepthMask(writedepth);
10145 if (r_showsurfaces.integer == 3)
10147 rsurface.passcolor4f = NULL;
10149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10151 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10153 rsurface.passcolor4f = NULL;
10154 rsurface.passcolor4f_vertexbuffer = 0;
10155 rsurface.passcolor4f_bufferoffset = 0;
10157 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10159 qboolean applycolor = true;
10162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164 r_refdef.lightmapintensity = 1;
10165 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10166 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10168 else if (FAKELIGHT_ENABLED)
10170 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10172 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10173 RSurf_DrawBatch_GL11_ApplyFakeLight();
10174 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10180 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10181 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10182 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10185 if(!rsurface.passcolor4f)
10186 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10188 RSurf_DrawBatch_GL11_ApplyAmbient();
10189 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10190 if(r_refdef.fogenabled)
10191 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10192 RSurf_DrawBatch_GL11_ClampColor();
10194 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10195 R_SetupShader_Generic_NoTexture(false, false);
10198 else if (!r_refdef.view.showdebug)
10200 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10201 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10202 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10204 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10205 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10207 R_Mesh_PrepareVertices_Generic_Unlock();
10210 else if (r_showsurfaces.integer == 4)
10212 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10213 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10214 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10216 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10217 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10218 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10220 R_Mesh_PrepareVertices_Generic_Unlock();
10223 else if (r_showsurfaces.integer == 2)
10226 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10227 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10228 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10230 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10231 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10232 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10233 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10234 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10235 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10236 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10238 R_Mesh_PrepareVertices_Generic_Unlock();
10239 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10243 int texturesurfaceindex;
10245 const msurface_t *surface;
10246 float surfacecolor4f[4];
10247 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10248 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10250 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10252 surface = texturesurfacelist[texturesurfaceindex];
10253 k = (int)(((size_t)surface) / sizeof(msurface_t));
10254 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10255 for (j = 0;j < surface->num_vertices;j++)
10257 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10258 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10262 R_Mesh_PrepareVertices_Generic_Unlock();
10267 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10270 RSurf_SetupDepthAndCulling();
10271 if (r_showsurfaces.integer)
10273 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10276 switch (vid.renderpath)
10278 case RENDERPATH_GL20:
10279 case RENDERPATH_D3D9:
10280 case RENDERPATH_D3D10:
10281 case RENDERPATH_D3D11:
10282 case RENDERPATH_SOFT:
10283 case RENDERPATH_GLES2:
10284 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10286 case RENDERPATH_GL13:
10287 case RENDERPATH_GLES1:
10288 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10290 case RENDERPATH_GL11:
10291 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10297 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10300 RSurf_SetupDepthAndCulling();
10301 if (r_showsurfaces.integer)
10303 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10306 switch (vid.renderpath)
10308 case RENDERPATH_GL20:
10309 case RENDERPATH_D3D9:
10310 case RENDERPATH_D3D10:
10311 case RENDERPATH_D3D11:
10312 case RENDERPATH_SOFT:
10313 case RENDERPATH_GLES2:
10314 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10316 case RENDERPATH_GL13:
10317 case RENDERPATH_GLES1:
10318 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10320 case RENDERPATH_GL11:
10321 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10327 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10330 int texturenumsurfaces, endsurface;
10331 texture_t *texture;
10332 const msurface_t *surface;
10333 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10335 // if the model is static it doesn't matter what value we give for
10336 // wantnormals and wanttangents, so this logic uses only rules applicable
10337 // to a model, knowing that they are meaningless otherwise
10338 if (ent == r_refdef.scene.worldentity)
10339 RSurf_ActiveWorldEntity();
10340 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10341 RSurf_ActiveModelEntity(ent, false, false, false);
10344 switch (vid.renderpath)
10346 case RENDERPATH_GL20:
10347 case RENDERPATH_D3D9:
10348 case RENDERPATH_D3D10:
10349 case RENDERPATH_D3D11:
10350 case RENDERPATH_SOFT:
10351 case RENDERPATH_GLES2:
10352 RSurf_ActiveModelEntity(ent, true, true, false);
10354 case RENDERPATH_GL11:
10355 case RENDERPATH_GL13:
10356 case RENDERPATH_GLES1:
10357 RSurf_ActiveModelEntity(ent, true, false, false);
10362 if (r_transparentdepthmasking.integer)
10364 qboolean setup = false;
10365 for (i = 0;i < numsurfaces;i = j)
10368 surface = rsurface.modelsurfaces + surfacelist[i];
10369 texture = surface->texture;
10370 rsurface.texture = R_GetCurrentTexture(texture);
10371 rsurface.lightmaptexture = NULL;
10372 rsurface.deluxemaptexture = NULL;
10373 rsurface.uselightmaptexture = false;
10374 // scan ahead until we find a different texture
10375 endsurface = min(i + 1024, numsurfaces);
10376 texturenumsurfaces = 0;
10377 texturesurfacelist[texturenumsurfaces++] = surface;
10378 for (;j < endsurface;j++)
10380 surface = rsurface.modelsurfaces + surfacelist[j];
10381 if (texture != surface->texture)
10383 texturesurfacelist[texturenumsurfaces++] = surface;
10385 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10387 // render the range of surfaces as depth
10391 GL_ColorMask(0,0,0,0);
10393 GL_DepthTest(true);
10394 GL_BlendFunc(GL_ONE, GL_ZERO);
10395 GL_DepthMask(true);
10396 // R_Mesh_ResetTextureState();
10397 R_SetupShader_DepthOrShadow(false);
10399 RSurf_SetupDepthAndCulling();
10400 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10401 if (rsurface.batchvertex3fbuffer)
10402 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10404 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10408 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10411 for (i = 0;i < numsurfaces;i = j)
10414 surface = rsurface.modelsurfaces + surfacelist[i];
10415 texture = surface->texture;
10416 rsurface.texture = R_GetCurrentTexture(texture);
10417 // scan ahead until we find a different texture
10418 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10419 texturenumsurfaces = 0;
10420 texturesurfacelist[texturenumsurfaces++] = surface;
10421 if(FAKELIGHT_ENABLED)
10423 rsurface.lightmaptexture = NULL;
10424 rsurface.deluxemaptexture = NULL;
10425 rsurface.uselightmaptexture = false;
10426 for (;j < endsurface;j++)
10428 surface = rsurface.modelsurfaces + surfacelist[j];
10429 if (texture != surface->texture)
10431 texturesurfacelist[texturenumsurfaces++] = surface;
10436 rsurface.lightmaptexture = surface->lightmaptexture;
10437 rsurface.deluxemaptexture = surface->deluxemaptexture;
10438 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10439 for (;j < endsurface;j++)
10441 surface = rsurface.modelsurfaces + surfacelist[j];
10442 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10444 texturesurfacelist[texturenumsurfaces++] = surface;
10447 // render the range of surfaces
10448 if (ent == r_refdef.scene.worldentity)
10449 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10451 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10453 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10456 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10458 // transparent surfaces get pushed off into the transparent queue
10459 int surfacelistindex;
10460 const msurface_t *surface;
10461 vec3_t tempcenter, center;
10462 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10464 surface = texturesurfacelist[surfacelistindex];
10465 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10466 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10467 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10468 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10469 if (queueentity->transparent_offset) // transparent offset
10471 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10472 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10473 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10475 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10479 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10481 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10483 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10485 RSurf_SetupDepthAndCulling();
10486 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10487 if (rsurface.batchvertex3fbuffer)
10488 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10490 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10494 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10496 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10499 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10502 if (!rsurface.texture->currentnumlayers)
10504 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10505 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10507 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10509 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10510 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10511 else if (!rsurface.texture->currentnumlayers)
10513 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10515 // in the deferred case, transparent surfaces were queued during prepass
10516 if (!r_shadow_usingdeferredprepass)
10517 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10521 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10522 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10527 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10530 texture_t *texture;
10531 R_FrameData_SetMark();
10532 // break the surface list down into batches by texture and use of lightmapping
10533 for (i = 0;i < numsurfaces;i = j)
10536 // texture is the base texture pointer, rsurface.texture is the
10537 // current frame/skin the texture is directing us to use (for example
10538 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10539 // use skin 1 instead)
10540 texture = surfacelist[i]->texture;
10541 rsurface.texture = R_GetCurrentTexture(texture);
10542 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10544 // if this texture is not the kind we want, skip ahead to the next one
10545 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10549 if(FAKELIGHT_ENABLED || depthonly || prepass)
10551 rsurface.lightmaptexture = NULL;
10552 rsurface.deluxemaptexture = NULL;
10553 rsurface.uselightmaptexture = false;
10554 // simply scan ahead until we find a different texture or lightmap state
10555 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10560 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10561 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10562 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10563 // simply scan ahead until we find a different texture or lightmap state
10564 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10567 // render the range of surfaces
10568 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10570 R_FrameData_ReturnToMark();
10573 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10577 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10580 if (!rsurface.texture->currentnumlayers)
10582 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10583 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10585 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10587 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10588 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10589 else if (!rsurface.texture->currentnumlayers)
10591 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10593 // in the deferred case, transparent surfaces were queued during prepass
10594 if (!r_shadow_usingdeferredprepass)
10595 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10599 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10600 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10605 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10608 texture_t *texture;
10609 R_FrameData_SetMark();
10610 // break the surface list down into batches by texture and use of lightmapping
10611 for (i = 0;i < numsurfaces;i = j)
10614 // texture is the base texture pointer, rsurface.texture is the
10615 // current frame/skin the texture is directing us to use (for example
10616 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10617 // use skin 1 instead)
10618 texture = surfacelist[i]->texture;
10619 rsurface.texture = R_GetCurrentTexture(texture);
10620 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10622 // if this texture is not the kind we want, skip ahead to the next one
10623 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10627 if(FAKELIGHT_ENABLED || depthonly || prepass)
10629 rsurface.lightmaptexture = NULL;
10630 rsurface.deluxemaptexture = NULL;
10631 rsurface.uselightmaptexture = false;
10632 // simply scan ahead until we find a different texture or lightmap state
10633 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10638 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10639 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10640 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10641 // simply scan ahead until we find a different texture or lightmap state
10642 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10645 // render the range of surfaces
10646 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10648 R_FrameData_ReturnToMark();
10651 float locboxvertex3f[6*4*3] =
10653 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10654 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10655 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10656 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10657 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10658 1,0,0, 0,0,0, 0,1,0, 1,1,0
10661 unsigned short locboxelements[6*2*3] =
10666 12,13,14, 12,14,15,
10667 16,17,18, 16,18,19,
10671 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10674 cl_locnode_t *loc = (cl_locnode_t *)ent;
10676 float vertex3f[6*4*3];
10678 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10679 GL_DepthMask(false);
10680 GL_DepthRange(0, 1);
10681 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10682 GL_DepthTest(true);
10683 GL_CullFace(GL_NONE);
10684 R_EntityMatrix(&identitymatrix);
10686 // R_Mesh_ResetTextureState();
10688 i = surfacelist[0];
10689 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10690 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10691 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10692 surfacelist[0] < 0 ? 0.5f : 0.125f);
10694 if (VectorCompare(loc->mins, loc->maxs))
10696 VectorSet(size, 2, 2, 2);
10697 VectorMA(loc->mins, -0.5f, size, mins);
10701 VectorCopy(loc->mins, mins);
10702 VectorSubtract(loc->maxs, loc->mins, size);
10705 for (i = 0;i < 6*4*3;)
10706 for (j = 0;j < 3;j++, i++)
10707 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10709 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10710 R_SetupShader_Generic_NoTexture(false, false);
10711 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10714 void R_DrawLocs(void)
10717 cl_locnode_t *loc, *nearestloc;
10719 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10720 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10722 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10723 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10727 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10729 if (decalsystem->decals)
10730 Mem_Free(decalsystem->decals);
10731 memset(decalsystem, 0, sizeof(*decalsystem));
10734 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10737 tridecal_t *decals;
10740 // expand or initialize the system
10741 if (decalsystem->maxdecals <= decalsystem->numdecals)
10743 decalsystem_t old = *decalsystem;
10744 qboolean useshortelements;
10745 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10746 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10747 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)));
10748 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10749 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10750 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10751 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10752 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10753 if (decalsystem->numdecals)
10754 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10756 Mem_Free(old.decals);
10757 for (i = 0;i < decalsystem->maxdecals*3;i++)
10758 decalsystem->element3i[i] = i;
10759 if (useshortelements)
10760 for (i = 0;i < decalsystem->maxdecals*3;i++)
10761 decalsystem->element3s[i] = i;
10764 // grab a decal and search for another free slot for the next one
10765 decals = decalsystem->decals;
10766 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10767 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10769 decalsystem->freedecal = i;
10770 if (decalsystem->numdecals <= i)
10771 decalsystem->numdecals = i + 1;
10773 // initialize the decal
10775 decal->triangleindex = triangleindex;
10776 decal->surfaceindex = surfaceindex;
10777 decal->decalsequence = decalsequence;
10778 decal->color4f[0][0] = c0[0];
10779 decal->color4f[0][1] = c0[1];
10780 decal->color4f[0][2] = c0[2];
10781 decal->color4f[0][3] = 1;
10782 decal->color4f[1][0] = c1[0];
10783 decal->color4f[1][1] = c1[1];
10784 decal->color4f[1][2] = c1[2];
10785 decal->color4f[1][3] = 1;
10786 decal->color4f[2][0] = c2[0];
10787 decal->color4f[2][1] = c2[1];
10788 decal->color4f[2][2] = c2[2];
10789 decal->color4f[2][3] = 1;
10790 decal->vertex3f[0][0] = v0[0];
10791 decal->vertex3f[0][1] = v0[1];
10792 decal->vertex3f[0][2] = v0[2];
10793 decal->vertex3f[1][0] = v1[0];
10794 decal->vertex3f[1][1] = v1[1];
10795 decal->vertex3f[1][2] = v1[2];
10796 decal->vertex3f[2][0] = v2[0];
10797 decal->vertex3f[2][1] = v2[1];
10798 decal->vertex3f[2][2] = v2[2];
10799 decal->texcoord2f[0][0] = t0[0];
10800 decal->texcoord2f[0][1] = t0[1];
10801 decal->texcoord2f[1][0] = t1[0];
10802 decal->texcoord2f[1][1] = t1[1];
10803 decal->texcoord2f[2][0] = t2[0];
10804 decal->texcoord2f[2][1] = t2[1];
10805 TriangleNormal(v0, v1, v2, decal->plane);
10806 VectorNormalize(decal->plane);
10807 decal->plane[3] = DotProduct(v0, decal->plane);
10810 extern cvar_t cl_decals_bias;
10811 extern cvar_t cl_decals_models;
10812 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10813 // baseparms, parms, temps
10814 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10819 const float *vertex3f;
10820 const float *normal3f;
10822 float points[2][9][3];
10829 e = rsurface.modelelement3i + 3*triangleindex;
10831 vertex3f = rsurface.modelvertex3f;
10832 normal3f = rsurface.modelnormal3f;
10836 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10838 index = 3*e[cornerindex];
10839 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10844 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10846 index = 3*e[cornerindex];
10847 VectorCopy(vertex3f + index, v[cornerindex]);
10852 //TriangleNormal(v[0], v[1], v[2], normal);
10853 //if (DotProduct(normal, localnormal) < 0.0f)
10855 // clip by each of the box planes formed from the projection matrix
10856 // if anything survives, we emit the decal
10857 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]);
10860 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]);
10863 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]);
10866 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]);
10869 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]);
10872 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]);
10875 // some part of the triangle survived, so we have to accept it...
10878 // dynamic always uses the original triangle
10880 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10882 index = 3*e[cornerindex];
10883 VectorCopy(vertex3f + index, v[cornerindex]);
10886 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10888 // convert vertex positions to texcoords
10889 Matrix4x4_Transform(projection, v[cornerindex], temp);
10890 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10891 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10892 // calculate distance fade from the projection origin
10893 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10894 f = bound(0.0f, f, 1.0f);
10895 c[cornerindex][0] = r * f;
10896 c[cornerindex][1] = g * f;
10897 c[cornerindex][2] = b * f;
10898 c[cornerindex][3] = 1.0f;
10899 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10902 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);
10904 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10905 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);
10907 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10909 matrix4x4_t projection;
10910 decalsystem_t *decalsystem;
10913 const msurface_t *surface;
10914 const msurface_t *surfaces;
10915 const int *surfacelist;
10916 const texture_t *texture;
10918 int numsurfacelist;
10919 int surfacelistindex;
10922 float localorigin[3];
10923 float localnormal[3];
10924 float localmins[3];
10925 float localmaxs[3];
10928 float planes[6][4];
10931 int bih_triangles_count;
10932 int bih_triangles[256];
10933 int bih_surfaces[256];
10935 decalsystem = &ent->decalsystem;
10936 model = ent->model;
10937 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10939 R_DecalSystem_Reset(&ent->decalsystem);
10943 if (!model->brush.data_leafs && !cl_decals_models.integer)
10945 if (decalsystem->model)
10946 R_DecalSystem_Reset(decalsystem);
10950 if (decalsystem->model != model)
10951 R_DecalSystem_Reset(decalsystem);
10952 decalsystem->model = model;
10954 RSurf_ActiveModelEntity(ent, true, false, false);
10956 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10957 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10958 VectorNormalize(localnormal);
10959 localsize = worldsize*rsurface.inversematrixscale;
10960 localmins[0] = localorigin[0] - localsize;
10961 localmins[1] = localorigin[1] - localsize;
10962 localmins[2] = localorigin[2] - localsize;
10963 localmaxs[0] = localorigin[0] + localsize;
10964 localmaxs[1] = localorigin[1] + localsize;
10965 localmaxs[2] = localorigin[2] + localsize;
10967 //VectorCopy(localnormal, planes[4]);
10968 //VectorVectors(planes[4], planes[2], planes[0]);
10969 AnglesFromVectors(angles, localnormal, NULL, false);
10970 AngleVectors(angles, planes[0], planes[2], planes[4]);
10971 VectorNegate(planes[0], planes[1]);
10972 VectorNegate(planes[2], planes[3]);
10973 VectorNegate(planes[4], planes[5]);
10974 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10975 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10976 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10977 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10978 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10979 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10984 matrix4x4_t forwardprojection;
10985 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10986 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10991 float projectionvector[4][3];
10992 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10993 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10994 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10995 projectionvector[0][0] = planes[0][0] * ilocalsize;
10996 projectionvector[0][1] = planes[1][0] * ilocalsize;
10997 projectionvector[0][2] = planes[2][0] * ilocalsize;
10998 projectionvector[1][0] = planes[0][1] * ilocalsize;
10999 projectionvector[1][1] = planes[1][1] * ilocalsize;
11000 projectionvector[1][2] = planes[2][1] * ilocalsize;
11001 projectionvector[2][0] = planes[0][2] * ilocalsize;
11002 projectionvector[2][1] = planes[1][2] * ilocalsize;
11003 projectionvector[2][2] = planes[2][2] * ilocalsize;
11004 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11005 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11006 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11007 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11011 dynamic = model->surfmesh.isanimated;
11012 numsurfacelist = model->nummodelsurfaces;
11013 surfacelist = model->sortedmodelsurfaces;
11014 surfaces = model->data_surfaces;
11017 bih_triangles_count = -1;
11020 if(model->render_bih.numleafs)
11021 bih = &model->render_bih;
11022 else if(model->collision_bih.numleafs)
11023 bih = &model->collision_bih;
11026 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11027 if(bih_triangles_count == 0)
11029 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11031 if(bih_triangles_count > 0)
11033 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11035 surfaceindex = bih_surfaces[triangleindex];
11036 surface = surfaces + surfaceindex;
11037 texture = surface->texture;
11038 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11040 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11042 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11047 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11049 surfaceindex = surfacelist[surfacelistindex];
11050 surface = surfaces + surfaceindex;
11051 // check cull box first because it rejects more than any other check
11052 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11054 // skip transparent surfaces
11055 texture = surface->texture;
11056 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11058 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11060 numtriangles = surface->num_triangles;
11061 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11062 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11067 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11068 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11070 int renderentityindex;
11071 float worldmins[3];
11072 float worldmaxs[3];
11073 entity_render_t *ent;
11075 if (!cl_decals_newsystem.integer)
11078 worldmins[0] = worldorigin[0] - worldsize;
11079 worldmins[1] = worldorigin[1] - worldsize;
11080 worldmins[2] = worldorigin[2] - worldsize;
11081 worldmaxs[0] = worldorigin[0] + worldsize;
11082 worldmaxs[1] = worldorigin[1] + worldsize;
11083 worldmaxs[2] = worldorigin[2] + worldsize;
11085 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11087 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11089 ent = r_refdef.scene.entities[renderentityindex];
11090 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11093 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11097 typedef struct r_decalsystem_splatqueue_s
11099 vec3_t worldorigin;
11100 vec3_t worldnormal;
11106 r_decalsystem_splatqueue_t;
11108 int r_decalsystem_numqueued = 0;
11109 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11111 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)
11113 r_decalsystem_splatqueue_t *queue;
11115 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11118 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11119 VectorCopy(worldorigin, queue->worldorigin);
11120 VectorCopy(worldnormal, queue->worldnormal);
11121 Vector4Set(queue->color, r, g, b, a);
11122 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11123 queue->worldsize = worldsize;
11124 queue->decalsequence = cl.decalsequence++;
11127 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11130 r_decalsystem_splatqueue_t *queue;
11132 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11133 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);
11134 r_decalsystem_numqueued = 0;
11137 extern cvar_t cl_decals_max;
11138 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11141 decalsystem_t *decalsystem = &ent->decalsystem;
11148 if (!decalsystem->numdecals)
11151 if (r_showsurfaces.integer)
11154 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11156 R_DecalSystem_Reset(decalsystem);
11160 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11161 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11163 if (decalsystem->lastupdatetime)
11164 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11167 decalsystem->lastupdatetime = r_refdef.scene.time;
11168 decal = decalsystem->decals;
11169 numdecals = decalsystem->numdecals;
11171 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11173 if (decal->color4f[0][3])
11175 decal->lived += frametime;
11176 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11178 memset(decal, 0, sizeof(*decal));
11179 if (decalsystem->freedecal > i)
11180 decalsystem->freedecal = i;
11184 decal = decalsystem->decals;
11185 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11188 // collapse the array by shuffling the tail decals into the gaps
11191 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11192 decalsystem->freedecal++;
11193 if (decalsystem->freedecal == numdecals)
11195 decal[decalsystem->freedecal] = decal[--numdecals];
11198 decalsystem->numdecals = numdecals;
11200 if (numdecals <= 0)
11202 // if there are no decals left, reset decalsystem
11203 R_DecalSystem_Reset(decalsystem);
11207 extern skinframe_t *decalskinframe;
11208 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11211 decalsystem_t *decalsystem = &ent->decalsystem;
11220 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11223 numdecals = decalsystem->numdecals;
11227 if (r_showsurfaces.integer)
11230 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11232 R_DecalSystem_Reset(decalsystem);
11236 // if the model is static it doesn't matter what value we give for
11237 // wantnormals and wanttangents, so this logic uses only rules applicable
11238 // to a model, knowing that they are meaningless otherwise
11239 if (ent == r_refdef.scene.worldentity)
11240 RSurf_ActiveWorldEntity();
11242 RSurf_ActiveModelEntity(ent, false, false, false);
11244 decalsystem->lastupdatetime = r_refdef.scene.time;
11245 decal = decalsystem->decals;
11247 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11249 // update vertex positions for animated models
11250 v3f = decalsystem->vertex3f;
11251 c4f = decalsystem->color4f;
11252 t2f = decalsystem->texcoord2f;
11253 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11255 if (!decal->color4f[0][3])
11258 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11262 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11265 // update color values for fading decals
11266 if (decal->lived >= cl_decals_time.value)
11267 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11271 c4f[ 0] = decal->color4f[0][0] * alpha;
11272 c4f[ 1] = decal->color4f[0][1] * alpha;
11273 c4f[ 2] = decal->color4f[0][2] * alpha;
11275 c4f[ 4] = decal->color4f[1][0] * alpha;
11276 c4f[ 5] = decal->color4f[1][1] * alpha;
11277 c4f[ 6] = decal->color4f[1][2] * alpha;
11279 c4f[ 8] = decal->color4f[2][0] * alpha;
11280 c4f[ 9] = decal->color4f[2][1] * alpha;
11281 c4f[10] = decal->color4f[2][2] * alpha;
11284 t2f[0] = decal->texcoord2f[0][0];
11285 t2f[1] = decal->texcoord2f[0][1];
11286 t2f[2] = decal->texcoord2f[1][0];
11287 t2f[3] = decal->texcoord2f[1][1];
11288 t2f[4] = decal->texcoord2f[2][0];
11289 t2f[5] = decal->texcoord2f[2][1];
11291 // update vertex positions for animated models
11292 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11294 e = rsurface.modelelement3i + 3*decal->triangleindex;
11295 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11296 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11297 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11301 VectorCopy(decal->vertex3f[0], v3f);
11302 VectorCopy(decal->vertex3f[1], v3f + 3);
11303 VectorCopy(decal->vertex3f[2], v3f + 6);
11306 if (r_refdef.fogenabled)
11308 alpha = RSurf_FogVertex(v3f);
11309 VectorScale(c4f, alpha, c4f);
11310 alpha = RSurf_FogVertex(v3f + 3);
11311 VectorScale(c4f + 4, alpha, c4f + 4);
11312 alpha = RSurf_FogVertex(v3f + 6);
11313 VectorScale(c4f + 8, alpha, c4f + 8);
11324 r_refdef.stats.drawndecals += numtris;
11326 // now render the decals all at once
11327 // (this assumes they all use one particle font texture!)
11328 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);
11329 // R_Mesh_ResetTextureState();
11330 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11331 GL_DepthMask(false);
11332 GL_DepthRange(0, 1);
11333 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11334 GL_DepthTest(true);
11335 GL_CullFace(GL_NONE);
11336 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11337 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11338 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11342 static void R_DrawModelDecals(void)
11346 // fade faster when there are too many decals
11347 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11348 for (i = 0;i < r_refdef.scene.numentities;i++)
11349 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11351 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11352 for (i = 0;i < r_refdef.scene.numentities;i++)
11353 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11354 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11356 R_DecalSystem_ApplySplatEntitiesQueue();
11358 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11359 for (i = 0;i < r_refdef.scene.numentities;i++)
11360 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11362 r_refdef.stats.totaldecals += numdecals;
11364 if (r_showsurfaces.integer)
11367 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11369 for (i = 0;i < r_refdef.scene.numentities;i++)
11371 if (!r_refdef.viewcache.entityvisible[i])
11373 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11374 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11378 extern cvar_t mod_collision_bih;
11379 void R_DrawDebugModel(void)
11381 entity_render_t *ent = rsurface.entity;
11382 int i, j, k, l, flagsmask;
11383 const msurface_t *surface;
11384 dp_model_t *model = ent->model;
11387 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11390 if (r_showoverdraw.value > 0)
11392 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11393 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11394 R_SetupShader_Generic_NoTexture(false, false);
11395 GL_DepthTest(false);
11396 GL_DepthMask(false);
11397 GL_DepthRange(0, 1);
11398 GL_BlendFunc(GL_ONE, GL_ONE);
11399 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11401 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11403 rsurface.texture = R_GetCurrentTexture(surface->texture);
11404 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11406 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11407 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11408 if (!rsurface.texture->currentlayers->depthmask)
11409 GL_Color(c, 0, 0, 1.0f);
11410 else if (ent == r_refdef.scene.worldentity)
11411 GL_Color(c, c, c, 1.0f);
11413 GL_Color(0, c, 0, 1.0f);
11414 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11418 rsurface.texture = NULL;
11421 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11423 // R_Mesh_ResetTextureState();
11424 R_SetupShader_Generic_NoTexture(false, false);
11425 GL_DepthRange(0, 1);
11426 GL_DepthTest(!r_showdisabledepthtest.integer);
11427 GL_DepthMask(false);
11428 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11430 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11434 qboolean cullbox = ent == r_refdef.scene.worldentity;
11435 const q3mbrush_t *brush;
11436 const bih_t *bih = &model->collision_bih;
11437 const bih_leaf_t *bihleaf;
11438 float vertex3f[3][3];
11439 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11441 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11443 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11445 switch (bihleaf->type)
11448 brush = model->brush.data_brushes + bihleaf->itemindex;
11449 if (brush->colbrushf && brush->colbrushf->numtriangles)
11451 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);
11452 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11453 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11456 case BIH_COLLISIONTRIANGLE:
11457 triangleindex = bihleaf->itemindex;
11458 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11459 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11460 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11461 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);
11462 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11463 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11465 case BIH_RENDERTRIANGLE:
11466 triangleindex = bihleaf->itemindex;
11467 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11468 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11469 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11470 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);
11471 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11472 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11481 if (r_showtris.integer && qglPolygonMode)
11483 if (r_showdisabledepthtest.integer)
11485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11486 GL_DepthMask(false);
11490 GL_BlendFunc(GL_ONE, GL_ZERO);
11491 GL_DepthMask(true);
11493 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11494 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11496 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11498 rsurface.texture = R_GetCurrentTexture(surface->texture);
11499 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11501 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11502 if (!rsurface.texture->currentlayers->depthmask)
11503 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11504 else if (ent == r_refdef.scene.worldentity)
11505 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11507 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11508 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11512 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11513 rsurface.texture = NULL;
11516 if (r_shownormals.value != 0 && qglBegin)
11518 if (r_showdisabledepthtest.integer)
11520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11521 GL_DepthMask(false);
11525 GL_BlendFunc(GL_ONE, GL_ZERO);
11526 GL_DepthMask(true);
11528 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11530 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11532 rsurface.texture = R_GetCurrentTexture(surface->texture);
11533 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11535 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11536 qglBegin(GL_LINES);
11537 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11539 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11541 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11542 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11543 qglVertex3f(v[0], v[1], v[2]);
11544 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11545 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11546 qglVertex3f(v[0], v[1], v[2]);
11549 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11551 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11553 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11554 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11555 qglVertex3f(v[0], v[1], v[2]);
11556 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11557 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11558 qglVertex3f(v[0], v[1], v[2]);
11561 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11563 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11565 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11566 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11567 qglVertex3f(v[0], v[1], v[2]);
11568 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11569 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11570 qglVertex3f(v[0], v[1], v[2]);
11573 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11575 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11577 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11578 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11579 qglVertex3f(v[0], v[1], v[2]);
11580 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11581 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11582 qglVertex3f(v[0], v[1], v[2]);
11589 rsurface.texture = NULL;
11594 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11595 int r_maxsurfacelist = 0;
11596 const msurface_t **r_surfacelist = NULL;
11597 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11599 int i, j, endj, flagsmask;
11600 dp_model_t *model = r_refdef.scene.worldmodel;
11601 msurface_t *surfaces;
11602 unsigned char *update;
11603 int numsurfacelist = 0;
11607 if (r_maxsurfacelist < model->num_surfaces)
11609 r_maxsurfacelist = model->num_surfaces;
11611 Mem_Free((msurface_t**)r_surfacelist);
11612 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11615 RSurf_ActiveWorldEntity();
11617 surfaces = model->data_surfaces;
11618 update = model->brushq1.lightmapupdateflags;
11620 // update light styles on this submodel
11621 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11623 model_brush_lightstyleinfo_t *style;
11624 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11626 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11628 int *list = style->surfacelist;
11629 style->value = r_refdef.scene.lightstylevalue[style->style];
11630 for (j = 0;j < style->numsurfaces;j++)
11631 update[list[j]] = true;
11636 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11640 R_DrawDebugModel();
11641 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11645 rsurface.lightmaptexture = NULL;
11646 rsurface.deluxemaptexture = NULL;
11647 rsurface.uselightmaptexture = false;
11648 rsurface.texture = NULL;
11649 rsurface.rtlight = NULL;
11650 numsurfacelist = 0;
11651 // add visible surfaces to draw list
11652 for (i = 0;i < model->nummodelsurfaces;i++)
11654 j = model->sortedmodelsurfaces[i];
11655 if (r_refdef.viewcache.world_surfacevisible[j])
11656 r_surfacelist[numsurfacelist++] = surfaces + j;
11658 // update lightmaps if needed
11659 if (model->brushq1.firstrender)
11661 model->brushq1.firstrender = false;
11662 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11664 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11668 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11669 if (r_refdef.viewcache.world_surfacevisible[j])
11671 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11673 // don't do anything if there were no surfaces
11674 if (!numsurfacelist)
11676 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11679 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11681 // add to stats if desired
11682 if (r_speeds.integer && !skysurfaces && !depthonly)
11684 r_refdef.stats.world_surfaces += numsurfacelist;
11685 for (j = 0;j < numsurfacelist;j++)
11686 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11689 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11692 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11694 int i, j, endj, flagsmask;
11695 dp_model_t *model = ent->model;
11696 msurface_t *surfaces;
11697 unsigned char *update;
11698 int numsurfacelist = 0;
11702 if (r_maxsurfacelist < model->num_surfaces)
11704 r_maxsurfacelist = model->num_surfaces;
11706 Mem_Free((msurface_t **)r_surfacelist);
11707 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11710 // if the model is static it doesn't matter what value we give for
11711 // wantnormals and wanttangents, so this logic uses only rules applicable
11712 // to a model, knowing that they are meaningless otherwise
11713 if (ent == r_refdef.scene.worldentity)
11714 RSurf_ActiveWorldEntity();
11715 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11716 RSurf_ActiveModelEntity(ent, false, false, false);
11718 RSurf_ActiveModelEntity(ent, true, true, true);
11719 else if (depthonly)
11721 switch (vid.renderpath)
11723 case RENDERPATH_GL20:
11724 case RENDERPATH_D3D9:
11725 case RENDERPATH_D3D10:
11726 case RENDERPATH_D3D11:
11727 case RENDERPATH_SOFT:
11728 case RENDERPATH_GLES2:
11729 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11731 case RENDERPATH_GL11:
11732 case RENDERPATH_GL13:
11733 case RENDERPATH_GLES1:
11734 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11740 switch (vid.renderpath)
11742 case RENDERPATH_GL20:
11743 case RENDERPATH_D3D9:
11744 case RENDERPATH_D3D10:
11745 case RENDERPATH_D3D11:
11746 case RENDERPATH_SOFT:
11747 case RENDERPATH_GLES2:
11748 RSurf_ActiveModelEntity(ent, true, true, false);
11750 case RENDERPATH_GL11:
11751 case RENDERPATH_GL13:
11752 case RENDERPATH_GLES1:
11753 RSurf_ActiveModelEntity(ent, true, false, false);
11758 surfaces = model->data_surfaces;
11759 update = model->brushq1.lightmapupdateflags;
11761 // update light styles
11762 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11764 model_brush_lightstyleinfo_t *style;
11765 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11767 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11769 int *list = style->surfacelist;
11770 style->value = r_refdef.scene.lightstylevalue[style->style];
11771 for (j = 0;j < style->numsurfaces;j++)
11772 update[list[j]] = true;
11777 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11781 R_DrawDebugModel();
11782 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11786 rsurface.lightmaptexture = NULL;
11787 rsurface.deluxemaptexture = NULL;
11788 rsurface.uselightmaptexture = false;
11789 rsurface.texture = NULL;
11790 rsurface.rtlight = NULL;
11791 numsurfacelist = 0;
11792 // add visible surfaces to draw list
11793 for (i = 0;i < model->nummodelsurfaces;i++)
11794 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11795 // don't do anything if there were no surfaces
11796 if (!numsurfacelist)
11798 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11801 // update lightmaps if needed
11805 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11810 R_BuildLightMap(ent, surfaces + j);
11815 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11817 R_BuildLightMap(ent, surfaces + j);
11818 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11820 // add to stats if desired
11821 if (r_speeds.integer && !skysurfaces && !depthonly)
11823 r_refdef.stats.entities_surfaces += numsurfacelist;
11824 for (j = 0;j < numsurfacelist;j++)
11825 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11828 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11831 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11833 static texture_t texture;
11834 static msurface_t surface;
11835 const msurface_t *surfacelist = &surface;
11837 // fake enough texture and surface state to render this geometry
11839 texture.update_lastrenderframe = -1; // regenerate this texture
11840 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11841 texture.currentskinframe = skinframe;
11842 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11843 texture.offsetmapping = OFFSETMAPPING_OFF;
11844 texture.offsetscale = 1;
11845 texture.specularscalemod = 1;
11846 texture.specularpowermod = 1;
11848 surface.texture = &texture;
11849 surface.num_triangles = numtriangles;
11850 surface.num_firsttriangle = firsttriangle;
11851 surface.num_vertices = numvertices;
11852 surface.num_firstvertex = firstvertex;
11855 rsurface.texture = R_GetCurrentTexture(surface.texture);
11856 rsurface.lightmaptexture = NULL;
11857 rsurface.deluxemaptexture = NULL;
11858 rsurface.uselightmaptexture = false;
11859 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11862 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)
11864 static msurface_t surface;
11865 const msurface_t *surfacelist = &surface;
11867 // fake enough texture and surface state to render this geometry
11868 surface.texture = texture;
11869 surface.num_triangles = numtriangles;
11870 surface.num_firsttriangle = firsttriangle;
11871 surface.num_vertices = numvertices;
11872 surface.num_firstvertex = firstvertex;
11875 rsurface.texture = R_GetCurrentTexture(surface.texture);
11876 rsurface.lightmaptexture = NULL;
11877 rsurface.deluxemaptexture = NULL;
11878 rsurface.uselightmaptexture = false;
11879 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);