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;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 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)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
65 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"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 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"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 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)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 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"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 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"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 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)"};
102 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)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 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."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 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."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 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"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 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"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 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)"};
150 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"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 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"};
158 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"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 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"};
162 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)"};
163 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)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 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"};
175 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."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
184 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)"};
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 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"};
193 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"};
194 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)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 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"};
224 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"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
234 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
235 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"};
237 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
239 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)"};
240 cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] =
242 {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"},
243 {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"},
244 {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"},
245 {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"},
248 extern cvar_t v_glslgamma;
249 extern cvar_t v_glslgamma_2d;
251 extern qboolean v_flipped_state;
253 r_framebufferstate_t r_fb;
255 /// shadow volume bsp struct with automatically growing nodes buffer
258 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
260 rtexture_t *r_texture_blanknormalmap;
261 rtexture_t *r_texture_white;
262 rtexture_t *r_texture_grey128;
263 rtexture_t *r_texture_black;
264 rtexture_t *r_texture_notexture;
265 rtexture_t *r_texture_whitecube;
266 rtexture_t *r_texture_normalizationcube;
267 rtexture_t *r_texture_fogattenuation;
268 rtexture_t *r_texture_fogheighttexture;
269 rtexture_t *r_texture_gammaramps;
270 unsigned int r_texture_gammaramps_serial;
271 //rtexture_t *r_texture_fogintensity;
272 rtexture_t *r_texture_reflectcube;
274 // TODO: hash lookups?
275 typedef struct cubemapinfo_s
282 int r_texture_numcubemaps;
283 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
285 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
286 unsigned int r_numqueries;
287 unsigned int r_maxqueries;
289 typedef struct r_qwskincache_s
291 char name[MAX_QPATH];
292 skinframe_t *skinframe;
296 static r_qwskincache_t *r_qwskincache;
297 static int r_qwskincache_size;
299 /// vertex coordinates for a quad that covers the screen exactly
300 extern const float r_screenvertex3f[12];
301 extern const float r_d3dscreenvertex3f[12];
302 const float r_screenvertex3f[12] =
309 const float r_d3dscreenvertex3f[12] =
317 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
320 for (i = 0;i < verts;i++)
331 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
334 for (i = 0;i < verts;i++)
344 // FIXME: move this to client?
347 if (gamemode == GAME_NEHAHRA)
349 Cvar_Set("gl_fogenable", "0");
350 Cvar_Set("gl_fogdensity", "0.2");
351 Cvar_Set("gl_fogred", "0.3");
352 Cvar_Set("gl_foggreen", "0.3");
353 Cvar_Set("gl_fogblue", "0.3");
355 r_refdef.fog_density = 0;
356 r_refdef.fog_red = 0;
357 r_refdef.fog_green = 0;
358 r_refdef.fog_blue = 0;
359 r_refdef.fog_alpha = 1;
360 r_refdef.fog_start = 0;
361 r_refdef.fog_end = 16384;
362 r_refdef.fog_height = 1<<30;
363 r_refdef.fog_fadedepth = 128;
364 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
367 static void R_BuildBlankTextures(void)
369 unsigned char data[4];
370 data[2] = 128; // normal X
371 data[1] = 128; // normal Y
372 data[0] = 255; // normal Z
373 data[3] = 255; // height
374 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 static void R_BuildNoTexture(void)
395 unsigned char pix[16][16][4];
396 // this makes a light grey/dark grey checkerboard texture
397 for (y = 0;y < 16;y++)
399 for (x = 0;x < 16;x++)
401 if ((y < 8) ^ (x < 8))
417 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
420 static void R_BuildWhiteCube(void)
422 unsigned char data[6*1*1*4];
423 memset(data, 255, sizeof(data));
424 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
427 static void R_BuildNormalizationCube(void)
431 vec_t s, t, intensity;
434 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
435 for (side = 0;side < 6;side++)
437 for (y = 0;y < NORMSIZE;y++)
439 for (x = 0;x < NORMSIZE;x++)
441 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
442 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
477 intensity = 127.0f / sqrt(DotProduct(v, v));
478 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
479 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
480 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
481 data[((side*64+y)*64+x)*4+3] = 255;
485 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
489 static void R_BuildFogTexture(void)
493 unsigned char data1[FOGWIDTH][4];
494 //unsigned char data2[FOGWIDTH][4];
497 r_refdef.fogmasktable_start = r_refdef.fog_start;
498 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
499 r_refdef.fogmasktable_range = r_refdef.fogrange;
500 r_refdef.fogmasktable_density = r_refdef.fog_density;
502 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
503 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505 d = (x * r - r_refdef.fogmasktable_start);
506 if(developer_extra.integer)
507 Con_DPrintf("%f ", d);
509 if (r_fog_exp2.integer)
510 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
513 if(developer_extra.integer)
514 Con_DPrintf(" : %f ", alpha);
515 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
516 if(developer_extra.integer)
517 Con_DPrintf(" = %f\n", alpha);
518 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
521 for (x = 0;x < FOGWIDTH;x++)
523 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
528 //data2[x][0] = 255 - b;
529 //data2[x][1] = 255 - b;
530 //data2[x][2] = 255 - b;
533 if (r_texture_fogattenuation)
535 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
536 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
540 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
541 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
545 static void R_BuildFogHeightTexture(void)
547 unsigned char *inpixels;
555 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
556 if (r_refdef.fogheighttexturename[0])
557 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
560 r_refdef.fog_height_tablesize = 0;
561 if (r_texture_fogheighttexture)
562 R_FreeTexture(r_texture_fogheighttexture);
563 r_texture_fogheighttexture = NULL;
564 if (r_refdef.fog_height_table2d)
565 Mem_Free(r_refdef.fog_height_table2d);
566 r_refdef.fog_height_table2d = NULL;
567 if (r_refdef.fog_height_table1d)
568 Mem_Free(r_refdef.fog_height_table1d);
569 r_refdef.fog_height_table1d = NULL;
573 r_refdef.fog_height_tablesize = size;
574 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
575 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
576 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578 // LordHavoc: now the magic - what is that table2d for? it is a cooked
579 // average fog color table accounting for every fog layer between a point
580 // and the camera. (Note: attenuation is handled separately!)
581 for (y = 0;y < size;y++)
583 for (x = 0;x < size;x++)
589 for (j = x;j <= y;j++)
591 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597 for (j = x;j >= y;j--)
599 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
604 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
605 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
610 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
613 //=======================================================================================================================================================
615 static const char *builtinshaderstrings[] =
617 #include "shader_glsl.h"
621 const char *builtinhlslshaderstrings[] =
623 #include "shader_hlsl.h"
627 char *glslshaderstring = NULL;
628 char *hlslshaderstring = NULL;
630 //=======================================================================================================================================================
632 typedef struct shaderpermutationinfo_s
637 shaderpermutationinfo_t;
639 typedef struct shadermodeinfo_s
641 const char *filename;
647 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
648 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
650 {"#define USEDIFFUSE\n", " diffuse"},
651 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
652 {"#define USEVIEWTINT\n", " viewtint"},
653 {"#define USECOLORMAPPING\n", " colormapping"},
654 {"#define USESATURATION\n", " saturation"},
655 {"#define USEFOGINSIDE\n", " foginside"},
656 {"#define USEFOGOUTSIDE\n", " fogoutside"},
657 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
658 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
659 {"#define USEGAMMARAMPS\n", " gammaramps"},
660 {"#define USECUBEFILTER\n", " cubefilter"},
661 {"#define USEGLOW\n", " glow"},
662 {"#define USEBLOOM\n", " bloom"},
663 {"#define USESPECULAR\n", " specular"},
664 {"#define USEPOSTPROCESSING\n", " postprocessing"},
665 {"#define USEREFLECTION\n", " reflection"},
666 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
667 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
668 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
669 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
670 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
671 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
672 {"#define USEALPHAKILL\n", " alphakill"},
673 {"#define USEREFLECTCUBE\n", " reflectcube"},
674 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
675 {"#define USEBOUNCEGRID\n", " bouncegrid"},
676 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
677 {"#define USETRIPPY\n", " trippy"},
678 {"#define USEDEPTHRGB\n", " depthrgb"},
679 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
680 {"#define USESKELETAL\n", " skeletal"}
683 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
684 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
686 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
687 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
701 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
708 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
709 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
710 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
711 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
712 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
713 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
714 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
720 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
721 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
722 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
726 struct r_glsl_permutation_s;
727 typedef struct r_glsl_permutation_s
730 struct r_glsl_permutation_s *hashnext;
732 unsigned int permutation;
734 /// indicates if we have tried compiling this permutation already
736 /// 0 if compilation failed
738 // texture units assigned to each detected uniform
739 int tex_Texture_First;
740 int tex_Texture_Second;
741 int tex_Texture_GammaRamps;
742 int tex_Texture_Normal;
743 int tex_Texture_Color;
744 int tex_Texture_Gloss;
745 int tex_Texture_Glow;
746 int tex_Texture_SecondaryNormal;
747 int tex_Texture_SecondaryColor;
748 int tex_Texture_SecondaryGloss;
749 int tex_Texture_SecondaryGlow;
750 int tex_Texture_Pants;
751 int tex_Texture_Shirt;
752 int tex_Texture_FogHeightTexture;
753 int tex_Texture_FogMask;
754 int tex_Texture_Lightmap;
755 int tex_Texture_Deluxemap;
756 int tex_Texture_Attenuation;
757 int tex_Texture_Cube;
758 int tex_Texture_Refraction;
759 int tex_Texture_Reflection;
760 int tex_Texture_ShadowMap2D;
761 int tex_Texture_CubeProjection;
762 int tex_Texture_ScreenNormalMap;
763 int tex_Texture_ScreenDiffuse;
764 int tex_Texture_ScreenSpecular;
765 int tex_Texture_ReflectMask;
766 int tex_Texture_ReflectCube;
767 int tex_Texture_BounceGrid;
768 /// locations of detected uniforms in program object, or -1 if not found
769 int loc_Texture_First;
770 int loc_Texture_Second;
771 int loc_Texture_GammaRamps;
772 int loc_Texture_Normal;
773 int loc_Texture_Color;
774 int loc_Texture_Gloss;
775 int loc_Texture_Glow;
776 int loc_Texture_SecondaryNormal;
777 int loc_Texture_SecondaryColor;
778 int loc_Texture_SecondaryGloss;
779 int loc_Texture_SecondaryGlow;
780 int loc_Texture_Pants;
781 int loc_Texture_Shirt;
782 int loc_Texture_FogHeightTexture;
783 int loc_Texture_FogMask;
784 int loc_Texture_Lightmap;
785 int loc_Texture_Deluxemap;
786 int loc_Texture_Attenuation;
787 int loc_Texture_Cube;
788 int loc_Texture_Refraction;
789 int loc_Texture_Reflection;
790 int loc_Texture_ShadowMap2D;
791 int loc_Texture_CubeProjection;
792 int loc_Texture_ScreenNormalMap;
793 int loc_Texture_ScreenDiffuse;
794 int loc_Texture_ScreenSpecular;
795 int loc_Texture_ReflectMask;
796 int loc_Texture_ReflectCube;
797 int loc_Texture_BounceGrid;
799 int loc_BloomBlur_Parameters;
801 int loc_Color_Ambient;
802 int loc_Color_Diffuse;
803 int loc_Color_Specular;
807 int loc_DeferredColor_Ambient;
808 int loc_DeferredColor_Diffuse;
809 int loc_DeferredColor_Specular;
810 int loc_DeferredMod_Diffuse;
811 int loc_DeferredMod_Specular;
812 int loc_DistortScaleRefractReflect;
815 int loc_FogHeightFade;
817 int loc_FogPlaneViewDist;
818 int loc_FogRangeRecip;
821 int loc_LightPosition;
822 int loc_OffsetMapping_ScaleSteps;
823 int loc_OffsetMapping_LodDistance;
824 int loc_OffsetMapping_Bias;
826 int loc_ReflectColor;
827 int loc_ReflectFactor;
828 int loc_ReflectOffset;
829 int loc_RefractColor;
831 int loc_ScreenCenterRefractReflect;
832 int loc_ScreenScaleRefractReflect;
833 int loc_ScreenToDepth;
834 int loc_ShadowMap_Parameters;
835 int loc_ShadowMap_TextureScale;
836 int loc_SpecularPower;
837 int loc_Skeletal_Transform12;
842 int loc_ViewTintColor;
844 int loc_ModelToLight;
846 int loc_BackgroundTexMatrix;
847 int loc_ModelViewProjectionMatrix;
848 int loc_ModelViewMatrix;
849 int loc_PixelToScreenTexCoord;
850 int loc_ModelToReflectCube;
851 int loc_ShadowMapMatrix;
852 int loc_BloomColorSubtract;
853 int loc_NormalmapScrollBlend;
854 int loc_BounceGridMatrix;
855 int loc_BounceGridIntensity;
856 /// uniform block bindings
857 int ubibind_Skeletal_Transform12_UniformBlock;
858 /// uniform block indices
859 int ubiloc_Skeletal_Transform12_UniformBlock;
861 r_glsl_permutation_t;
863 #define SHADERPERMUTATION_HASHSIZE 256
866 // non-degradable "lightweight" shader parameters to keep the permutations simpler
867 // these can NOT degrade! only use for simple stuff
870 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
871 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
872 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
873 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
876 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
877 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
878 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
879 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
880 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
881 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
882 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884 #define SHADERSTATICPARMS_COUNT 13
886 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
887 static int shaderstaticparms_count = 0;
889 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
890 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
892 extern qboolean r_shadow_shadowmapsampler;
893 extern int r_shadow_shadowmappcf;
894 qboolean R_CompileShader_CheckStaticParms(void)
896 static int r_compileshader_staticparms_save[1];
897 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
898 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
901 if (r_glsl_saturation_redcompensate.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
903 if (r_glsl_vertextextureblend_usebothalphas.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
905 if (r_shadow_glossexact.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
907 if (r_glsl_postprocess.integer)
909 if (r_glsl_postprocess_uservec1_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
911 if (r_glsl_postprocess_uservec2_enable.integer)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
913 if (r_glsl_postprocess_uservec3_enable.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
915 if (r_glsl_postprocess_uservec4_enable.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
918 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
921 if (r_shadow_shadowmapsampler)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
923 if (r_shadow_shadowmappcf > 1)
924 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
925 else if (r_shadow_shadowmappcf)
926 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
927 if (r_celshading.integer)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
929 if (r_celoutlines.integer)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
932 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
935 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
936 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
937 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
939 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
940 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
942 shaderstaticparms_count = 0;
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
960 /// information about each possible shader permutation
961 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
962 /// currently selected permutation
963 r_glsl_permutation_t *r_glsl_permutation;
964 /// storage for permutations linked in the hash table
965 memexpandablearray_t r_glsl_permutationarray;
967 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
969 //unsigned int hashdepth = 0;
970 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
971 r_glsl_permutation_t *p;
972 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
974 if (p->mode == mode && p->permutation == permutation)
976 //if (hashdepth > 10)
977 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
984 p->permutation = permutation;
985 p->hashnext = r_glsl_permutationhash[mode][hashindex];
986 r_glsl_permutationhash[mode][hashindex] = p;
987 //if (hashdepth > 10)
988 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
992 static char *R_ShaderStrCat(const char **strings)
995 const char **p = strings;
998 for (p = strings;(t = *p);p++)
1001 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1003 for (p = strings;(t = *p);p++)
1013 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1016 if (!filename || !filename[0])
1018 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1019 if (!strcmp(filename, "glsl/default.glsl"))
1022 return R_ShaderStrCat(builtinshaderstrings);
1023 if (!glslshaderstring)
1025 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1026 if (glslshaderstring)
1027 Con_DPrintf("Loading shaders from file %s...\n", filename);
1029 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1031 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1032 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1033 return shaderstring;
1035 if (!strcmp(filename, "hlsl/default.hlsl"))
1038 return R_ShaderStrCat(builtinhlslshaderstrings);
1039 if (!hlslshaderstring)
1041 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1042 if (hlslshaderstring)
1043 Con_DPrintf("Loading shaders from file %s...\n", filename);
1045 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1047 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1048 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1049 return shaderstring;
1051 // we don't have builtin strings for any other files
1054 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1057 if (printfromdisknotice)
1058 Con_DPrintf("from disk %s... ", filename);
1059 return shaderstring;
1061 return shaderstring;
1064 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1069 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1071 char permutationname[256];
1072 int vertstrings_count = 0;
1073 int geomstrings_count = 0;
1074 int fragstrings_count = 0;
1075 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1076 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1077 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1084 permutationname[0] = 0;
1085 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1087 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1089 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1090 if(vid.support.glshaderversion >= 140)
1092 vertstrings_list[vertstrings_count++] = "#version 140\n";
1093 geomstrings_list[geomstrings_count++] = "#version 140\n";
1094 fragstrings_list[fragstrings_count++] = "#version 140\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1099 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1100 else if(vid.support.glshaderversion >= 130)
1102 vertstrings_list[vertstrings_count++] = "#version 130\n";
1103 geomstrings_list[geomstrings_count++] = "#version 130\n";
1104 fragstrings_list[fragstrings_count++] = "#version 130\n";
1105 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1106 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1107 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1110 // the first pretext is which type of shader to compile as
1111 // (later these will all be bound together as a program object)
1112 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1113 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1114 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1116 // the second pretext is the mode (for example a light source)
1117 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1118 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1119 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1120 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1122 // now add all the permutation pretexts
1123 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1125 if (permutation & (1<<i))
1127 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1128 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1129 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1130 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1134 // keep line numbers correct
1135 vertstrings_list[vertstrings_count++] = "\n";
1136 geomstrings_list[geomstrings_count++] = "\n";
1137 fragstrings_list[fragstrings_count++] = "\n";
1142 R_CompileShader_AddStaticParms(mode, permutation);
1143 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1144 vertstrings_count += shaderstaticparms_count;
1145 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1146 geomstrings_count += shaderstaticparms_count;
1147 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1148 fragstrings_count += shaderstaticparms_count;
1150 // now append the shader text itself
1151 vertstrings_list[vertstrings_count++] = sourcestring;
1152 geomstrings_list[geomstrings_count++] = sourcestring;
1153 fragstrings_list[fragstrings_count++] = sourcestring;
1155 // compile the shader program
1156 if (vertstrings_count + geomstrings_count + fragstrings_count)
1157 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1161 qglUseProgram(p->program);CHECKGLERROR
1162 // look up all the uniform variable names we care about, so we don't
1163 // have to look them up every time we set them
1165 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1166 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1167 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1168 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1169 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1170 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1171 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1172 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1173 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1174 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1175 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1176 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1177 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1178 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1179 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1180 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1181 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1182 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1183 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1184 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1185 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1186 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1187 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1188 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1189 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1190 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1191 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1192 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1193 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1194 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1195 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1196 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1197 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1198 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1199 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1200 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1201 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1202 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1203 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1204 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1205 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1206 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1207 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1208 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1209 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1210 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1211 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1212 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1213 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1214 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1215 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1216 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1217 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1218 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1219 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1220 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1221 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1222 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1223 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1224 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1225 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1226 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1227 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1228 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1229 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1230 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1231 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1232 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1233 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1234 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1235 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1236 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1237 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1238 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1239 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1240 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1241 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1242 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1243 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1244 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1245 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1246 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1247 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1248 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1249 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1250 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1251 // initialize the samplers to refer to the texture units we use
1252 p->tex_Texture_First = -1;
1253 p->tex_Texture_Second = -1;
1254 p->tex_Texture_GammaRamps = -1;
1255 p->tex_Texture_Normal = -1;
1256 p->tex_Texture_Color = -1;
1257 p->tex_Texture_Gloss = -1;
1258 p->tex_Texture_Glow = -1;
1259 p->tex_Texture_SecondaryNormal = -1;
1260 p->tex_Texture_SecondaryColor = -1;
1261 p->tex_Texture_SecondaryGloss = -1;
1262 p->tex_Texture_SecondaryGlow = -1;
1263 p->tex_Texture_Pants = -1;
1264 p->tex_Texture_Shirt = -1;
1265 p->tex_Texture_FogHeightTexture = -1;
1266 p->tex_Texture_FogMask = -1;
1267 p->tex_Texture_Lightmap = -1;
1268 p->tex_Texture_Deluxemap = -1;
1269 p->tex_Texture_Attenuation = -1;
1270 p->tex_Texture_Cube = -1;
1271 p->tex_Texture_Refraction = -1;
1272 p->tex_Texture_Reflection = -1;
1273 p->tex_Texture_ShadowMap2D = -1;
1274 p->tex_Texture_CubeProjection = -1;
1275 p->tex_Texture_ScreenNormalMap = -1;
1276 p->tex_Texture_ScreenDiffuse = -1;
1277 p->tex_Texture_ScreenSpecular = -1;
1278 p->tex_Texture_ReflectMask = -1;
1279 p->tex_Texture_ReflectCube = -1;
1280 p->tex_Texture_BounceGrid = -1;
1281 // bind the texture samplers in use
1283 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1284 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1285 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1286 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1287 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1288 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1289 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1290 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1291 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1292 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1294 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1295 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1296 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1297 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1298 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1299 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1300 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1301 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1302 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1303 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1304 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1305 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1306 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1307 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1308 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1309 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1310 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1311 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1312 // get the uniform block indices so we can bind them
1313 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1314 // clear the uniform block bindings
1315 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1316 // bind the uniform blocks in use
1318 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1319 // we're done compiling and setting up the shader, at least until it is used
1321 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1324 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1328 Mem_Free(sourcestring);
1331 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1333 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1334 if (r_glsl_permutation != perm)
1336 r_glsl_permutation = perm;
1337 if (!r_glsl_permutation->program)
1339 if (!r_glsl_permutation->compiled)
1340 R_GLSL_CompilePermutation(perm, mode, permutation);
1341 if (!r_glsl_permutation->program)
1343 // remove features until we find a valid permutation
1345 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1347 // reduce i more quickly whenever it would not remove any bits
1348 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1349 if (!(permutation & j))
1352 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1353 if (!r_glsl_permutation->compiled)
1354 R_GLSL_CompilePermutation(perm, mode, permutation);
1355 if (r_glsl_permutation->program)
1358 if (i >= SHADERPERMUTATION_COUNT)
1360 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1361 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1362 qglUseProgram(0);CHECKGLERROR
1363 return; // no bit left to clear, entire mode is broken
1368 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1370 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1371 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1372 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1379 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1380 extern D3DCAPS9 vid_d3d9caps;
1383 struct r_hlsl_permutation_s;
1384 typedef struct r_hlsl_permutation_s
1386 /// hash lookup data
1387 struct r_hlsl_permutation_s *hashnext;
1389 unsigned int permutation;
1391 /// indicates if we have tried compiling this permutation already
1393 /// NULL if compilation failed
1394 IDirect3DVertexShader9 *vertexshader;
1395 IDirect3DPixelShader9 *pixelshader;
1397 r_hlsl_permutation_t;
1399 typedef enum D3DVSREGISTER_e
1401 D3DVSREGISTER_TexMatrix = 0, // float4x4
1402 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1403 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1404 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1405 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1406 D3DVSREGISTER_ModelToLight = 20, // float4x4
1407 D3DVSREGISTER_EyePosition = 24,
1408 D3DVSREGISTER_FogPlane = 25,
1409 D3DVSREGISTER_LightDir = 26,
1410 D3DVSREGISTER_LightPosition = 27,
1414 typedef enum D3DPSREGISTER_e
1416 D3DPSREGISTER_Alpha = 0,
1417 D3DPSREGISTER_BloomBlur_Parameters = 1,
1418 D3DPSREGISTER_ClientTime = 2,
1419 D3DPSREGISTER_Color_Ambient = 3,
1420 D3DPSREGISTER_Color_Diffuse = 4,
1421 D3DPSREGISTER_Color_Specular = 5,
1422 D3DPSREGISTER_Color_Glow = 6,
1423 D3DPSREGISTER_Color_Pants = 7,
1424 D3DPSREGISTER_Color_Shirt = 8,
1425 D3DPSREGISTER_DeferredColor_Ambient = 9,
1426 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1427 D3DPSREGISTER_DeferredColor_Specular = 11,
1428 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1429 D3DPSREGISTER_DeferredMod_Specular = 13,
1430 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1431 D3DPSREGISTER_EyePosition = 15, // unused
1432 D3DPSREGISTER_FogColor = 16,
1433 D3DPSREGISTER_FogHeightFade = 17,
1434 D3DPSREGISTER_FogPlane = 18,
1435 D3DPSREGISTER_FogPlaneViewDist = 19,
1436 D3DPSREGISTER_FogRangeRecip = 20,
1437 D3DPSREGISTER_LightColor = 21,
1438 D3DPSREGISTER_LightDir = 22, // unused
1439 D3DPSREGISTER_LightPosition = 23,
1440 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1441 D3DPSREGISTER_PixelSize = 25,
1442 D3DPSREGISTER_ReflectColor = 26,
1443 D3DPSREGISTER_ReflectFactor = 27,
1444 D3DPSREGISTER_ReflectOffset = 28,
1445 D3DPSREGISTER_RefractColor = 29,
1446 D3DPSREGISTER_Saturation = 30,
1447 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1448 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1449 D3DPSREGISTER_ScreenToDepth = 33,
1450 D3DPSREGISTER_ShadowMap_Parameters = 34,
1451 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1452 D3DPSREGISTER_SpecularPower = 36,
1453 D3DPSREGISTER_UserVec1 = 37,
1454 D3DPSREGISTER_UserVec2 = 38,
1455 D3DPSREGISTER_UserVec3 = 39,
1456 D3DPSREGISTER_UserVec4 = 40,
1457 D3DPSREGISTER_ViewTintColor = 41,
1458 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1459 D3DPSREGISTER_BloomColorSubtract = 43,
1460 D3DPSREGISTER_ViewToLight = 44, // float4x4
1461 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1462 D3DPSREGISTER_NormalmapScrollBlend = 52,
1463 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1464 D3DPSREGISTER_OffsetMapping_Bias = 54,
1469 /// information about each possible shader permutation
1470 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1471 /// currently selected permutation
1472 r_hlsl_permutation_t *r_hlsl_permutation;
1473 /// storage for permutations linked in the hash table
1474 memexpandablearray_t r_hlsl_permutationarray;
1476 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1478 //unsigned int hashdepth = 0;
1479 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1480 r_hlsl_permutation_t *p;
1481 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1483 if (p->mode == mode && p->permutation == permutation)
1485 //if (hashdepth > 10)
1486 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1491 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1493 p->permutation = permutation;
1494 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1495 r_hlsl_permutationhash[mode][hashindex] = p;
1496 //if (hashdepth > 10)
1497 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1502 //#include <d3dx9shader.h>
1503 //#include <d3dx9mesh.h>
1505 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1507 DWORD *vsbin = NULL;
1508 DWORD *psbin = NULL;
1509 fs_offset_t vsbinsize;
1510 fs_offset_t psbinsize;
1511 // IDirect3DVertexShader9 *vs = NULL;
1512 // IDirect3DPixelShader9 *ps = NULL;
1513 ID3DXBuffer *vslog = NULL;
1514 ID3DXBuffer *vsbuffer = NULL;
1515 ID3DXConstantTable *vsconstanttable = NULL;
1516 ID3DXBuffer *pslog = NULL;
1517 ID3DXBuffer *psbuffer = NULL;
1518 ID3DXConstantTable *psconstanttable = NULL;
1521 char temp[MAX_INPUTLINE];
1522 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1524 qboolean debugshader = gl_paranoid.integer != 0;
1525 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1526 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1529 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1530 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1532 if ((!vsbin && vertstring) || (!psbin && fragstring))
1534 const char* dllnames_d3dx9 [] =
1558 dllhandle_t d3dx9_dll = NULL;
1559 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1560 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1561 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1562 dllfunction_t d3dx9_dllfuncs[] =
1564 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1565 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1566 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1569 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1570 #ifndef ID3DXBuffer_GetBufferPointer
1571 #if !defined(__cplusplus) || defined(CINTERFACE)
1572 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1573 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1574 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1576 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1577 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1578 #define ID3DXBuffer_Release(p) (p)->Release()
1581 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1583 DWORD shaderflags = 0;
1585 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1586 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1587 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1588 if (vertstring && vertstring[0])
1592 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1593 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1596 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1599 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1600 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1601 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1602 ID3DXBuffer_Release(vsbuffer);
1606 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1607 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1608 ID3DXBuffer_Release(vslog);
1611 if (fragstring && fragstring[0])
1615 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1616 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1619 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1622 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1623 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1624 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1625 ID3DXBuffer_Release(psbuffer);
1629 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1630 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1631 ID3DXBuffer_Release(pslog);
1634 Sys_UnloadLibrary(&d3dx9_dll);
1637 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1641 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1642 if (FAILED(vsresult))
1643 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1644 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1645 if (FAILED(psresult))
1646 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1648 // free the shader data
1649 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1650 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1653 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1656 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1657 int vertstring_length = 0;
1658 int geomstring_length = 0;
1659 int fragstring_length = 0;
1662 char *vertstring, *geomstring, *fragstring;
1663 char permutationname[256];
1664 char cachename[256];
1665 int vertstrings_count = 0;
1666 int geomstrings_count = 0;
1667 int fragstrings_count = 0;
1668 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1669 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1670 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1675 p->vertexshader = NULL;
1676 p->pixelshader = NULL;
1678 permutationname[0] = 0;
1680 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1682 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1683 strlcat(cachename, "hlsl/", sizeof(cachename));
1685 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1686 vertstrings_count = 0;
1687 geomstrings_count = 0;
1688 fragstrings_count = 0;
1689 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1690 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1691 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1693 // the first pretext is which type of shader to compile as
1694 // (later these will all be bound together as a program object)
1695 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1696 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1697 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1699 // the second pretext is the mode (for example a light source)
1700 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1701 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1702 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1703 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1704 strlcat(cachename, modeinfo->name, sizeof(cachename));
1706 // now add all the permutation pretexts
1707 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1709 if (permutation & (1<<i))
1711 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1712 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1713 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1714 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1715 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1719 // keep line numbers correct
1720 vertstrings_list[vertstrings_count++] = "\n";
1721 geomstrings_list[geomstrings_count++] = "\n";
1722 fragstrings_list[fragstrings_count++] = "\n";
1727 R_CompileShader_AddStaticParms(mode, permutation);
1728 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1729 vertstrings_count += shaderstaticparms_count;
1730 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1731 geomstrings_count += shaderstaticparms_count;
1732 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1733 fragstrings_count += shaderstaticparms_count;
1735 // replace spaces in the cachename with _ characters
1736 for (i = 0;cachename[i];i++)
1737 if (cachename[i] == ' ')
1740 // now append the shader text itself
1741 vertstrings_list[vertstrings_count++] = sourcestring;
1742 geomstrings_list[geomstrings_count++] = sourcestring;
1743 fragstrings_list[fragstrings_count++] = sourcestring;
1745 vertstring_length = 0;
1746 for (i = 0;i < vertstrings_count;i++)
1747 vertstring_length += strlen(vertstrings_list[i]);
1748 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1749 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1750 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1752 geomstring_length = 0;
1753 for (i = 0;i < geomstrings_count;i++)
1754 geomstring_length += strlen(geomstrings_list[i]);
1755 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1756 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1757 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1759 fragstring_length = 0;
1760 for (i = 0;i < fragstrings_count;i++)
1761 fragstring_length += strlen(fragstrings_list[i]);
1762 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1763 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1764 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1766 // try to load the cached shader, or generate one
1767 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1769 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1770 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1772 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1776 Mem_Free(vertstring);
1778 Mem_Free(geomstring);
1780 Mem_Free(fragstring);
1782 Mem_Free(sourcestring);
1785 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1786 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1787 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);}
1788 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);}
1789 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);}
1790 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);}
1792 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1793 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1794 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);}
1795 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);}
1796 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);}
1797 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);}
1799 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1801 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1802 if (r_hlsl_permutation != perm)
1804 r_hlsl_permutation = perm;
1805 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1807 if (!r_hlsl_permutation->compiled)
1808 R_HLSL_CompilePermutation(perm, mode, permutation);
1809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1811 // remove features until we find a valid permutation
1813 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1815 // reduce i more quickly whenever it would not remove any bits
1816 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1817 if (!(permutation & j))
1820 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1821 if (!r_hlsl_permutation->compiled)
1822 R_HLSL_CompilePermutation(perm, mode, permutation);
1823 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1826 if (i >= SHADERPERMUTATION_COUNT)
1828 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1829 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1830 return; // no bit left to clear, entire mode is broken
1834 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1835 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1837 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1838 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1839 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1843 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1845 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1846 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1847 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1848 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1851 void R_GLSL_Restart_f(void)
1853 unsigned int i, limit;
1854 if (glslshaderstring)
1855 Mem_Free(glslshaderstring);
1856 glslshaderstring = NULL;
1857 if (hlslshaderstring)
1858 Mem_Free(hlslshaderstring);
1859 hlslshaderstring = NULL;
1860 switch(vid.renderpath)
1862 case RENDERPATH_D3D9:
1865 r_hlsl_permutation_t *p;
1866 r_hlsl_permutation = NULL;
1867 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1868 for (i = 0;i < limit;i++)
1870 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1872 if (p->vertexshader)
1873 IDirect3DVertexShader9_Release(p->vertexshader);
1875 IDirect3DPixelShader9_Release(p->pixelshader);
1876 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1879 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1883 case RENDERPATH_D3D10:
1884 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1886 case RENDERPATH_D3D11:
1887 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1889 case RENDERPATH_GL20:
1890 case RENDERPATH_GLES2:
1892 r_glsl_permutation_t *p;
1893 r_glsl_permutation = NULL;
1894 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1895 for (i = 0;i < limit;i++)
1897 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1899 GL_Backend_FreeProgram(p->program);
1900 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1903 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1906 case RENDERPATH_GL11:
1907 case RENDERPATH_GL13:
1908 case RENDERPATH_GLES1:
1910 case RENDERPATH_SOFT:
1915 static void R_GLSL_DumpShader_f(void)
1917 int i, language, mode, dupe;
1919 shadermodeinfo_t *modeinfo;
1922 for (language = 0;language < 2;language++)
1924 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1925 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1927 // don't dump the same file multiple times (most or all shaders come from the same file)
1928 for (dupe = mode - 1;dupe >= 0;dupe--)
1929 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1933 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1936 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1939 FS_Print(file, "/* The engine may define the following macros:\n");
1940 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1941 for (i = 0;i < SHADERMODE_COUNT;i++)
1942 FS_Print(file, modeinfo[i].pretext);
1943 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1944 FS_Print(file, shaderpermutationinfo[i].pretext);
1945 FS_Print(file, "*/\n");
1946 FS_Print(file, text);
1948 Con_Printf("%s written\n", modeinfo[mode].filename);
1951 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1957 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1959 unsigned int permutation = 0;
1960 if (r_trippy.integer && !notrippy)
1961 permutation |= SHADERPERMUTATION_TRIPPY;
1962 permutation |= SHADERPERMUTATION_VIEWTINT;
1964 permutation |= SHADERPERMUTATION_DIFFUSE;
1966 permutation |= SHADERPERMUTATION_SPECULAR;
1967 if (texturemode == GL_MODULATE)
1968 permutation |= SHADERPERMUTATION_COLORMAPPING;
1969 else if (texturemode == GL_ADD)
1970 permutation |= SHADERPERMUTATION_GLOW;
1971 else if (texturemode == GL_DECAL)
1972 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1973 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1974 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1975 if (suppresstexalpha)
1976 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1978 texturemode = GL_MODULATE;
1979 if (vid.allowalphatocoverage)
1980 GL_AlphaToCoverage(false);
1981 switch (vid.renderpath)
1983 case RENDERPATH_D3D9:
1985 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1986 R_Mesh_TexBind(GL20TU_FIRST , first );
1987 R_Mesh_TexBind(GL20TU_SECOND, second);
1988 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1989 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1992 case RENDERPATH_D3D10:
1993 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1995 case RENDERPATH_D3D11:
1996 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1998 case RENDERPATH_GL20:
1999 case RENDERPATH_GLES2:
2000 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2001 if (r_glsl_permutation->tex_Texture_First >= 0)
2002 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2003 if (r_glsl_permutation->tex_Texture_Second >= 0)
2004 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2005 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2006 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2008 case RENDERPATH_GL13:
2009 case RENDERPATH_GLES1:
2010 R_Mesh_TexBind(0, first );
2011 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2012 R_Mesh_TexMatrix(0, NULL);
2013 R_Mesh_TexBind(1, second);
2016 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2017 R_Mesh_TexMatrix(1, NULL);
2020 case RENDERPATH_GL11:
2021 R_Mesh_TexBind(0, first );
2022 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2023 R_Mesh_TexMatrix(0, NULL);
2025 case RENDERPATH_SOFT:
2026 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2027 R_Mesh_TexBind(GL20TU_FIRST , first );
2028 R_Mesh_TexBind(GL20TU_SECOND, second);
2033 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2035 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2038 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2040 unsigned int permutation = 0;
2041 if (r_trippy.integer && !notrippy)
2042 permutation |= SHADERPERMUTATION_TRIPPY;
2044 permutation |= SHADERPERMUTATION_DEPTHRGB;
2046 permutation |= SHADERPERMUTATION_SKELETAL;
2048 if (vid.allowalphatocoverage)
2049 GL_AlphaToCoverage(false);
2050 switch (vid.renderpath)
2052 case RENDERPATH_D3D9:
2054 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2057 case RENDERPATH_D3D10:
2058 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2060 case RENDERPATH_D3D11:
2061 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2063 case RENDERPATH_GL20:
2064 case RENDERPATH_GLES2:
2065 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2066 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2068 case RENDERPATH_GL13:
2069 case RENDERPATH_GLES1:
2070 R_Mesh_TexBind(0, 0);
2071 R_Mesh_TexBind(1, 0);
2073 case RENDERPATH_GL11:
2074 R_Mesh_TexBind(0, 0);
2076 case RENDERPATH_SOFT:
2077 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2082 extern qboolean r_shadow_usingdeferredprepass;
2083 extern rtexture_t *r_shadow_attenuationgradienttexture;
2084 extern rtexture_t *r_shadow_attenuation2dtexture;
2085 extern rtexture_t *r_shadow_attenuation3dtexture;
2086 extern qboolean r_shadow_usingshadowmap2d;
2087 extern qboolean r_shadow_usingshadowmaportho;
2088 extern float r_shadow_shadowmap_texturescale[2];
2089 extern float r_shadow_shadowmap_parameters[4];
2090 extern qboolean r_shadow_shadowmapvsdct;
2091 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2092 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2093 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2094 extern matrix4x4_t r_shadow_shadowmapmatrix;
2095 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2096 extern int r_shadow_prepass_width;
2097 extern int r_shadow_prepass_height;
2098 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2099 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2100 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2101 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2103 #define BLENDFUNC_ALLOWS_COLORMOD 1
2104 #define BLENDFUNC_ALLOWS_FOG 2
2105 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2106 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2107 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2108 static int R_BlendFuncFlags(int src, int dst)
2112 // a blendfunc allows colormod if:
2113 // a) it can never keep the destination pixel invariant, or
2114 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2115 // this is to prevent unintended side effects from colormod
2117 // a blendfunc allows fog if:
2118 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2119 // this is to prevent unintended side effects from fog
2121 // these checks are the output of fogeval.pl
2123 r |= BLENDFUNC_ALLOWS_COLORMOD;
2124 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2125 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2126 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2127 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2129 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2132 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2133 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2134 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2135 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2136 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2137 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2138 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2139 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2140 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2141 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2142 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2143 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2144 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2149 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)
2151 // select a permutation of the lighting shader appropriate to this
2152 // combination of texture, entity, light source, and fogging, only use the
2153 // minimum features necessary to avoid wasting rendering time in the
2154 // fragment shader on features that are not being used
2155 unsigned int permutation = 0;
2156 unsigned int mode = 0;
2158 static float dummy_colormod[3] = {1, 1, 1};
2159 float *colormod = rsurface.colormod;
2161 matrix4x4_t tempmatrix;
2162 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2163 if (r_trippy.integer && !notrippy)
2164 permutation |= SHADERPERMUTATION_TRIPPY;
2165 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2166 permutation |= SHADERPERMUTATION_ALPHAKILL;
2167 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2168 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2169 if (rsurfacepass == RSURFPASS_BACKGROUND)
2171 // distorted background
2172 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2174 mode = SHADERMODE_WATER;
2175 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2176 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2177 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2179 // this is the right thing to do for wateralpha
2180 GL_BlendFunc(GL_ONE, GL_ZERO);
2181 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2185 // this is the right thing to do for entity alpha
2186 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2187 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2190 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2192 mode = SHADERMODE_REFRACTION;
2193 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2194 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2195 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2196 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2200 mode = SHADERMODE_GENERIC;
2201 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2202 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2203 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2205 if (vid.allowalphatocoverage)
2206 GL_AlphaToCoverage(false);
2208 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2210 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2212 switch(rsurface.texture->offsetmapping)
2214 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2215 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2216 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2217 case OFFSETMAPPING_OFF: break;
2220 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2221 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2222 // normalmap (deferred prepass), may use alpha test on diffuse
2223 mode = SHADERMODE_DEFERREDGEOMETRY;
2224 GL_BlendFunc(GL_ONE, GL_ZERO);
2225 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2226 if (vid.allowalphatocoverage)
2227 GL_AlphaToCoverage(false);
2229 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2231 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2233 switch(rsurface.texture->offsetmapping)
2235 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2236 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2237 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2238 case OFFSETMAPPING_OFF: break;
2241 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2242 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2244 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2246 mode = SHADERMODE_LIGHTSOURCE;
2247 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2248 permutation |= SHADERPERMUTATION_CUBEFILTER;
2249 if (diffusescale > 0)
2250 permutation |= SHADERPERMUTATION_DIFFUSE;
2251 if (specularscale > 0)
2252 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2253 if (r_refdef.fogenabled)
2254 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2255 if (rsurface.texture->colormapping)
2256 permutation |= SHADERPERMUTATION_COLORMAPPING;
2257 if (r_shadow_usingshadowmap2d)
2259 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if(r_shadow_shadowmapvsdct)
2261 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2263 if (r_shadow_shadowmap2ddepthbuffer)
2264 permutation |= SHADERPERMUTATION_DEPTHRGB;
2266 if (rsurface.texture->reflectmasktexture)
2267 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2268 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2269 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2270 if (vid.allowalphatocoverage)
2271 GL_AlphaToCoverage(false);
2273 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2275 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2277 switch(rsurface.texture->offsetmapping)
2279 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2280 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2281 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2282 case OFFSETMAPPING_OFF: break;
2285 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2286 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2288 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2289 // unshaded geometry (fullbright or ambient model lighting)
2290 mode = SHADERMODE_FLATCOLOR;
2291 ambientscale = diffusescale = specularscale = 0;
2292 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2293 permutation |= SHADERPERMUTATION_GLOW;
2294 if (r_refdef.fogenabled)
2295 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2296 if (rsurface.texture->colormapping)
2297 permutation |= SHADERPERMUTATION_COLORMAPPING;
2298 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2300 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2301 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2303 if (r_shadow_shadowmap2ddepthbuffer)
2304 permutation |= SHADERPERMUTATION_DEPTHRGB;
2306 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2307 permutation |= SHADERPERMUTATION_REFLECTION;
2308 if (rsurface.texture->reflectmasktexture)
2309 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2310 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2311 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2312 // when using alphatocoverage, we don't need alphakill
2313 if (vid.allowalphatocoverage)
2315 if (r_transparent_alphatocoverage.integer)
2317 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2318 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2321 GL_AlphaToCoverage(false);
2324 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2326 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2328 switch(rsurface.texture->offsetmapping)
2330 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2331 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2332 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2333 case OFFSETMAPPING_OFF: break;
2336 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2337 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2338 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2339 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2340 // directional model lighting
2341 mode = SHADERMODE_LIGHTDIRECTION;
2342 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2343 permutation |= SHADERPERMUTATION_GLOW;
2344 permutation |= SHADERPERMUTATION_DIFFUSE;
2345 if (specularscale > 0)
2346 permutation |= SHADERPERMUTATION_SPECULAR;
2347 if (r_refdef.fogenabled)
2348 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2349 if (rsurface.texture->colormapping)
2350 permutation |= SHADERPERMUTATION_COLORMAPPING;
2351 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2353 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2354 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2356 if (r_shadow_shadowmap2ddepthbuffer)
2357 permutation |= SHADERPERMUTATION_DEPTHRGB;
2359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2360 permutation |= SHADERPERMUTATION_REFLECTION;
2361 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2362 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2363 if (rsurface.texture->reflectmasktexture)
2364 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2365 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2367 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2368 if (r_shadow_bouncegriddirectional)
2369 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2371 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2372 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2373 // when using alphatocoverage, we don't need alphakill
2374 if (vid.allowalphatocoverage)
2376 if (r_transparent_alphatocoverage.integer)
2378 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2379 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2382 GL_AlphaToCoverage(false);
2385 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2387 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2389 switch(rsurface.texture->offsetmapping)
2391 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2392 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2393 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2394 case OFFSETMAPPING_OFF: break;
2397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2398 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2399 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2400 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2401 // ambient model lighting
2402 mode = SHADERMODE_LIGHTDIRECTION;
2403 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2404 permutation |= SHADERPERMUTATION_GLOW;
2405 if (r_refdef.fogenabled)
2406 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2407 if (rsurface.texture->colormapping)
2408 permutation |= SHADERPERMUTATION_COLORMAPPING;
2409 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2411 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2412 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2414 if (r_shadow_shadowmap2ddepthbuffer)
2415 permutation |= SHADERPERMUTATION_DEPTHRGB;
2417 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2418 permutation |= SHADERPERMUTATION_REFLECTION;
2419 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2420 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2421 if (rsurface.texture->reflectmasktexture)
2422 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2423 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2425 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2426 if (r_shadow_bouncegriddirectional)
2427 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2429 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2430 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2431 // when using alphatocoverage, we don't need alphakill
2432 if (vid.allowalphatocoverage)
2434 if (r_transparent_alphatocoverage.integer)
2436 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2437 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2440 GL_AlphaToCoverage(false);
2445 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2447 switch(rsurface.texture->offsetmapping)
2449 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2450 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2451 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2452 case OFFSETMAPPING_OFF: break;
2455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2456 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2457 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2458 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2460 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2461 permutation |= SHADERPERMUTATION_GLOW;
2462 if (r_refdef.fogenabled)
2463 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2464 if (rsurface.texture->colormapping)
2465 permutation |= SHADERPERMUTATION_COLORMAPPING;
2466 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2468 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2469 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2471 if (r_shadow_shadowmap2ddepthbuffer)
2472 permutation |= SHADERPERMUTATION_DEPTHRGB;
2474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2475 permutation |= SHADERPERMUTATION_REFLECTION;
2476 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2477 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2478 if (rsurface.texture->reflectmasktexture)
2479 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2480 if (FAKELIGHT_ENABLED)
2482 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2483 mode = SHADERMODE_FAKELIGHT;
2484 permutation |= SHADERPERMUTATION_DIFFUSE;
2485 if (specularscale > 0)
2486 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2488 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2490 // deluxemapping (light direction texture)
2491 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2494 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2495 permutation |= SHADERPERMUTATION_DIFFUSE;
2496 if (specularscale > 0)
2497 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2499 else if (r_glsl_deluxemapping.integer >= 2)
2501 // fake deluxemapping (uniform light direction in tangentspace)
2502 if (rsurface.uselightmaptexture)
2503 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2505 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2506 permutation |= SHADERPERMUTATION_DIFFUSE;
2507 if (specularscale > 0)
2508 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2510 else if (rsurface.uselightmaptexture)
2512 // ordinary lightmapping (q1bsp, q3bsp)
2513 mode = SHADERMODE_LIGHTMAP;
2517 // ordinary vertex coloring (q3bsp)
2518 mode = SHADERMODE_VERTEXCOLOR;
2520 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2522 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2523 if (r_shadow_bouncegriddirectional)
2524 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2526 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2527 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2528 // when using alphatocoverage, we don't need alphakill
2529 if (vid.allowalphatocoverage)
2531 if (r_transparent_alphatocoverage.integer)
2533 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2534 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2537 GL_AlphaToCoverage(false);
2540 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2541 colormod = dummy_colormod;
2542 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2543 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2544 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2545 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2546 switch(vid.renderpath)
2548 case RENDERPATH_D3D9:
2550 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2551 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2552 R_SetupShader_SetPermutationHLSL(mode, permutation);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2554 if (mode == SHADERMODE_LIGHTSOURCE)
2556 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2557 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2561 if (mode == SHADERMODE_LIGHTDIRECTION)
2563 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2566 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2567 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2568 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2569 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2570 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2572 if (mode == SHADERMODE_LIGHTSOURCE)
2574 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2580 // additive passes are only darkened by fog, not tinted
2581 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2582 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2586 if (mode == SHADERMODE_FLATCOLOR)
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2590 else if (mode == SHADERMODE_LIGHTDIRECTION)
2592 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]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2594 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);
2595 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2596 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2597 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2598 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2604 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);
2605 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2606 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2608 // additive passes are only darkened by fog, not tinted
2609 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2610 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2612 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2613 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);
2614 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2615 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2616 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2617 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2618 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2619 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2620 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2621 if (mode == SHADERMODE_WATER)
2622 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2624 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2625 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2626 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2627 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));
2628 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2629 if (rsurface.texture->pantstexture)
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2633 if (rsurface.texture->shirttexture)
2634 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2637 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2638 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2639 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2640 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2641 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2642 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2643 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2644 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2645 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2647 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2648 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2649 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2650 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2652 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2653 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2654 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2655 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2656 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2657 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2658 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2659 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2660 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2661 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2662 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2663 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2664 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2665 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2666 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2667 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2668 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2669 if (rsurfacepass == RSURFPASS_BACKGROUND)
2671 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2672 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2673 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2677 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2679 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2680 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2681 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2682 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2684 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2685 if (rsurface.rtlight)
2687 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2688 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2693 case RENDERPATH_D3D10:
2694 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2696 case RENDERPATH_D3D11:
2697 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2699 case RENDERPATH_GL20:
2700 case RENDERPATH_GLES2:
2701 if (!vid.useinterleavedarrays)
2703 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2704 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2705 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2706 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2707 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2708 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2709 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2710 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2711 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2712 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2713 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2717 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2718 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2720 // this has to be after RSurf_PrepareVerticesForBatch
2721 if (rsurface.batchskeletaltransform3x4buffer)
2722 permutation |= SHADERPERMUTATION_SKELETAL;
2723 R_SetupShader_SetPermutationGLSL(mode, permutation);
2724 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2725 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2726 if (mode == SHADERMODE_LIGHTSOURCE)
2728 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2729 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2730 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2731 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2732 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2733 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);
2735 // additive passes are only darkened by fog, not tinted
2736 if (r_glsl_permutation->loc_FogColor >= 0)
2737 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2738 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);
2742 if (mode == SHADERMODE_FLATCOLOR)
2744 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2746 else if (mode == SHADERMODE_LIGHTDIRECTION)
2748 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]);
2749 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]);
2750 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);
2751 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2752 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2753 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]);
2754 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]);
2758 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]);
2759 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]);
2760 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);
2761 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2762 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2764 // additive passes are only darkened by fog, not tinted
2765 if (r_glsl_permutation->loc_FogColor >= 0)
2767 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2768 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2770 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2772 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);
2773 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]);
2774 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]);
2775 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]);
2776 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]);
2777 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2778 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2779 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);
2780 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]);
2782 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2783 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2784 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2785 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]);
2786 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]);
2788 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2789 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));
2790 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2791 if (r_glsl_permutation->loc_Color_Pants >= 0)
2793 if (rsurface.texture->pantstexture)
2794 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2796 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2798 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2800 if (rsurface.texture->shirttexture)
2801 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2803 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2805 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]);
2806 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2807 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2808 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2809 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2810 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2811 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2812 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2813 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2815 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2816 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2817 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]);
2818 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2819 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);}
2820 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2822 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2823 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2824 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2825 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2826 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2827 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2828 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2829 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2830 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2831 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2832 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2833 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2834 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2835 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2836 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);
2837 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2838 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2839 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2840 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2841 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2842 if (rsurfacepass == RSURFPASS_BACKGROUND)
2844 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);
2845 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);
2846 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);
2850 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);
2852 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2853 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2854 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2855 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2857 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2858 if (rsurface.rtlight)
2860 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2861 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2864 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2867 case RENDERPATH_GL11:
2868 case RENDERPATH_GL13:
2869 case RENDERPATH_GLES1:
2871 case RENDERPATH_SOFT:
2872 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2873 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2874 R_SetupShader_SetPermutationSoft(mode, permutation);
2875 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2876 if (mode == SHADERMODE_LIGHTSOURCE)
2878 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2885 // additive passes are only darkened by fog, not tinted
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2891 if (mode == SHADERMODE_FLATCOLOR)
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2895 else if (mode == SHADERMODE_LIGHTDIRECTION)
2897 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]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2899 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);
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2902 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]);
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2909 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);
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2913 // additive passes are only darkened by fog, not tinted
2914 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2918 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);
2919 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]);
2920 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]);
2921 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]);
2922 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]);
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2925 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2928 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2929 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2930 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2932 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]);
2934 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2935 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));
2936 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2937 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2939 if (rsurface.texture->pantstexture)
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2942 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2944 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2946 if (rsurface.texture->shirttexture)
2947 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2949 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2951 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2952 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2953 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2954 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2955 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2956 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2957 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2958 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2959 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2961 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2962 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2963 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2964 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2966 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2967 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2968 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2969 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2970 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2971 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2972 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2973 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2974 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2975 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2976 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2977 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2978 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2979 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2980 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2981 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2982 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2983 if (rsurfacepass == RSURFPASS_BACKGROUND)
2985 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2986 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2987 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2991 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2993 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2994 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2995 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2996 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2998 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2999 if (rsurface.rtlight)
3001 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3002 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3009 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3011 // select a permutation of the lighting shader appropriate to this
3012 // combination of texture, entity, light source, and fogging, only use the
3013 // minimum features necessary to avoid wasting rendering time in the
3014 // fragment shader on features that are not being used
3015 unsigned int permutation = 0;
3016 unsigned int mode = 0;
3017 const float *lightcolorbase = rtlight->currentcolor;
3018 float ambientscale = rtlight->ambientscale;
3019 float diffusescale = rtlight->diffusescale;
3020 float specularscale = rtlight->specularscale;
3021 // this is the location of the light in view space
3022 vec3_t viewlightorigin;
3023 // this transforms from view space (camera) to light space (cubemap)
3024 matrix4x4_t viewtolight;
3025 matrix4x4_t lighttoview;
3026 float viewtolight16f[16];
3028 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3029 if (rtlight->currentcubemap != r_texture_whitecube)
3030 permutation |= SHADERPERMUTATION_CUBEFILTER;
3031 if (diffusescale > 0)
3032 permutation |= SHADERPERMUTATION_DIFFUSE;
3033 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3034 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3035 if (r_shadow_usingshadowmap2d)
3037 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3038 if (r_shadow_shadowmapvsdct)
3039 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3041 if (r_shadow_shadowmap2ddepthbuffer)
3042 permutation |= SHADERPERMUTATION_DEPTHRGB;
3044 if (vid.allowalphatocoverage)
3045 GL_AlphaToCoverage(false);
3046 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3047 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3048 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3049 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3050 switch(vid.renderpath)
3052 case RENDERPATH_D3D9:
3054 R_SetupShader_SetPermutationHLSL(mode, permutation);
3055 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3056 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3057 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3058 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3059 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3060 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3061 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3062 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);
3063 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3064 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3066 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3067 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3068 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3069 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3070 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3073 case RENDERPATH_D3D10:
3074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3076 case RENDERPATH_D3D11:
3077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3079 case RENDERPATH_GL20:
3080 case RENDERPATH_GLES2:
3081 R_SetupShader_SetPermutationGLSL(mode, permutation);
3082 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3083 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3084 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3085 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3086 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3087 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]);
3088 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]);
3089 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);
3090 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]);
3091 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3093 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3094 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3096 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3099 case RENDERPATH_GL11:
3100 case RENDERPATH_GL13:
3101 case RENDERPATH_GLES1:
3103 case RENDERPATH_SOFT:
3104 R_SetupShader_SetPermutationGLSL(mode, permutation);
3105 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3106 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3107 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3108 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3109 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3110 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3111 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]);
3112 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);
3113 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3114 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3116 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3117 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3118 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3119 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3120 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3125 #define SKINFRAME_HASH 1024
3129 int loadsequence; // incremented each level change
3130 memexpandablearray_t array;
3131 skinframe_t *hash[SKINFRAME_HASH];
3134 r_skinframe_t r_skinframe;
3136 void R_SkinFrame_PrepareForPurge(void)
3138 r_skinframe.loadsequence++;
3139 // wrap it without hitting zero
3140 if (r_skinframe.loadsequence >= 200)
3141 r_skinframe.loadsequence = 1;
3144 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3148 // mark the skinframe as used for the purging code
3149 skinframe->loadsequence = r_skinframe.loadsequence;
3152 void R_SkinFrame_Purge(void)
3156 for (i = 0;i < SKINFRAME_HASH;i++)
3158 for (s = r_skinframe.hash[i];s;s = s->next)
3160 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3162 if (s->merged == s->base)
3164 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3165 R_PurgeTexture(s->stain );s->stain = NULL;
3166 R_PurgeTexture(s->merged);s->merged = NULL;
3167 R_PurgeTexture(s->base );s->base = NULL;
3168 R_PurgeTexture(s->pants );s->pants = NULL;
3169 R_PurgeTexture(s->shirt );s->shirt = NULL;
3170 R_PurgeTexture(s->nmap );s->nmap = NULL;
3171 R_PurgeTexture(s->gloss );s->gloss = NULL;
3172 R_PurgeTexture(s->glow );s->glow = NULL;
3173 R_PurgeTexture(s->fog );s->fog = NULL;
3174 R_PurgeTexture(s->reflect);s->reflect = NULL;
3175 s->loadsequence = 0;
3181 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3183 char basename[MAX_QPATH];
3185 Image_StripImageExtension(name, basename, sizeof(basename));
3187 if( last == NULL ) {
3189 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3190 item = r_skinframe.hash[hashindex];
3195 // linearly search through the hash bucket
3196 for( ; item ; item = item->next ) {
3197 if( !strcmp( item->basename, basename ) ) {
3204 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3208 char basename[MAX_QPATH];
3210 Image_StripImageExtension(name, basename, sizeof(basename));
3212 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3213 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3214 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3218 rtexture_t *dyntexture;
3219 // check whether its a dynamic texture
3220 dyntexture = CL_GetDynTexture( basename );
3221 if (!add && !dyntexture)
3223 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3224 memset(item, 0, sizeof(*item));
3225 strlcpy(item->basename, basename, sizeof(item->basename));
3226 item->base = dyntexture; // either NULL or dyntexture handle
3227 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3228 item->comparewidth = comparewidth;
3229 item->compareheight = compareheight;
3230 item->comparecrc = comparecrc;
3231 item->next = r_skinframe.hash[hashindex];
3232 r_skinframe.hash[hashindex] = item;
3234 else if (textureflags & TEXF_FORCE_RELOAD)
3236 rtexture_t *dyntexture;
3237 // check whether its a dynamic texture
3238 dyntexture = CL_GetDynTexture( basename );
3239 if (!add && !dyntexture)
3241 if (item->merged == item->base)
3242 item->merged = NULL;
3243 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3244 R_PurgeTexture(item->stain );item->stain = NULL;
3245 R_PurgeTexture(item->merged);item->merged = NULL;
3246 R_PurgeTexture(item->base );item->base = NULL;
3247 R_PurgeTexture(item->pants );item->pants = NULL;
3248 R_PurgeTexture(item->shirt );item->shirt = NULL;
3249 R_PurgeTexture(item->nmap );item->nmap = NULL;
3250 R_PurgeTexture(item->gloss );item->gloss = NULL;
3251 R_PurgeTexture(item->glow );item->glow = NULL;
3252 R_PurgeTexture(item->fog );item->fog = NULL;
3253 R_PurgeTexture(item->reflect);item->reflect = NULL;
3254 item->loadsequence = 0;
3256 else if( item->base == NULL )
3258 rtexture_t *dyntexture;
3259 // check whether its a dynamic texture
3260 // 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]
3261 dyntexture = CL_GetDynTexture( basename );
3262 item->base = dyntexture; // either NULL or dyntexture handle
3265 R_SkinFrame_MarkUsed(item);
3269 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3271 unsigned long long avgcolor[5], wsum; \
3279 for(pix = 0; pix < cnt; ++pix) \
3282 for(comp = 0; comp < 3; ++comp) \
3284 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3287 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3289 for(comp = 0; comp < 3; ++comp) \
3290 avgcolor[comp] += getpixel * w; \
3293 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3294 avgcolor[4] += getpixel; \
3296 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3298 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3299 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3300 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3301 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3304 extern cvar_t gl_picmip;
3305 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3308 unsigned char *pixels;
3309 unsigned char *bumppixels;
3310 unsigned char *basepixels = NULL;
3311 int basepixels_width = 0;
3312 int basepixels_height = 0;
3313 skinframe_t *skinframe;
3314 rtexture_t *ddsbase = NULL;
3315 qboolean ddshasalpha = false;
3316 float ddsavgcolor[4];
3317 char basename[MAX_QPATH];
3318 int miplevel = R_PicmipForFlags(textureflags);
3319 int savemiplevel = miplevel;
3323 if (cls.state == ca_dedicated)
3326 // return an existing skinframe if already loaded
3327 // if loading of the first image fails, don't make a new skinframe as it
3328 // would cause all future lookups of this to be missing
3329 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3330 if (skinframe && skinframe->base)
3333 Image_StripImageExtension(name, basename, sizeof(basename));
3335 // check for DDS texture file first
3336 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3338 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3339 if (basepixels == NULL)
3343 // FIXME handle miplevel
3345 if (developer_loading.integer)
3346 Con_Printf("loading skin \"%s\"\n", name);
3348 // we've got some pixels to store, so really allocate this new texture now
3350 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3351 textureflags &= ~TEXF_FORCE_RELOAD;
3352 skinframe->stain = NULL;
3353 skinframe->merged = NULL;
3354 skinframe->base = NULL;
3355 skinframe->pants = NULL;
3356 skinframe->shirt = NULL;
3357 skinframe->nmap = NULL;
3358 skinframe->gloss = NULL;
3359 skinframe->glow = NULL;
3360 skinframe->fog = NULL;
3361 skinframe->reflect = NULL;
3362 skinframe->hasalpha = false;
3366 skinframe->base = ddsbase;
3367 skinframe->hasalpha = ddshasalpha;
3368 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3369 if (r_loadfog && skinframe->hasalpha)
3370 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3371 //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 basepixels_width = image_width;
3376 basepixels_height = image_height;
3377 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);
3378 if (textureflags & TEXF_ALPHA)
3380 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3382 if (basepixels[j] < 255)
3384 skinframe->hasalpha = true;
3388 if (r_loadfog && skinframe->hasalpha)
3390 // has transparent pixels
3391 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3392 for (j = 0;j < image_width * image_height * 4;j += 4)
3397 pixels[j+3] = basepixels[j+3];
3399 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3403 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3405 //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]);
3406 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3407 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3408 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3409 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3415 mymiplevel = savemiplevel;
3416 if (r_loadnormalmap)
3417 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3418 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3420 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3421 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3422 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3423 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3426 // _norm is the name used by tenebrae and has been adopted as standard
3427 if (r_loadnormalmap && skinframe->nmap == NULL)
3429 mymiplevel = savemiplevel;
3430 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3432 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3436 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3438 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3439 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3440 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 Mem_Free(bumppixels);
3444 else if (r_shadow_bumpscale_basetexture.value > 0)
3446 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3447 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3448 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3452 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3453 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 // _luma is supported only for tenebrae compatibility
3458 // _glow is the preferred name
3459 mymiplevel = savemiplevel;
3460 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3462 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3465 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3467 Mem_Free(pixels);pixels = NULL;
3470 mymiplevel = savemiplevel;
3471 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3473 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3475 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3476 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3482 mymiplevel = savemiplevel;
3483 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3485 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3487 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3488 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3494 mymiplevel = savemiplevel;
3495 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3497 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3499 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3500 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3506 mymiplevel = savemiplevel;
3507 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3509 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3511 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3512 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3519 Mem_Free(basepixels);
3524 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3525 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3528 unsigned char *temp1, *temp2;
3529 skinframe_t *skinframe;
3532 if (cls.state == ca_dedicated)
3535 // if already loaded just return it, otherwise make a new skinframe
3536 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3537 if (skinframe->base)
3539 textureflags &= ~TEXF_FORCE_RELOAD;
3541 skinframe->stain = NULL;
3542 skinframe->merged = NULL;
3543 skinframe->base = NULL;
3544 skinframe->pants = NULL;
3545 skinframe->shirt = NULL;
3546 skinframe->nmap = NULL;
3547 skinframe->gloss = NULL;
3548 skinframe->glow = NULL;
3549 skinframe->fog = NULL;
3550 skinframe->reflect = NULL;
3551 skinframe->hasalpha = false;
3553 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3557 if (developer_loading.integer)
3558 Con_Printf("loading 32bit skin \"%s\"\n", name);
3560 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3562 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3563 temp2 = temp1 + width * height * 4;
3564 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3565 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3568 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3569 if (textureflags & TEXF_ALPHA)
3571 for (i = 3;i < width * height * 4;i += 4)
3573 if (skindata[i] < 255)
3575 skinframe->hasalpha = true;
3579 if (r_loadfog && skinframe->hasalpha)
3581 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3582 memcpy(fogpixels, skindata, width * height * 4);
3583 for (i = 0;i < width * height * 4;i += 4)
3584 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3585 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3586 Mem_Free(fogpixels);
3590 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3591 //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]);
3596 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3600 skinframe_t *skinframe;
3602 if (cls.state == ca_dedicated)
3605 // if already loaded just return it, otherwise make a new skinframe
3606 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3607 if (skinframe->base)
3609 //textureflags &= ~TEXF_FORCE_RELOAD;
3611 skinframe->stain = NULL;
3612 skinframe->merged = NULL;
3613 skinframe->base = NULL;
3614 skinframe->pants = NULL;
3615 skinframe->shirt = NULL;
3616 skinframe->nmap = NULL;
3617 skinframe->gloss = NULL;
3618 skinframe->glow = NULL;
3619 skinframe->fog = NULL;
3620 skinframe->reflect = NULL;
3621 skinframe->hasalpha = false;
3623 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3627 if (developer_loading.integer)
3628 Con_Printf("loading quake skin \"%s\"\n", name);
3630 // 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)
3631 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3632 memcpy(skinframe->qpixels, skindata, width*height);
3633 skinframe->qwidth = width;
3634 skinframe->qheight = height;
3637 for (i = 0;i < width * height;i++)
3638 featuresmask |= palette_featureflags[skindata[i]];
3640 skinframe->hasalpha = false;
3641 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3642 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3643 skinframe->qgeneratemerged = true;
3644 skinframe->qgeneratebase = skinframe->qhascolormapping;
3645 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3647 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3648 //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]);
3653 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3657 unsigned char *skindata;
3660 if (!skinframe->qpixels)
3663 if (!skinframe->qhascolormapping)
3664 colormapped = false;
3668 if (!skinframe->qgeneratebase)
3673 if (!skinframe->qgeneratemerged)
3677 width = skinframe->qwidth;
3678 height = skinframe->qheight;
3679 skindata = skinframe->qpixels;
3681 if (skinframe->qgeneratenmap)
3683 unsigned char *temp1, *temp2;
3684 skinframe->qgeneratenmap = false;
3685 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3686 temp2 = temp1 + width * height * 4;
3687 // use either a custom palette or the quake palette
3688 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3689 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3690 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3694 if (skinframe->qgenerateglow)
3696 skinframe->qgenerateglow = false;
3697 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3702 skinframe->qgeneratebase = false;
3703 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3704 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3705 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3709 skinframe->qgeneratemerged = false;
3710 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);
3713 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3715 Mem_Free(skinframe->qpixels);
3716 skinframe->qpixels = NULL;
3720 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)
3723 skinframe_t *skinframe;
3726 if (cls.state == ca_dedicated)
3729 // if already loaded just return it, otherwise make a new skinframe
3730 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3731 if (skinframe->base)
3733 textureflags &= ~TEXF_FORCE_RELOAD;
3735 skinframe->stain = NULL;
3736 skinframe->merged = NULL;
3737 skinframe->base = NULL;
3738 skinframe->pants = NULL;
3739 skinframe->shirt = NULL;
3740 skinframe->nmap = NULL;
3741 skinframe->gloss = NULL;
3742 skinframe->glow = NULL;
3743 skinframe->fog = NULL;
3744 skinframe->reflect = NULL;
3745 skinframe->hasalpha = false;
3747 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3751 if (developer_loading.integer)
3752 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3754 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3755 if (textureflags & TEXF_ALPHA)
3757 for (i = 0;i < width * height;i++)
3759 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3761 skinframe->hasalpha = true;
3765 if (r_loadfog && skinframe->hasalpha)
3766 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3769 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3770 //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]);
3775 skinframe_t *R_SkinFrame_LoadMissing(void)
3777 skinframe_t *skinframe;
3779 if (cls.state == ca_dedicated)
3782 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3783 skinframe->stain = NULL;
3784 skinframe->merged = NULL;
3785 skinframe->base = NULL;
3786 skinframe->pants = NULL;
3787 skinframe->shirt = NULL;
3788 skinframe->nmap = NULL;
3789 skinframe->gloss = NULL;
3790 skinframe->glow = NULL;
3791 skinframe->fog = NULL;
3792 skinframe->reflect = NULL;
3793 skinframe->hasalpha = false;
3795 skinframe->avgcolor[0] = rand() / RAND_MAX;
3796 skinframe->avgcolor[1] = rand() / RAND_MAX;
3797 skinframe->avgcolor[2] = rand() / RAND_MAX;
3798 skinframe->avgcolor[3] = 1;
3803 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3804 typedef struct suffixinfo_s
3807 qboolean flipx, flipy, flipdiagonal;
3810 static suffixinfo_t suffix[3][6] =
3813 {"px", false, false, false},
3814 {"nx", false, false, false},
3815 {"py", false, false, false},
3816 {"ny", false, false, false},
3817 {"pz", false, false, false},
3818 {"nz", false, false, false}
3821 {"posx", false, false, false},
3822 {"negx", false, false, false},
3823 {"posy", false, false, false},
3824 {"negy", false, false, false},
3825 {"posz", false, false, false},
3826 {"negz", false, false, false}
3829 {"rt", true, false, true},
3830 {"lf", false, true, true},
3831 {"ft", true, true, false},
3832 {"bk", false, false, false},
3833 {"up", true, false, true},
3834 {"dn", true, false, true}
3838 static int componentorder[4] = {0, 1, 2, 3};
3840 static rtexture_t *R_LoadCubemap(const char *basename)
3842 int i, j, cubemapsize;
3843 unsigned char *cubemappixels, *image_buffer;
3844 rtexture_t *cubemaptexture;
3846 // must start 0 so the first loadimagepixels has no requested width/height
3848 cubemappixels = NULL;
3849 cubemaptexture = NULL;
3850 // keep trying different suffix groups (posx, px, rt) until one loads
3851 for (j = 0;j < 3 && !cubemappixels;j++)
3853 // load the 6 images in the suffix group
3854 for (i = 0;i < 6;i++)
3856 // generate an image name based on the base and and suffix
3857 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3859 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3861 // an image loaded, make sure width and height are equal
3862 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3864 // if this is the first image to load successfully, allocate the cubemap memory
3865 if (!cubemappixels && image_width >= 1)
3867 cubemapsize = image_width;
3868 // note this clears to black, so unavailable sides are black
3869 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3871 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3873 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);
3876 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3878 Mem_Free(image_buffer);
3882 // if a cubemap loaded, upload it
3885 if (developer_loading.integer)
3886 Con_Printf("loading cubemap \"%s\"\n", basename);
3888 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);
3889 Mem_Free(cubemappixels);
3893 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3894 if (developer_loading.integer)
3896 Con_Printf("(tried tried images ");
3897 for (j = 0;j < 3;j++)
3898 for (i = 0;i < 6;i++)
3899 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3900 Con_Print(" and was unable to find any of them).\n");
3903 return cubemaptexture;
3906 rtexture_t *R_GetCubemap(const char *basename)
3909 for (i = 0;i < r_texture_numcubemaps;i++)
3910 if (r_texture_cubemaps[i] != NULL)
3911 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3912 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3913 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3914 return r_texture_whitecube;
3915 r_texture_numcubemaps++;
3916 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3917 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3918 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3919 return r_texture_cubemaps[i]->texture;
3922 static void R_Main_FreeViewCache(void)
3924 if (r_refdef.viewcache.entityvisible)
3925 Mem_Free(r_refdef.viewcache.entityvisible);
3926 if (r_refdef.viewcache.world_pvsbits)
3927 Mem_Free(r_refdef.viewcache.world_pvsbits);
3928 if (r_refdef.viewcache.world_leafvisible)
3929 Mem_Free(r_refdef.viewcache.world_leafvisible);
3930 if (r_refdef.viewcache.world_surfacevisible)
3931 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3932 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3935 static void R_Main_ResizeViewCache(void)
3937 int numentities = r_refdef.scene.numentities;
3938 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3939 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3940 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3941 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3942 if (r_refdef.viewcache.maxentities < numentities)
3944 r_refdef.viewcache.maxentities = numentities;
3945 if (r_refdef.viewcache.entityvisible)
3946 Mem_Free(r_refdef.viewcache.entityvisible);
3947 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3949 if (r_refdef.viewcache.world_numclusters != numclusters)
3951 r_refdef.viewcache.world_numclusters = numclusters;
3952 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3953 if (r_refdef.viewcache.world_pvsbits)
3954 Mem_Free(r_refdef.viewcache.world_pvsbits);
3955 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3957 if (r_refdef.viewcache.world_numleafs != numleafs)
3959 r_refdef.viewcache.world_numleafs = numleafs;
3960 if (r_refdef.viewcache.world_leafvisible)
3961 Mem_Free(r_refdef.viewcache.world_leafvisible);
3962 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3964 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3966 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3967 if (r_refdef.viewcache.world_surfacevisible)
3968 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3969 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3973 extern rtexture_t *loadingscreentexture;
3974 static void gl_main_start(void)
3976 loadingscreentexture = NULL;
3977 r_texture_blanknormalmap = NULL;
3978 r_texture_white = NULL;
3979 r_texture_grey128 = NULL;
3980 r_texture_black = NULL;
3981 r_texture_whitecube = NULL;
3982 r_texture_normalizationcube = NULL;
3983 r_texture_fogattenuation = NULL;
3984 r_texture_fogheighttexture = NULL;
3985 r_texture_gammaramps = NULL;
3986 r_texture_numcubemaps = 0;
3987 r_uniformbufferalignment = 32;
3989 r_loaddds = r_texture_dds_load.integer != 0;
3990 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3992 switch(vid.renderpath)
3994 case RENDERPATH_GL20:
3995 case RENDERPATH_D3D9:
3996 case RENDERPATH_D3D10:
3997 case RENDERPATH_D3D11:
3998 case RENDERPATH_SOFT:
3999 case RENDERPATH_GLES2:
4000 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4001 Cvar_SetValueQuick(&gl_combine, 1);
4002 Cvar_SetValueQuick(&r_glsl, 1);
4003 r_loadnormalmap = true;
4006 if (vid.support.arb_uniform_buffer_object)
4007 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
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();
4030 R_BufferData_Reset();
4034 memset(r_queries, 0, sizeof(r_queries));
4036 r_qwskincache = NULL;
4037 r_qwskincache_size = 0;
4039 // due to caching of texture_t references, the collision cache must be reset
4040 Collision_Cache_Reset(true);
4042 // set up r_skinframe loading system for textures
4043 memset(&r_skinframe, 0, sizeof(r_skinframe));
4044 r_skinframe.loadsequence = 1;
4045 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4047 r_main_texturepool = R_AllocTexturePool();
4048 R_BuildBlankTextures();
4050 if (vid.support.arb_texture_cube_map)
4053 R_BuildNormalizationCube();
4055 r_texture_fogattenuation = NULL;
4056 r_texture_fogheighttexture = NULL;
4057 r_texture_gammaramps = NULL;
4058 //r_texture_fogintensity = NULL;
4059 memset(&r_fb, 0, sizeof(r_fb));
4060 r_glsl_permutation = NULL;
4061 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4062 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4063 glslshaderstring = NULL;
4065 r_hlsl_permutation = NULL;
4066 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4067 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4069 hlslshaderstring = NULL;
4070 memset(&r_svbsp, 0, sizeof (r_svbsp));
4072 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4073 r_texture_numcubemaps = 0;
4075 r_refdef.fogmasktable_density = 0;
4078 static void gl_main_shutdown(void)
4081 R_FrameData_Reset();
4082 R_BufferData_Reset();
4084 R_Main_FreeViewCache();
4086 switch(vid.renderpath)
4088 case RENDERPATH_GL11:
4089 case RENDERPATH_GL13:
4090 case RENDERPATH_GL20:
4091 case RENDERPATH_GLES1:
4092 case RENDERPATH_GLES2:
4093 #ifdef GL_SAMPLES_PASSED_ARB
4095 qglDeleteQueriesARB(r_maxqueries, r_queries);
4098 case RENDERPATH_D3D9:
4099 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4101 case RENDERPATH_D3D10:
4102 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4104 case RENDERPATH_D3D11:
4105 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4107 case RENDERPATH_SOFT:
4113 memset(r_queries, 0, sizeof(r_queries));
4115 r_qwskincache = NULL;
4116 r_qwskincache_size = 0;
4118 // clear out the r_skinframe state
4119 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4120 memset(&r_skinframe, 0, sizeof(r_skinframe));
4123 Mem_Free(r_svbsp.nodes);
4124 memset(&r_svbsp, 0, sizeof (r_svbsp));
4125 R_FreeTexturePool(&r_main_texturepool);
4126 loadingscreentexture = NULL;
4127 r_texture_blanknormalmap = NULL;
4128 r_texture_white = NULL;
4129 r_texture_grey128 = NULL;
4130 r_texture_black = NULL;
4131 r_texture_whitecube = NULL;
4132 r_texture_normalizationcube = NULL;
4133 r_texture_fogattenuation = NULL;
4134 r_texture_fogheighttexture = NULL;
4135 r_texture_gammaramps = NULL;
4136 r_texture_numcubemaps = 0;
4137 //r_texture_fogintensity = NULL;
4138 memset(&r_fb, 0, sizeof(r_fb));
4141 r_glsl_permutation = NULL;
4142 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4143 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4144 glslshaderstring = NULL;
4146 r_hlsl_permutation = NULL;
4147 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4148 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4150 hlslshaderstring = NULL;
4153 static void gl_main_newmap(void)
4155 // FIXME: move this code to client
4156 char *entities, entname[MAX_QPATH];
4158 Mem_Free(r_qwskincache);
4159 r_qwskincache = NULL;
4160 r_qwskincache_size = 0;
4163 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4164 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4166 CL_ParseEntityLump(entities);
4170 if (cl.worldmodel->brush.entities)
4171 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4173 R_Main_FreeViewCache();
4175 R_FrameData_Reset();
4176 R_BufferData_Reset();
4179 void GL_Main_Init(void)
4182 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4184 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4185 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4186 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4187 if (gamemode == GAME_NEHAHRA)
4189 Cvar_RegisterVariable (&gl_fogenable);
4190 Cvar_RegisterVariable (&gl_fogdensity);
4191 Cvar_RegisterVariable (&gl_fogred);
4192 Cvar_RegisterVariable (&gl_foggreen);
4193 Cvar_RegisterVariable (&gl_fogblue);
4194 Cvar_RegisterVariable (&gl_fogstart);
4195 Cvar_RegisterVariable (&gl_fogend);
4196 Cvar_RegisterVariable (&gl_skyclip);
4198 Cvar_RegisterVariable(&r_motionblur);
4199 Cvar_RegisterVariable(&r_damageblur);
4200 Cvar_RegisterVariable(&r_motionblur_averaging);
4201 Cvar_RegisterVariable(&r_motionblur_randomize);
4202 Cvar_RegisterVariable(&r_motionblur_minblur);
4203 Cvar_RegisterVariable(&r_motionblur_maxblur);
4204 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4205 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4206 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4207 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4208 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4209 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4210 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4211 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4212 Cvar_RegisterVariable(&r_equalize_entities_by);
4213 Cvar_RegisterVariable(&r_equalize_entities_to);
4214 Cvar_RegisterVariable(&r_depthfirst);
4215 Cvar_RegisterVariable(&r_useinfinitefarclip);
4216 Cvar_RegisterVariable(&r_farclip_base);
4217 Cvar_RegisterVariable(&r_farclip_world);
4218 Cvar_RegisterVariable(&r_nearclip);
4219 Cvar_RegisterVariable(&r_deformvertexes);
4220 Cvar_RegisterVariable(&r_transparent);
4221 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4222 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4223 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4224 Cvar_RegisterVariable(&r_showoverdraw);
4225 Cvar_RegisterVariable(&r_showbboxes);
4226 Cvar_RegisterVariable(&r_showsurfaces);
4227 Cvar_RegisterVariable(&r_showtris);
4228 Cvar_RegisterVariable(&r_shownormals);
4229 Cvar_RegisterVariable(&r_showlighting);
4230 Cvar_RegisterVariable(&r_showshadowvolumes);
4231 Cvar_RegisterVariable(&r_showcollisionbrushes);
4232 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4233 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4234 Cvar_RegisterVariable(&r_showdisabledepthtest);
4235 Cvar_RegisterVariable(&r_drawportals);
4236 Cvar_RegisterVariable(&r_drawentities);
4237 Cvar_RegisterVariable(&r_draw2d);
4238 Cvar_RegisterVariable(&r_drawworld);
4239 Cvar_RegisterVariable(&r_cullentities_trace);
4240 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4241 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4242 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4243 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4244 Cvar_RegisterVariable(&r_sortentities);
4245 Cvar_RegisterVariable(&r_drawviewmodel);
4246 Cvar_RegisterVariable(&r_drawexteriormodel);
4247 Cvar_RegisterVariable(&r_speeds);
4248 Cvar_RegisterVariable(&r_fullbrights);
4249 Cvar_RegisterVariable(&r_wateralpha);
4250 Cvar_RegisterVariable(&r_dynamic);
4251 Cvar_RegisterVariable(&r_fakelight);
4252 Cvar_RegisterVariable(&r_fakelight_intensity);
4253 Cvar_RegisterVariable(&r_fullbright);
4254 Cvar_RegisterVariable(&r_shadows);
4255 Cvar_RegisterVariable(&r_shadows_darken);
4256 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4257 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4258 Cvar_RegisterVariable(&r_shadows_throwdistance);
4259 Cvar_RegisterVariable(&r_shadows_throwdirection);
4260 Cvar_RegisterVariable(&r_shadows_focus);
4261 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4262 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4263 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4264 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4265 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4266 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4267 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4268 Cvar_RegisterVariable(&r_fog_exp2);
4269 Cvar_RegisterVariable(&r_fog_clear);
4270 Cvar_RegisterVariable(&r_drawfog);
4271 Cvar_RegisterVariable(&r_transparentdepthmasking);
4272 Cvar_RegisterVariable(&r_transparent_sortmindist);
4273 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4274 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4275 Cvar_RegisterVariable(&r_texture_dds_load);
4276 Cvar_RegisterVariable(&r_texture_dds_save);
4277 Cvar_RegisterVariable(&r_textureunits);
4278 Cvar_RegisterVariable(&gl_combine);
4279 Cvar_RegisterVariable(&r_usedepthtextures);
4280 Cvar_RegisterVariable(&r_viewfbo);
4281 Cvar_RegisterVariable(&r_viewscale);
4282 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4283 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4284 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4285 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4286 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4288 Cvar_RegisterVariable(&r_glsl);
4289 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4290 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4291 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4292 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4293 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4294 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4295 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4298 Cvar_RegisterVariable(&r_glsl_postprocess);
4299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4302 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4307 Cvar_RegisterVariable(&r_celshading);
4308 Cvar_RegisterVariable(&r_celoutlines);
4310 Cvar_RegisterVariable(&r_water);
4311 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4312 Cvar_RegisterVariable(&r_water_clippingplanebias);
4313 Cvar_RegisterVariable(&r_water_refractdistort);
4314 Cvar_RegisterVariable(&r_water_reflectdistort);
4315 Cvar_RegisterVariable(&r_water_scissormode);
4316 Cvar_RegisterVariable(&r_water_lowquality);
4317 Cvar_RegisterVariable(&r_water_hideplayer);
4318 Cvar_RegisterVariable(&r_water_fbo);
4320 Cvar_RegisterVariable(&r_lerpsprites);
4321 Cvar_RegisterVariable(&r_lerpmodels);
4322 Cvar_RegisterVariable(&r_lerplightstyles);
4323 Cvar_RegisterVariable(&r_waterscroll);
4324 Cvar_RegisterVariable(&r_bloom);
4325 Cvar_RegisterVariable(&r_bloom_colorscale);
4326 Cvar_RegisterVariable(&r_bloom_brighten);
4327 Cvar_RegisterVariable(&r_bloom_blur);
4328 Cvar_RegisterVariable(&r_bloom_resolution);
4329 Cvar_RegisterVariable(&r_bloom_colorexponent);
4330 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4331 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4332 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4333 Cvar_RegisterVariable(&r_hdr_glowintensity);
4334 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4335 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4336 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4337 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4338 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4339 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4340 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4342 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4343 Cvar_RegisterVariable(&developer_texturelogging);
4344 Cvar_RegisterVariable(&gl_lightmaps);
4345 Cvar_RegisterVariable(&r_test);
4346 Cvar_RegisterVariable(&r_batch_multidraw);
4347 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4348 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4349 Cvar_RegisterVariable(&r_glsl_skeletal);
4350 Cvar_RegisterVariable(&r_glsl_saturation);
4351 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4352 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4353 Cvar_RegisterVariable(&r_framedatasize);
4354 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4355 Cvar_RegisterVariable(&r_bufferdatasize[i]);
4356 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4357 Cvar_SetValue("r_fullbrights", 0);
4358 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4361 void Render_Init(void)
4374 R_LightningBeams_Init();
4384 extern char *ENGINE_EXTENSIONS;
4387 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4388 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4389 gl_version = (const char *)qglGetString(GL_VERSION);
4390 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4394 if (!gl_platformextensions)
4395 gl_platformextensions = "";
4397 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4398 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4399 Con_Printf("GL_VERSION: %s\n", gl_version);
4400 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4401 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4403 VID_CheckExtensions();
4405 // LordHavoc: report supported extensions
4406 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4408 // clear to black (loading plaque will be seen over this)
4409 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4413 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4417 if (r_trippy.integer)
4419 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4421 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4424 p = r_refdef.view.frustum + i;
4429 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4469 if (r_trippy.integer)
4471 for (i = 0;i < numplanes;i++)
4478 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4482 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4486 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4490 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4494 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4498 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4502 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4506 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4514 //==================================================================================
4516 // LordHavoc: this stores temporary data used within the same frame
4518 typedef struct r_framedata_mem_s
4520 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4521 size_t size; // how much usable space
4522 size_t current; // how much space in use
4523 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4524 size_t wantedsize; // how much space was allocated
4525 unsigned char *data; // start of real data (16byte aligned)
4529 static r_framedata_mem_t *r_framedata_mem;
4531 void R_FrameData_Reset(void)
4533 while (r_framedata_mem)
4535 r_framedata_mem_t *next = r_framedata_mem->purge;
4536 Mem_Free(r_framedata_mem);
4537 r_framedata_mem = next;
4541 static void R_FrameData_Resize(qboolean mustgrow)
4544 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4545 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4546 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4548 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4549 newmem->wantedsize = wantedsize;
4550 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4551 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4552 newmem->current = 0;
4554 newmem->purge = r_framedata_mem;
4555 r_framedata_mem = newmem;
4559 void R_FrameData_NewFrame(void)
4561 R_FrameData_Resize(false);
4562 if (!r_framedata_mem)
4564 // if we ran out of space on the last frame, free the old memory now
4565 while (r_framedata_mem->purge)
4567 // repeatedly remove the second item in the list, leaving only head
4568 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4569 Mem_Free(r_framedata_mem->purge);
4570 r_framedata_mem->purge = next;
4572 // reset the current mem pointer
4573 r_framedata_mem->current = 0;
4574 r_framedata_mem->mark = 0;
4577 void *R_FrameData_Alloc(size_t size)
4582 // align to 16 byte boundary - the data pointer is already aligned, so we
4583 // only need to ensure the size of every allocation is also aligned
4584 size = (size + 15) & ~15;
4586 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4588 // emergency - we ran out of space, allocate more memory
4589 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4590 // this might not be a growing it, but we'll allocate another buffer every time
4591 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4592 R_FrameData_Resize(true);
4595 data = r_framedata_mem->data + r_framedata_mem->current;
4596 r_framedata_mem->current += size;
4598 // count the usage for stats
4599 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4600 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4602 return (void *)data;
4605 void *R_FrameData_Store(size_t size, void *data)
4607 void *d = R_FrameData_Alloc(size);
4609 memcpy(d, data, size);
4613 void R_FrameData_SetMark(void)
4615 if (!r_framedata_mem)
4617 r_framedata_mem->mark = r_framedata_mem->current;
4620 void R_FrameData_ReturnToMark(void)
4622 if (!r_framedata_mem)
4624 r_framedata_mem->current = r_framedata_mem->mark;
4627 //==================================================================================
4629 // avoid reusing the same buffer objects on consecutive buffers
4630 #define R_BUFFERDATA_CYCLE 2
4632 typedef struct r_bufferdata_buffer_s
4634 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4635 size_t size; // how much usable space
4636 size_t current; // how much space in use
4637 r_meshbuffer_t *buffer; // the buffer itself
4639 r_bufferdata_buffer_t;
4641 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4642 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4644 /// frees all dynamic buffers
4645 void R_BufferData_Reset(void)
4648 r_bufferdata_buffer_t **p, *mem;
4649 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4651 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4654 p = &r_bufferdata_buffer[r_bufferdata_cycle][type];
4660 R_Mesh_DestroyMeshBuffer(mem->buffer);
4667 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4668 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow)
4670 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4672 size = (size_t)(r_bufferdatasize[type].value * 1024*1024);
4673 size = bound(65536, size, 512*1024*1024);
4674 if (!mem || mem->size != size || mustgrow)
4676 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4679 if (type == R_BUFFERDATA_VERTEX)
4680 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4681 else if (type == R_BUFFERDATA_INDEX16)
4682 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4683 else if (type == R_BUFFERDATA_INDEX32)
4684 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4685 else if (type == R_BUFFERDATA_UNIFORM)
4686 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4687 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4688 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4692 void R_BufferData_NewFrame(void)
4695 r_bufferdata_buffer_t **p, *mem;
4696 // cycle to the next frame's buffers
4697 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4698 // if we ran out of space on the last time we used these buffers, free the old memory now
4699 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4701 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4703 R_BufferData_Resize(type, false);
4704 // free all but the head buffer, this is how we recycle obsolete
4705 // buffers after they are no longer in use
4706 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4712 R_Mesh_DestroyMeshBuffer(mem->buffer);
4715 // reset the current offset
4716 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4721 r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail)
4723 r_bufferdata_buffer_t *mem;
4728 *returnbufferoffset = 0;
4730 // align size to a byte boundary appropriate for the buffer type, this
4731 // makes all allocations have aligned start offsets
4732 if (type == R_BUFFERDATA_UNIFORM)
4733 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4735 padsize = (datasize + 15) & ~15;
4737 while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4739 // emergency - we ran out of space, allocate more memory
4740 newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f);
4741 // if we're already at the limit, just fail (if allowfail is false we might run out of video ram)
4742 if (newvalue == r_bufferdatasize[type].value && allowfail)
4744 Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue);
4745 R_BufferData_Resize(type, true);
4748 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4749 offset = mem->current;
4750 mem->current += padsize;
4752 // upload the data to the buffer at the chosen offset
4754 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4755 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4757 // count the usage for stats
4758 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4759 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4761 // return the buffer offset
4762 *returnbufferoffset = offset;
4767 //==================================================================================
4769 // LordHavoc: animcache originally written by Echon, rewritten since then
4772 * Animation cache prevents re-generating mesh data for an animated model
4773 * multiple times in one frame for lighting, shadowing, reflections, etc.
4776 void R_AnimCache_Free(void)
4780 void R_AnimCache_ClearCache(void)
4783 entity_render_t *ent;
4785 for (i = 0;i < r_refdef.scene.numentities;i++)
4787 ent = r_refdef.scene.entities[i];
4788 ent->animcache_vertex3f = NULL; // for shadow geometry
4789 ent->animcache_normal3f = NULL; // for lit geometry
4790 ent->animcache_svector3f = NULL; // for lit geometry
4791 ent->animcache_tvector3f = NULL; // for lit geometry
4792 ent->animcache_vertexmesh = NULL; // interleaved vertex arrays for D3D
4793 ent->animcache_vertex3fbuffer = NULL; // vertex buffer for D3D
4794 ent->animcache_vertexmeshbuffer = NULL; // vertex buffer for D3D
4795 ent->animcache_skeletaltransform3x4 = NULL; // for dynamic batch fallback with r_glsl_skeletal
4796 ent->animcache_skeletaltransform3x4buffer = NULL; // for r_glsl_skeletal
4797 ent->animcache_skeletaltransform3x4offset = 0;
4798 ent->animcache_skeletaltransform3x4size = 0;
4802 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4806 // check if we need the meshbuffers
4807 if (!vid.useinterleavedarrays)
4810 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4811 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4812 // TODO: upload vertex3f buffer?
4813 if (ent->animcache_vertexmesh)
4815 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4816 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4817 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4818 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4819 for (i = 0;i < numvertices;i++)
4820 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4821 if (ent->animcache_svector3f)
4822 for (i = 0;i < numvertices;i++)
4823 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4824 if (ent->animcache_tvector3f)
4825 for (i = 0;i < numvertices;i++)
4826 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4827 if (ent->animcache_normal3f)
4828 for (i = 0;i < numvertices;i++)
4829 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4830 // TODO: upload vertexmeshbuffer?
4834 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4836 dp_model_t *model = ent->model;
4839 // see if this ent is worth caching
4840 if (!model || !model->Draw || !model->AnimateVertices)
4842 // nothing to cache if it contains no animations and has no skeleton
4843 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4845 // see if it is already cached for gpuskeletal
4846 if (ent->animcache_skeletaltransform3x4)
4848 // see if it is already cached as a mesh
4849 if (ent->animcache_vertex3f)
4851 // check if we need to add normals or tangents
4852 if (ent->animcache_normal3f)
4853 wantnormals = false;
4854 if (ent->animcache_svector3f)
4855 wanttangents = false;
4856 if (!wantnormals && !wanttangents)
4860 // check which kind of cache we need to generate
4861 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4863 // cache the skeleton so the vertex shader can use it
4866 const skeleton_t *skeleton = ent->skeleton;
4867 const frameblend_t *frameblend = ent->frameblend;
4868 float *boneposerelative;
4870 static float bonepose[256][12];
4871 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4872 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4873 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4874 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4875 boneposerelative = ent->animcache_skeletaltransform3x4;
4876 if (skeleton && !skeleton->relativetransforms)
4878 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4881 for (i = 0;i < model->num_bones;i++)
4883 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4884 if (model->data_bones[i].parent >= 0)
4885 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4887 memcpy(bonepose[i], m, sizeof(m));
4889 // create a relative deformation matrix to describe displacement
4890 // from the base mesh, which is used by the actual weighting
4891 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4896 for (i = 0;i < model->num_bones;i++)
4898 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4899 float lerp = frameblend[0].lerp,
4900 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4901 rx = pose7s[3] * lerp,
4902 ry = pose7s[4] * lerp,
4903 rz = pose7s[5] * lerp,
4904 rw = pose7s[6] * lerp,
4905 dx = tx*rw + ty*rz - tz*ry,
4906 dy = -tx*rz + ty*rw + tz*rx,
4907 dz = tx*ry - ty*rx + tz*rw,
4908 dw = -tx*rx - ty*ry - tz*rz,
4909 scale, sx, sy, sz, sw;
4910 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4912 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4913 float lerp = frameblend[blends].lerp,
4914 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4915 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4916 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4925 dx += tx*qw + ty*qz - tz*qy;
4926 dy += -tx*qz + ty*qw + tz*qx;
4927 dz += tx*qy - ty*qx + tz*qw;
4928 dw += -tx*qx - ty*qy - tz*qz;
4930 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4935 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4936 m[1] = 2*(sx*ry - sw*rz);
4937 m[2] = 2*(sx*rz + sw*ry);
4938 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4939 m[4] = 2*(sx*ry + sw*rz);
4940 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4941 m[6] = 2*(sy*rz - sw*rx);
4942 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4943 m[8] = 2*(sx*rz - sw*ry);
4944 m[9] = 2*(sy*rz + sw*rx);
4945 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4946 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4947 if (i == r_skeletal_debugbone.integer)
4948 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4949 m[3] *= r_skeletal_debugtranslatex.value;
4950 m[7] *= r_skeletal_debugtranslatey.value;
4951 m[11] *= r_skeletal_debugtranslatez.value;
4952 if (model->data_bones[i].parent >= 0)
4953 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4955 memcpy(bonepose[i], m, sizeof(m));
4956 // create a relative deformation matrix to describe displacement
4957 // from the base mesh, which is used by the actual weighting
4958 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4961 // note: this can fail if the buffer is at the grow limit
4962 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4963 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true);
4965 else if (ent->animcache_vertex3f)
4967 // mesh was already cached but we may need to add normals/tangents
4968 // (this only happens with multiple views, reflections, cameras, etc)
4969 if (wantnormals || wanttangents)
4971 numvertices = model->surfmesh.num_vertices;
4973 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4976 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4977 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4979 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4980 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4981 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4982 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4983 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4988 // generate mesh cache
4989 numvertices = model->surfmesh.num_vertices;
4990 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4992 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4995 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4996 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4998 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4999 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5000 if (wantnormals || wanttangents)
5002 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5003 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5004 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5006 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5007 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5008 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5013 void R_AnimCache_CacheVisibleEntities(void)
5016 qboolean wantnormals = true;
5017 qboolean wanttangents = !r_showsurfaces.integer;
5019 switch(vid.renderpath)
5021 case RENDERPATH_GL20:
5022 case RENDERPATH_D3D9:
5023 case RENDERPATH_D3D10:
5024 case RENDERPATH_D3D11:
5025 case RENDERPATH_GLES2:
5027 case RENDERPATH_GL11:
5028 case RENDERPATH_GL13:
5029 case RENDERPATH_GLES1:
5030 wanttangents = false;
5032 case RENDERPATH_SOFT:
5036 if (r_shownormals.integer)
5037 wanttangents = wantnormals = true;
5039 // TODO: thread this
5040 // NOTE: R_PrepareRTLights() also caches entities
5042 for (i = 0;i < r_refdef.scene.numentities;i++)
5043 if (r_refdef.viewcache.entityvisible[i])
5044 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5047 //==================================================================================
5049 extern cvar_t r_overheadsprites_pushback;
5051 static void R_View_UpdateEntityLighting (void)
5054 entity_render_t *ent;
5055 vec3_t tempdiffusenormal, avg;
5056 vec_t f, fa, fd, fdd;
5057 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5059 for (i = 0;i < r_refdef.scene.numentities;i++)
5061 ent = r_refdef.scene.entities[i];
5063 // skip unseen models
5064 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5068 if (ent->model && ent->model == cl.worldmodel)
5070 // TODO: use modellight for r_ambient settings on world?
5071 VectorSet(ent->modellight_ambient, 0, 0, 0);
5072 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5073 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5077 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5079 // aleady updated by CSQC
5080 // TODO: force modellight on BSP models in this case?
5081 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5085 // fetch the lighting from the worldmodel data
5086 VectorClear(ent->modellight_ambient);
5087 VectorClear(ent->modellight_diffuse);
5088 VectorClear(tempdiffusenormal);
5089 if (ent->flags & RENDER_LIGHT)
5092 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5094 // complete lightning for lit sprites
5095 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5096 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5098 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5099 org[2] = org[2] + r_overheadsprites_pushback.value;
5100 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5103 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5105 if(ent->flags & RENDER_EQUALIZE)
5107 // first fix up ambient lighting...
5108 if(r_equalize_entities_minambient.value > 0)
5110 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5113 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5114 if(fa < r_equalize_entities_minambient.value * fd)
5117 // fa'/fd' = minambient
5118 // fa'+0.25*fd' = fa+0.25*fd
5120 // fa' = fd' * minambient
5121 // fd'*(0.25+minambient) = fa+0.25*fd
5123 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5124 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5126 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5127 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
5128 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5129 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5134 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5136 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5137 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5141 // adjust brightness and saturation to target
5142 avg[0] = avg[1] = avg[2] = fa / f;
5143 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5144 avg[0] = avg[1] = avg[2] = fd / f;
5145 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5151 VectorSet(ent->modellight_ambient, 1, 1, 1);
5154 // move the light direction into modelspace coordinates for lighting code
5155 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5156 if(VectorLength2(ent->modellight_lightdir) == 0)
5157 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5158 VectorNormalize(ent->modellight_lightdir);
5162 #define MAX_LINEOFSIGHTTRACES 64
5164 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5167 vec3_t boxmins, boxmaxs;
5170 dp_model_t *model = r_refdef.scene.worldmodel;
5172 if (!model || !model->brush.TraceLineOfSight)
5175 // expand the box a little
5176 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5177 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5178 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5179 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5180 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5181 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5183 // return true if eye is inside enlarged box
5184 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5188 VectorCopy(eye, start);
5189 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5190 if (model->brush.TraceLineOfSight(model, start, end))
5193 // try various random positions
5194 for (i = 0;i < numsamples;i++)
5196 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5197 if (model->brush.TraceLineOfSight(model, start, end))
5205 static void R_View_UpdateEntityVisible (void)
5210 entity_render_t *ent;
5212 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5213 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5214 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5215 : RENDER_EXTERIORMODEL;
5216 if (!r_drawviewmodel.integer)
5217 renderimask |= RENDER_VIEWMODEL;
5218 if (!r_drawexteriormodel.integer)
5219 renderimask |= RENDER_EXTERIORMODEL;
5220 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5222 // worldmodel can check visibility
5223 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5224 for (i = 0;i < r_refdef.scene.numentities;i++)
5226 ent = r_refdef.scene.entities[i];
5227 if (!(ent->flags & renderimask))
5228 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)))
5229 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))
5230 r_refdef.viewcache.entityvisible[i] = true;
5235 // no worldmodel or it can't check visibility
5236 for (i = 0;i < r_refdef.scene.numentities;i++)
5238 ent = r_refdef.scene.entities[i];
5239 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));
5242 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5243 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5245 for (i = 0;i < r_refdef.scene.numentities;i++)
5247 if (!r_refdef.viewcache.entityvisible[i])
5249 ent = r_refdef.scene.entities[i];
5250 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5252 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5254 continue; // temp entities do pvs only
5255 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5256 ent->last_trace_visibility = realtime;
5257 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5258 r_refdef.viewcache.entityvisible[i] = 0;
5264 /// only used if skyrendermasked, and normally returns false
5265 static int R_DrawBrushModelsSky (void)
5268 entity_render_t *ent;
5271 for (i = 0;i < r_refdef.scene.numentities;i++)
5273 if (!r_refdef.viewcache.entityvisible[i])
5275 ent = r_refdef.scene.entities[i];
5276 if (!ent->model || !ent->model->DrawSky)
5278 ent->model->DrawSky(ent);
5284 static void R_DrawNoModel(entity_render_t *ent);
5285 static void R_DrawModels(void)
5288 entity_render_t *ent;
5290 for (i = 0;i < r_refdef.scene.numentities;i++)
5292 if (!r_refdef.viewcache.entityvisible[i])
5294 ent = r_refdef.scene.entities[i];
5295 r_refdef.stats[r_stat_entities]++;
5297 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5300 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5301 Con_Printf("R_DrawModels\n");
5302 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]);
5303 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);
5304 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);
5307 if (ent->model && ent->model->Draw != NULL)
5308 ent->model->Draw(ent);
5314 static void R_DrawModelsDepth(void)
5317 entity_render_t *ent;
5319 for (i = 0;i < r_refdef.scene.numentities;i++)
5321 if (!r_refdef.viewcache.entityvisible[i])
5323 ent = r_refdef.scene.entities[i];
5324 if (ent->model && ent->model->DrawDepth != NULL)
5325 ent->model->DrawDepth(ent);
5329 static void R_DrawModelsDebug(void)
5332 entity_render_t *ent;
5334 for (i = 0;i < r_refdef.scene.numentities;i++)
5336 if (!r_refdef.viewcache.entityvisible[i])
5338 ent = r_refdef.scene.entities[i];
5339 if (ent->model && ent->model->DrawDebug != NULL)
5340 ent->model->DrawDebug(ent);
5344 static void R_DrawModelsAddWaterPlanes(void)
5347 entity_render_t *ent;
5349 for (i = 0;i < r_refdef.scene.numentities;i++)
5351 if (!r_refdef.viewcache.entityvisible[i])
5353 ent = r_refdef.scene.entities[i];
5354 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5355 ent->model->DrawAddWaterPlanes(ent);
5359 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}};
5361 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5363 if (r_hdr_irisadaptation.integer)
5368 vec3_t diffusenormal;
5370 vec_t brightness = 0.0f;
5375 VectorCopy(r_refdef.view.forward, forward);
5376 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5378 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5379 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5380 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5381 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5382 d = DotProduct(forward, diffusenormal);
5383 brightness += VectorLength(ambient);
5385 brightness += d * VectorLength(diffuse);
5387 brightness *= 1.0f / c;
5388 brightness += 0.00001f; // make sure it's never zero
5389 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5390 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5391 current = r_hdr_irisadaptation_value.value;
5393 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5394 else if (current > goal)
5395 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5396 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5397 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5399 else if (r_hdr_irisadaptation_value.value != 1.0f)
5400 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5403 static void R_View_SetFrustum(const int *scissor)
5406 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5407 vec3_t forward, left, up, origin, v;
5411 // flipped x coordinates (because x points left here)
5412 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5413 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5415 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5416 switch(vid.renderpath)
5418 case RENDERPATH_D3D9:
5419 case RENDERPATH_D3D10:
5420 case RENDERPATH_D3D11:
5421 // non-flipped y coordinates
5422 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5423 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5425 case RENDERPATH_SOFT:
5426 case RENDERPATH_GL11:
5427 case RENDERPATH_GL13:
5428 case RENDERPATH_GL20:
5429 case RENDERPATH_GLES1:
5430 case RENDERPATH_GLES2:
5431 // non-flipped y coordinates
5432 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5433 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5438 // we can't trust r_refdef.view.forward and friends in reflected scenes
5439 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5442 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5443 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5444 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5445 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5446 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5447 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5448 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5449 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5450 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5451 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5452 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5453 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5457 zNear = r_refdef.nearclip;
5458 nudge = 1.0 - 1.0 / (1<<23);
5459 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5460 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5461 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5462 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5463 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5464 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5465 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5466 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5472 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5473 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5474 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5475 r_refdef.view.frustum[0].dist = m[15] - m[12];
5477 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5478 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5479 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5480 r_refdef.view.frustum[1].dist = m[15] + m[12];
5482 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5483 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5484 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5485 r_refdef.view.frustum[2].dist = m[15] - m[13];
5487 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5488 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5489 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5490 r_refdef.view.frustum[3].dist = m[15] + m[13];
5492 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5493 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5494 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5495 r_refdef.view.frustum[4].dist = m[15] - m[14];
5497 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5498 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5499 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5500 r_refdef.view.frustum[5].dist = m[15] + m[14];
5503 if (r_refdef.view.useperspective)
5505 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5506 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]);
5507 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]);
5508 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]);
5509 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]);
5511 // then the normals from the corners relative to origin
5512 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5513 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5514 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5515 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5517 // in a NORMAL view, forward cross left == up
5518 // in a REFLECTED view, forward cross left == down
5519 // so our cross products above need to be adjusted for a left handed coordinate system
5520 CrossProduct(forward, left, v);
5521 if(DotProduct(v, up) < 0)
5523 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5524 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5525 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5526 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5529 // Leaving those out was a mistake, those were in the old code, and they
5530 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5531 // I couldn't reproduce it after adding those normalizations. --blub
5532 VectorNormalize(r_refdef.view.frustum[0].normal);
5533 VectorNormalize(r_refdef.view.frustum[1].normal);
5534 VectorNormalize(r_refdef.view.frustum[2].normal);
5535 VectorNormalize(r_refdef.view.frustum[3].normal);
5537 // make the corners absolute
5538 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5539 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5540 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5541 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5544 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5546 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5547 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5548 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5549 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5550 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5554 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5555 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5556 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5557 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5558 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5559 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5560 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5561 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5562 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5563 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5565 r_refdef.view.numfrustumplanes = 5;
5567 if (r_refdef.view.useclipplane)
5569 r_refdef.view.numfrustumplanes = 6;
5570 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5573 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5574 PlaneClassify(r_refdef.view.frustum + i);
5576 // LordHavoc: note to all quake engine coders, Quake had a special case
5577 // for 90 degrees which assumed a square view (wrong), so I removed it,
5578 // Quake2 has it disabled as well.
5580 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5581 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5582 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5583 //PlaneClassify(&frustum[0]);
5585 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5586 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5587 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5588 //PlaneClassify(&frustum[1]);
5590 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5591 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5592 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5593 //PlaneClassify(&frustum[2]);
5595 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5596 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5597 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5598 //PlaneClassify(&frustum[3]);
5601 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5602 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5603 //PlaneClassify(&frustum[4]);
5606 static void R_View_UpdateWithScissor(const int *myscissor)
5608 R_Main_ResizeViewCache();
5609 R_View_SetFrustum(myscissor);
5610 R_View_WorldVisibility(r_refdef.view.useclipplane);
5611 R_View_UpdateEntityVisible();
5612 R_View_UpdateEntityLighting();
5615 static void R_View_Update(void)
5617 R_Main_ResizeViewCache();
5618 R_View_SetFrustum(NULL);
5619 R_View_WorldVisibility(r_refdef.view.useclipplane);
5620 R_View_UpdateEntityVisible();
5621 R_View_UpdateEntityLighting();
5624 float viewscalefpsadjusted = 1.0f;
5626 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5628 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5629 scale = bound(0.03125f, scale, 1.0f);
5630 *outwidth = (int)ceil(width * scale);
5631 *outheight = (int)ceil(height * scale);
5634 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5636 const float *customclipplane = NULL;
5638 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5639 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5641 // LordHavoc: couldn't figure out how to make this approach the
5642 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5643 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5644 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5645 dist = r_refdef.view.clipplane.dist;
5646 plane[0] = r_refdef.view.clipplane.normal[0];
5647 plane[1] = r_refdef.view.clipplane.normal[1];
5648 plane[2] = r_refdef.view.clipplane.normal[2];
5650 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5653 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5654 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5656 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5657 if (!r_refdef.view.useperspective)
5658 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5659 else if (vid.stencil && r_useinfinitefarclip.integer)
5660 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5662 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5663 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5664 R_SetViewport(&r_refdef.view.viewport);
5665 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5667 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5668 float screenplane[4];
5669 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5670 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5671 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5672 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5673 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5677 void R_EntityMatrix(const matrix4x4_t *matrix)
5679 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5681 gl_modelmatrixchanged = false;
5682 gl_modelmatrix = *matrix;
5683 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5684 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5685 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5686 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5688 switch(vid.renderpath)
5690 case RENDERPATH_D3D9:
5692 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5693 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5696 case RENDERPATH_D3D10:
5697 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5699 case RENDERPATH_D3D11:
5700 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5702 case RENDERPATH_GL11:
5703 case RENDERPATH_GL13:
5704 case RENDERPATH_GLES1:
5705 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5707 case RENDERPATH_SOFT:
5708 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5709 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5711 case RENDERPATH_GL20:
5712 case RENDERPATH_GLES2:
5713 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5714 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5720 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5722 r_viewport_t viewport;
5726 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5727 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5728 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5729 R_SetViewport(&viewport);
5730 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5731 GL_Color(1, 1, 1, 1);
5732 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5733 GL_BlendFunc(GL_ONE, GL_ZERO);
5734 GL_ScissorTest(false);
5735 GL_DepthMask(false);
5736 GL_DepthRange(0, 1);
5737 GL_DepthTest(false);
5738 GL_DepthFunc(GL_LEQUAL);
5739 R_EntityMatrix(&identitymatrix);
5740 R_Mesh_ResetTextureState();
5741 GL_PolygonOffset(0, 0);
5742 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5743 switch(vid.renderpath)
5745 case RENDERPATH_GL11:
5746 case RENDERPATH_GL13:
5747 case RENDERPATH_GL20:
5748 case RENDERPATH_GLES1:
5749 case RENDERPATH_GLES2:
5750 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5752 case RENDERPATH_D3D9:
5753 case RENDERPATH_D3D10:
5754 case RENDERPATH_D3D11:
5755 case RENDERPATH_SOFT:
5758 GL_CullFace(GL_NONE);
5763 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5767 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5770 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5774 R_SetupView(true, fbo, depthtexture, colortexture);
5775 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5776 GL_Color(1, 1, 1, 1);
5777 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5778 GL_BlendFunc(GL_ONE, GL_ZERO);
5779 GL_ScissorTest(true);
5781 GL_DepthRange(0, 1);
5783 GL_DepthFunc(GL_LEQUAL);
5784 R_EntityMatrix(&identitymatrix);
5785 R_Mesh_ResetTextureState();
5786 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5787 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5788 switch(vid.renderpath)
5790 case RENDERPATH_GL11:
5791 case RENDERPATH_GL13:
5792 case RENDERPATH_GL20:
5793 case RENDERPATH_GLES1:
5794 case RENDERPATH_GLES2:
5795 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5797 case RENDERPATH_D3D9:
5798 case RENDERPATH_D3D10:
5799 case RENDERPATH_D3D11:
5800 case RENDERPATH_SOFT:
5803 GL_CullFace(r_refdef.view.cullface_back);
5808 R_RenderView_UpdateViewVectors
5811 void R_RenderView_UpdateViewVectors(void)
5813 // break apart the view matrix into vectors for various purposes
5814 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5815 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5816 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5817 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5818 // make an inverted copy of the view matrix for tracking sprites
5819 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5822 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5823 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5825 static void R_Water_StartFrame(void)
5828 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5829 r_waterstate_waterplane_t *p;
5830 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5832 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5835 switch(vid.renderpath)
5837 case RENDERPATH_GL20:
5838 case RENDERPATH_D3D9:
5839 case RENDERPATH_D3D10:
5840 case RENDERPATH_D3D11:
5841 case RENDERPATH_SOFT:
5842 case RENDERPATH_GLES2:
5844 case RENDERPATH_GL11:
5845 case RENDERPATH_GL13:
5846 case RENDERPATH_GLES1:
5850 // set waterwidth and waterheight to the water resolution that will be
5851 // used (often less than the screen resolution for faster rendering)
5852 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5854 // calculate desired texture sizes
5855 // can't use water if the card does not support the texture size
5856 if (!r_water.integer || r_showsurfaces.integer)
5857 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5858 else if (vid.support.arb_texture_non_power_of_two)
5860 texturewidth = waterwidth;
5861 textureheight = waterheight;
5862 camerawidth = waterwidth;
5863 cameraheight = waterheight;
5867 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5868 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5869 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5870 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5873 // allocate textures as needed
5874 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))
5876 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5877 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5879 if (p->texture_refraction)
5880 R_FreeTexture(p->texture_refraction);
5881 p->texture_refraction = NULL;
5882 if (p->fbo_refraction)
5883 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5884 p->fbo_refraction = 0;
5885 if (p->texture_reflection)
5886 R_FreeTexture(p->texture_reflection);
5887 p->texture_reflection = NULL;
5888 if (p->fbo_reflection)
5889 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5890 p->fbo_reflection = 0;
5891 if (p->texture_camera)
5892 R_FreeTexture(p->texture_camera);
5893 p->texture_camera = NULL;
5895 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5898 memset(&r_fb.water, 0, sizeof(r_fb.water));
5899 r_fb.water.texturewidth = texturewidth;
5900 r_fb.water.textureheight = textureheight;
5901 r_fb.water.camerawidth = camerawidth;
5902 r_fb.water.cameraheight = cameraheight;
5905 if (r_fb.water.texturewidth)
5907 int scaledwidth, scaledheight;
5909 r_fb.water.enabled = true;
5911 // water resolution is usually reduced
5912 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5913 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5914 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5916 // set up variables that will be used in shader setup
5917 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5918 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5919 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5920 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5923 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5924 r_fb.water.numwaterplanes = 0;
5927 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5929 int planeindex, bestplaneindex, vertexindex;
5930 vec3_t mins, maxs, normal, center, v, n;
5931 vec_t planescore, bestplanescore;
5933 r_waterstate_waterplane_t *p;
5934 texture_t *t = R_GetCurrentTexture(surface->texture);
5936 rsurface.texture = t;
5937 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5938 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5939 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5941 // average the vertex normals, find the surface bounds (after deformvertexes)
5942 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5943 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5944 VectorCopy(n, normal);
5945 VectorCopy(v, mins);
5946 VectorCopy(v, maxs);
5947 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5949 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5950 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5951 VectorAdd(normal, n, normal);
5952 mins[0] = min(mins[0], v[0]);
5953 mins[1] = min(mins[1], v[1]);
5954 mins[2] = min(mins[2], v[2]);
5955 maxs[0] = max(maxs[0], v[0]);
5956 maxs[1] = max(maxs[1], v[1]);
5957 maxs[2] = max(maxs[2], v[2]);
5959 VectorNormalize(normal);
5960 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5962 VectorCopy(normal, plane.normal);
5963 VectorNormalize(plane.normal);
5964 plane.dist = DotProduct(center, plane.normal);
5965 PlaneClassify(&plane);
5966 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5968 // skip backfaces (except if nocullface is set)
5969 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5971 VectorNegate(plane.normal, plane.normal);
5973 PlaneClassify(&plane);
5977 // find a matching plane if there is one
5978 bestplaneindex = -1;
5979 bestplanescore = 1048576.0f;
5980 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5982 if(p->camera_entity == t->camera_entity)
5984 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5985 if (bestplaneindex < 0 || bestplanescore > planescore)
5987 bestplaneindex = planeindex;
5988 bestplanescore = planescore;
5992 planeindex = bestplaneindex;
5993 p = r_fb.water.waterplanes + planeindex;
5995 // if this surface does not fit any known plane rendered this frame, add one
5996 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5998 // store the new plane
5999 planeindex = r_fb.water.numwaterplanes++;
6000 p = r_fb.water.waterplanes + planeindex;
6002 // clear materialflags and pvs
6003 p->materialflags = 0;
6004 p->pvsvalid = false;
6005 p->camera_entity = t->camera_entity;
6006 VectorCopy(mins, p->mins);
6007 VectorCopy(maxs, p->maxs);
6011 // merge mins/maxs when we're adding this surface to the plane
6012 p->mins[0] = min(p->mins[0], mins[0]);
6013 p->mins[1] = min(p->mins[1], mins[1]);
6014 p->mins[2] = min(p->mins[2], mins[2]);
6015 p->maxs[0] = max(p->maxs[0], maxs[0]);
6016 p->maxs[1] = max(p->maxs[1], maxs[1]);
6017 p->maxs[2] = max(p->maxs[2], maxs[2]);
6019 // merge this surface's materialflags into the waterplane
6020 p->materialflags |= t->currentmaterialflags;
6021 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6023 // merge this surface's PVS into the waterplane
6024 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6025 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6027 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6033 extern cvar_t r_drawparticles;
6034 extern cvar_t r_drawdecals;
6036 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6039 r_refdef_view_t originalview;
6040 r_refdef_view_t myview;
6041 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;
6042 r_waterstate_waterplane_t *p;
6044 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6047 originalview = r_refdef.view;
6049 // lowquality hack, temporarily shut down some cvars and restore afterwards
6050 qualityreduction = r_water_lowquality.integer;
6051 if (qualityreduction > 0)
6053 if (qualityreduction >= 1)
6055 old_r_shadows = r_shadows.integer;
6056 old_r_worldrtlight = r_shadow_realtime_world.integer;
6057 old_r_dlight = r_shadow_realtime_dlight.integer;
6058 Cvar_SetValueQuick(&r_shadows, 0);
6059 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6060 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6062 if (qualityreduction >= 2)
6064 old_r_dynamic = r_dynamic.integer;
6065 old_r_particles = r_drawparticles.integer;
6066 old_r_decals = r_drawdecals.integer;
6067 Cvar_SetValueQuick(&r_dynamic, 0);
6068 Cvar_SetValueQuick(&r_drawparticles, 0);
6069 Cvar_SetValueQuick(&r_drawdecals, 0);
6073 // make sure enough textures are allocated
6074 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6076 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6078 if (!p->texture_refraction)
6079 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6080 if (!p->texture_refraction)
6084 if (r_fb.water.depthtexture == NULL)
6085 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6086 if (p->fbo_refraction == 0)
6087 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6090 else if (p->materialflags & MATERIALFLAG_CAMERA)
6092 if (!p->texture_camera)
6093 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6094 if (!p->texture_camera)
6098 if (r_fb.water.depthtexture == NULL)
6099 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6100 if (p->fbo_camera == 0)
6101 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6105 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6107 if (!p->texture_reflection)
6108 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6109 if (!p->texture_reflection)
6113 if (r_fb.water.depthtexture == NULL)
6114 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6115 if (p->fbo_reflection == 0)
6116 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6122 r_refdef.view = originalview;
6123 r_refdef.view.showdebug = false;
6124 r_refdef.view.width = r_fb.water.waterwidth;
6125 r_refdef.view.height = r_fb.water.waterheight;
6126 r_refdef.view.useclipplane = true;
6127 myview = r_refdef.view;
6128 r_fb.water.renderingscene = true;
6129 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6131 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6133 r_refdef.view = myview;
6134 if(r_water_scissormode.integer)
6136 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6137 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6138 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6141 // render reflected scene and copy into texture
6142 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6143 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6144 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6145 r_refdef.view.clipplane = p->plane;
6146 // reverse the cullface settings for this render
6147 r_refdef.view.cullface_front = GL_FRONT;
6148 r_refdef.view.cullface_back = GL_BACK;
6149 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6151 r_refdef.view.usecustompvs = true;
6153 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6155 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6158 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
6159 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6160 R_ClearScreen(r_refdef.fogenabled);
6161 if(r_water_scissormode.integer & 2)
6162 R_View_UpdateWithScissor(myscissor);
6165 R_AnimCache_CacheVisibleEntities();
6166 if(r_water_scissormode.integer & 1)
6167 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6168 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6170 if (!p->fbo_reflection)
6171 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);
6172 r_fb.water.hideplayer = false;
6175 // render the normal view scene and copy into texture
6176 // (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)
6177 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6179 r_refdef.view = myview;
6180 if(r_water_scissormode.integer)
6182 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6183 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6184 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6187 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6189 r_refdef.view.clipplane = p->plane;
6190 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6191 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6193 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6195 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6196 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6197 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6198 R_RenderView_UpdateViewVectors();
6199 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6201 r_refdef.view.usecustompvs = true;
6202 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);
6206 PlaneClassify(&r_refdef.view.clipplane);
6208 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6209 R_ClearScreen(r_refdef.fogenabled);
6210 if(r_water_scissormode.integer & 2)
6211 R_View_UpdateWithScissor(myscissor);
6214 R_AnimCache_CacheVisibleEntities();
6215 if(r_water_scissormode.integer & 1)
6216 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6217 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6219 if (!p->fbo_refraction)
6220 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);
6221 r_fb.water.hideplayer = false;
6223 else if (p->materialflags & MATERIALFLAG_CAMERA)
6225 r_refdef.view = myview;
6227 r_refdef.view.clipplane = p->plane;
6228 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6229 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6231 r_refdef.view.width = r_fb.water.camerawidth;
6232 r_refdef.view.height = r_fb.water.cameraheight;
6233 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6234 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6235 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6236 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6238 if(p->camera_entity)
6240 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6241 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6244 // note: all of the view is used for displaying... so
6245 // there is no use in scissoring
6247 // reverse the cullface settings for this render
6248 r_refdef.view.cullface_front = GL_FRONT;
6249 r_refdef.view.cullface_back = GL_BACK;
6250 // also reverse the view matrix
6251 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
6252 R_RenderView_UpdateViewVectors();
6253 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6255 r_refdef.view.usecustompvs = true;
6256 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);
6259 // camera needs no clipplane
6260 r_refdef.view.useclipplane = false;
6262 PlaneClassify(&r_refdef.view.clipplane);
6264 r_fb.water.hideplayer = false;
6266 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6267 R_ClearScreen(r_refdef.fogenabled);
6269 R_AnimCache_CacheVisibleEntities();
6270 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6273 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);
6274 r_fb.water.hideplayer = false;
6278 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6279 r_fb.water.renderingscene = false;
6280 r_refdef.view = originalview;
6281 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6282 if (!r_fb.water.depthtexture)
6283 R_ClearScreen(r_refdef.fogenabled);
6285 R_AnimCache_CacheVisibleEntities();
6288 r_refdef.view = originalview;
6289 r_fb.water.renderingscene = false;
6290 Cvar_SetValueQuick(&r_water, 0);
6291 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6293 // lowquality hack, restore cvars
6294 if (qualityreduction > 0)
6296 if (qualityreduction >= 1)
6298 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6299 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6300 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6302 if (qualityreduction >= 2)
6304 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6305 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6306 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6311 static void R_Bloom_StartFrame(void)
6314 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6315 int viewwidth, viewheight;
6316 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6317 textype_t textype = TEXTYPE_COLORBUFFER;
6319 switch (vid.renderpath)
6321 case RENDERPATH_GL20:
6322 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6323 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6325 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6326 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6329 case RENDERPATH_GL11:
6330 case RENDERPATH_GL13:
6331 case RENDERPATH_GLES1:
6332 case RENDERPATH_GLES2:
6333 case RENDERPATH_D3D9:
6334 case RENDERPATH_D3D10:
6335 case RENDERPATH_D3D11:
6336 r_fb.usedepthtextures = false;
6338 case RENDERPATH_SOFT:
6339 r_fb.usedepthtextures = true;
6343 if (r_viewscale_fpsscaling.integer)
6345 double actualframetime;
6346 double targetframetime;
6348 actualframetime = r_refdef.lastdrawscreentime;
6349 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6350 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6351 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6352 if (r_viewscale_fpsscaling_stepsize.value > 0)
6353 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6354 viewscalefpsadjusted += adjust;
6355 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6358 viewscalefpsadjusted = 1.0f;
6360 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6362 switch(vid.renderpath)
6364 case RENDERPATH_GL20:
6365 case RENDERPATH_D3D9:
6366 case RENDERPATH_D3D10:
6367 case RENDERPATH_D3D11:
6368 case RENDERPATH_SOFT:
6369 case RENDERPATH_GLES2:
6371 case RENDERPATH_GL11:
6372 case RENDERPATH_GL13:
6373 case RENDERPATH_GLES1:
6377 // set bloomwidth and bloomheight to the bloom resolution that will be
6378 // used (often less than the screen resolution for faster rendering)
6379 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6380 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6381 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6382 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6383 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6385 // calculate desired texture sizes
6386 if (vid.support.arb_texture_non_power_of_two)
6388 screentexturewidth = vid.width;
6389 screentextureheight = vid.height;
6390 bloomtexturewidth = r_fb.bloomwidth;
6391 bloomtextureheight = r_fb.bloomheight;
6395 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6396 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6397 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6398 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6401 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))
6403 Cvar_SetValueQuick(&r_bloom, 0);
6404 Cvar_SetValueQuick(&r_motionblur, 0);
6405 Cvar_SetValueQuick(&r_damageblur, 0);
6408 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6410 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6412 && r_viewscale.value == 1.0f
6413 && !r_viewscale_fpsscaling.integer)
6414 screentexturewidth = screentextureheight = 0;
6415 if (!r_bloom.integer)
6416 bloomtexturewidth = bloomtextureheight = 0;
6418 // allocate textures as needed
6419 if (r_fb.screentexturewidth != screentexturewidth
6420 || r_fb.screentextureheight != screentextureheight
6421 || r_fb.bloomtexturewidth != bloomtexturewidth
6422 || r_fb.bloomtextureheight != bloomtextureheight
6423 || r_fb.textype != textype
6424 || useviewfbo != (r_fb.fbo != 0))
6426 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6428 if (r_fb.bloomtexture[i])
6429 R_FreeTexture(r_fb.bloomtexture[i]);
6430 r_fb.bloomtexture[i] = NULL;
6432 if (r_fb.bloomfbo[i])
6433 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6434 r_fb.bloomfbo[i] = 0;
6438 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6441 if (r_fb.colortexture)
6442 R_FreeTexture(r_fb.colortexture);
6443 r_fb.colortexture = NULL;
6445 if (r_fb.depthtexture)
6446 R_FreeTexture(r_fb.depthtexture);
6447 r_fb.depthtexture = NULL;
6449 if (r_fb.ghosttexture)
6450 R_FreeTexture(r_fb.ghosttexture);
6451 r_fb.ghosttexture = NULL;
6453 r_fb.screentexturewidth = screentexturewidth;
6454 r_fb.screentextureheight = screentextureheight;
6455 r_fb.bloomtexturewidth = bloomtexturewidth;
6456 r_fb.bloomtextureheight = bloomtextureheight;
6457 r_fb.textype = textype;
6459 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6461 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6462 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);
6463 r_fb.ghosttexture_valid = false;
6464 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);
6467 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6468 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6469 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6473 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6475 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6477 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);
6479 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6484 // bloom texture is a different resolution
6485 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6486 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6487 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6488 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6489 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6491 // set up a texcoord array for the full resolution screen image
6492 // (we have to keep this around to copy back during final render)
6493 r_fb.screentexcoord2f[0] = 0;
6494 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6495 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6496 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6497 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6498 r_fb.screentexcoord2f[5] = 0;
6499 r_fb.screentexcoord2f[6] = 0;
6500 r_fb.screentexcoord2f[7] = 0;
6504 for (i = 1;i < 8;i += 2)
6506 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6510 // set up a texcoord array for the reduced resolution bloom image
6511 // (which will be additive blended over the screen image)
6512 r_fb.bloomtexcoord2f[0] = 0;
6513 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6514 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6515 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6516 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6517 r_fb.bloomtexcoord2f[5] = 0;
6518 r_fb.bloomtexcoord2f[6] = 0;
6519 r_fb.bloomtexcoord2f[7] = 0;
6521 switch(vid.renderpath)
6523 case RENDERPATH_GL11:
6524 case RENDERPATH_GL13:
6525 case RENDERPATH_GL20:
6526 case RENDERPATH_SOFT:
6527 case RENDERPATH_GLES1:
6528 case RENDERPATH_GLES2:
6530 case RENDERPATH_D3D9:
6531 case RENDERPATH_D3D10:
6532 case RENDERPATH_D3D11:
6533 for (i = 0;i < 4;i++)
6535 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6536 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6537 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6538 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6543 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6546 r_refdef.view.clear = true;
6549 static void R_Bloom_MakeTexture(void)
6552 float xoffset, yoffset, r, brighten;
6554 float colorscale = r_bloom_colorscale.value;
6556 r_refdef.stats[r_stat_bloom]++;
6559 // this copy is unnecessary since it happens in R_BlendView already
6562 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);
6563 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6567 // scale down screen texture to the bloom texture size
6569 r_fb.bloomindex = 0;
6570 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6571 R_SetViewport(&r_fb.bloomviewport);
6572 GL_DepthTest(false);
6573 GL_BlendFunc(GL_ONE, GL_ZERO);
6574 GL_Color(colorscale, colorscale, colorscale, 1);
6575 // 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...
6576 switch(vid.renderpath)
6578 case RENDERPATH_GL11:
6579 case RENDERPATH_GL13:
6580 case RENDERPATH_GL20:
6581 case RENDERPATH_GLES1:
6582 case RENDERPATH_GLES2:
6583 case RENDERPATH_SOFT:
6584 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6586 case RENDERPATH_D3D9:
6587 case RENDERPATH_D3D10:
6588 case RENDERPATH_D3D11:
6589 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6592 // TODO: do boxfilter scale-down in shader?
6593 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6594 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6595 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6597 // we now have a properly scaled bloom image
6598 if (!r_fb.bloomfbo[r_fb.bloomindex])
6600 // copy it into the bloom texture
6601 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);
6602 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6605 // multiply bloom image by itself as many times as desired
6606 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6608 intex = r_fb.bloomtexture[r_fb.bloomindex];
6609 r_fb.bloomindex ^= 1;
6610 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6612 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6613 if (!r_fb.bloomfbo[r_fb.bloomindex])
6615 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6616 GL_Color(r,r,r,1); // apply fix factor
6621 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6622 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6623 GL_Color(1,1,1,1); // no fix factor supported here
6625 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6626 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6627 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6628 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6630 if (!r_fb.bloomfbo[r_fb.bloomindex])
6632 // copy the darkened image to a texture
6633 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);
6634 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6638 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6639 brighten = r_bloom_brighten.value;
6640 brighten = sqrt(brighten);
6642 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6644 for (dir = 0;dir < 2;dir++)
6646 intex = r_fb.bloomtexture[r_fb.bloomindex];
6647 r_fb.bloomindex ^= 1;
6648 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6649 // blend on at multiple vertical offsets to achieve a vertical blur
6650 // TODO: do offset blends using GLSL
6651 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6652 GL_BlendFunc(GL_ONE, GL_ZERO);
6653 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6654 for (x = -range;x <= range;x++)
6656 if (!dir){xoffset = 0;yoffset = x;}
6657 else {xoffset = x;yoffset = 0;}
6658 xoffset /= (float)r_fb.bloomtexturewidth;
6659 yoffset /= (float)r_fb.bloomtextureheight;
6660 // compute a texcoord array with the specified x and y offset
6661 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6662 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6663 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6664 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6665 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6666 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6667 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6668 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6669 // this r value looks like a 'dot' particle, fading sharply to
6670 // black at the edges
6671 // (probably not realistic but looks good enough)
6672 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6673 //r = brighten/(range*2+1);
6674 r = brighten / (range * 2 + 1);
6676 r *= (1 - x*x/(float)(range*range));
6677 GL_Color(r, r, r, 1);
6678 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6679 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6680 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6681 GL_BlendFunc(GL_ONE, GL_ONE);
6684 if (!r_fb.bloomfbo[r_fb.bloomindex])
6686 // copy the vertically or horizontally blurred bloom view to a texture
6687 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);
6688 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6693 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6695 unsigned int permutation;
6696 float uservecs[4][4];
6698 R_EntityMatrix(&identitymatrix);
6700 switch (vid.renderpath)
6702 case RENDERPATH_GL20:
6703 case RENDERPATH_D3D9:
6704 case RENDERPATH_D3D10:
6705 case RENDERPATH_D3D11:
6706 case RENDERPATH_SOFT:
6707 case RENDERPATH_GLES2:
6709 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6710 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6711 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6712 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6713 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6715 if (r_fb.colortexture)
6719 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);
6720 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6723 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6725 // declare variables
6726 float blur_factor, blur_mouseaccel, blur_velocity;
6727 static float blur_average;
6728 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6730 // set a goal for the factoring
6731 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6732 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6733 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6734 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6735 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6736 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6738 // from the goal, pick an averaged value between goal and last value
6739 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6740 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6742 // enforce minimum amount of blur
6743 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6745 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6747 // calculate values into a standard alpha
6748 cl.motionbluralpha = 1 - exp(-
6750 (r_motionblur.value * blur_factor / 80)
6752 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6755 max(0.0001, cl.time - cl.oldtime) // fps independent
6758 // randomization for the blur value to combat persistent ghosting
6759 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6760 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6763 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6764 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6766 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6767 GL_Color(1, 1, 1, cl.motionbluralpha);
6768 switch(vid.renderpath)
6770 case RENDERPATH_GL11:
6771 case RENDERPATH_GL13:
6772 case RENDERPATH_GL20:
6773 case RENDERPATH_GLES1:
6774 case RENDERPATH_GLES2:
6775 case RENDERPATH_SOFT:
6776 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6778 case RENDERPATH_D3D9:
6779 case RENDERPATH_D3D10:
6780 case RENDERPATH_D3D11:
6781 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6784 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6785 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6786 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6789 // updates old view angles for next pass
6790 VectorCopy(cl.viewangles, blur_oldangles);
6792 // copy view into the ghost texture
6793 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);
6794 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6795 r_fb.ghosttexture_valid = true;
6800 // no r_fb.colortexture means we're rendering to the real fb
6801 // we may still have to do view tint...
6802 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6804 // apply a color tint to the whole view
6805 R_ResetViewRendering2D(0, NULL, NULL);
6806 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6807 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6808 R_SetupShader_Generic_NoTexture(false, true);
6809 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6810 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6812 break; // no screen processing, no bloom, skip it
6815 if (r_fb.bloomtexture[0])
6817 // make the bloom texture
6818 R_Bloom_MakeTexture();
6821 #if _MSC_VER >= 1400
6822 #define sscanf sscanf_s
6824 memset(uservecs, 0, sizeof(uservecs));
6825 if (r_glsl_postprocess_uservec1_enable.integer)
6826 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6827 if (r_glsl_postprocess_uservec2_enable.integer)
6828 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6829 if (r_glsl_postprocess_uservec3_enable.integer)
6830 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6831 if (r_glsl_postprocess_uservec4_enable.integer)
6832 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6834 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6835 GL_Color(1, 1, 1, 1);
6836 GL_BlendFunc(GL_ONE, GL_ZERO);
6838 switch(vid.renderpath)
6840 case RENDERPATH_GL20:
6841 case RENDERPATH_GLES2:
6842 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6843 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6844 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6845 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6846 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6847 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]);
6848 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6849 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]);
6850 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]);
6851 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]);
6852 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]);
6853 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6854 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6855 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);
6857 case RENDERPATH_D3D9:
6859 // 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...
6860 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6861 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6862 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6863 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6864 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6865 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6866 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6867 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6868 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6869 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6870 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6871 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6872 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6873 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6876 case RENDERPATH_D3D10:
6877 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6879 case RENDERPATH_D3D11:
6880 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6882 case RENDERPATH_SOFT:
6883 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6884 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6885 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6886 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6887 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6889 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6891 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6892 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6895 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6901 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6902 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6904 case RENDERPATH_GL11:
6905 case RENDERPATH_GL13:
6906 case RENDERPATH_GLES1:
6907 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6909 // apply a color tint to the whole view
6910 R_ResetViewRendering2D(0, NULL, NULL);
6911 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6912 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6913 R_SetupShader_Generic_NoTexture(false, true);
6914 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6915 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6921 matrix4x4_t r_waterscrollmatrix;
6923 void R_UpdateFog(void)
6926 if (gamemode == GAME_NEHAHRA)
6928 if (gl_fogenable.integer)
6930 r_refdef.oldgl_fogenable = true;
6931 r_refdef.fog_density = gl_fogdensity.value;
6932 r_refdef.fog_red = gl_fogred.value;
6933 r_refdef.fog_green = gl_foggreen.value;
6934 r_refdef.fog_blue = gl_fogblue.value;
6935 r_refdef.fog_alpha = 1;
6936 r_refdef.fog_start = 0;
6937 r_refdef.fog_end = gl_skyclip.value;
6938 r_refdef.fog_height = 1<<30;
6939 r_refdef.fog_fadedepth = 128;
6941 else if (r_refdef.oldgl_fogenable)
6943 r_refdef.oldgl_fogenable = false;
6944 r_refdef.fog_density = 0;
6945 r_refdef.fog_red = 0;
6946 r_refdef.fog_green = 0;
6947 r_refdef.fog_blue = 0;
6948 r_refdef.fog_alpha = 0;
6949 r_refdef.fog_start = 0;
6950 r_refdef.fog_end = 0;
6951 r_refdef.fog_height = 1<<30;
6952 r_refdef.fog_fadedepth = 128;
6957 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6958 r_refdef.fog_start = max(0, r_refdef.fog_start);
6959 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6961 if (r_refdef.fog_density && r_drawfog.integer)
6963 r_refdef.fogenabled = true;
6964 // this is the point where the fog reaches 0.9986 alpha, which we
6965 // consider a good enough cutoff point for the texture
6966 // (0.9986 * 256 == 255.6)
6967 if (r_fog_exp2.integer)
6968 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6970 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6971 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6972 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6973 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6974 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6975 R_BuildFogHeightTexture();
6976 // fog color was already set
6977 // update the fog texture
6978 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)
6979 R_BuildFogTexture();
6980 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6981 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6984 r_refdef.fogenabled = false;
6987 if (r_refdef.fog_density)
6989 r_refdef.fogcolor[0] = r_refdef.fog_red;
6990 r_refdef.fogcolor[1] = r_refdef.fog_green;
6991 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6993 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6994 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6995 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6996 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7000 VectorCopy(r_refdef.fogcolor, fogvec);
7001 // color.rgb *= ContrastBoost * SceneBrightness;
7002 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7003 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7004 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7005 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7010 void R_UpdateVariables(void)
7014 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7016 r_refdef.farclip = r_farclip_base.value;
7017 if (r_refdef.scene.worldmodel)
7018 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7019 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7021 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7022 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7023 r_refdef.polygonfactor = 0;
7024 r_refdef.polygonoffset = 0;
7025 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7026 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7028 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7029 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7030 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7031 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7032 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7033 if (FAKELIGHT_ENABLED)
7035 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7037 else if (r_refdef.scene.worldmodel)
7039 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7041 if (r_showsurfaces.integer)
7043 r_refdef.scene.rtworld = false;
7044 r_refdef.scene.rtworldshadows = false;
7045 r_refdef.scene.rtdlight = false;
7046 r_refdef.scene.rtdlightshadows = false;
7047 r_refdef.lightmapintensity = 0;
7050 r_gpuskeletal = false;
7051 switch(vid.renderpath)
7053 case RENDERPATH_GL20:
7054 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7055 case RENDERPATH_D3D9:
7056 case RENDERPATH_D3D10:
7057 case RENDERPATH_D3D11:
7058 case RENDERPATH_SOFT:
7059 case RENDERPATH_GLES2:
7060 if(v_glslgamma.integer && !vid_gammatables_trivial)
7062 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7064 // build GLSL gamma texture
7065 #define RAMPWIDTH 256
7066 unsigned short ramp[RAMPWIDTH * 3];
7067 unsigned char rampbgr[RAMPWIDTH][4];
7070 r_texture_gammaramps_serial = vid_gammatables_serial;
7072 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7073 for(i = 0; i < RAMPWIDTH; ++i)
7075 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7076 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7077 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7080 if (r_texture_gammaramps)
7082 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7086 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7092 // remove GLSL gamma texture
7095 case RENDERPATH_GL11:
7096 case RENDERPATH_GL13:
7097 case RENDERPATH_GLES1:
7102 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7103 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7109 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7110 if( scenetype != r_currentscenetype ) {
7111 // store the old scenetype
7112 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7113 r_currentscenetype = scenetype;
7114 // move in the new scene
7115 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7124 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7126 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7127 if( scenetype == r_currentscenetype ) {
7128 return &r_refdef.scene;
7130 return &r_scenes_store[ scenetype ];
7134 static int R_SortEntities_Compare(const void *ap, const void *bp)
7136 const entity_render_t *a = *(const entity_render_t **)ap;
7137 const entity_render_t *b = *(const entity_render_t **)bp;
7140 if(a->model < b->model)
7142 if(a->model > b->model)
7146 // TODO possibly calculate the REAL skinnum here first using
7148 if(a->skinnum < b->skinnum)
7150 if(a->skinnum > b->skinnum)
7153 // everything we compared is equal
7156 static void R_SortEntities(void)
7158 // below or equal 2 ents, sorting never gains anything
7159 if(r_refdef.scene.numentities <= 2)
7162 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7170 int dpsoftrast_test;
7171 extern cvar_t r_shadow_bouncegrid;
7172 void R_RenderView(void)
7174 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7176 rtexture_t *depthtexture;
7177 rtexture_t *colortexture;
7179 dpsoftrast_test = r_test.integer;
7181 if (r_timereport_active)
7182 R_TimeReport("start");
7183 r_textureframe++; // used only by R_GetCurrentTexture
7184 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7186 if(R_CompileShader_CheckStaticParms())
7189 if (!r_drawentities.integer)
7190 r_refdef.scene.numentities = 0;
7191 else if (r_sortentities.integer)
7194 R_AnimCache_ClearCache();
7195 R_FrameData_NewFrame();
7196 R_BufferData_NewFrame();
7198 /* adjust for stereo display */
7199 if(R_Stereo_Active())
7201 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);
7202 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7205 if (r_refdef.view.isoverlay)
7207 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7208 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7209 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7210 R_TimeReport("depthclear");
7212 r_refdef.view.showdebug = false;
7214 r_fb.water.enabled = false;
7215 r_fb.water.numwaterplanes = 0;
7217 R_RenderScene(0, NULL, NULL);
7219 r_refdef.view.matrix = originalmatrix;
7225 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7227 r_refdef.view.matrix = originalmatrix;
7231 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7233 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7234 // in sRGB fallback, behave similar to true sRGB: convert this
7235 // value from linear to sRGB
7236 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7238 R_RenderView_UpdateViewVectors();
7240 R_Shadow_UpdateWorldLightSelection();
7242 R_Bloom_StartFrame();
7244 // apply bloom brightness offset
7245 if(r_fb.bloomtexture[0])
7246 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7248 R_Water_StartFrame();
7250 // now we probably have an fbo to render into
7252 depthtexture = r_fb.depthtexture;
7253 colortexture = r_fb.colortexture;
7256 if (r_timereport_active)
7257 R_TimeReport("viewsetup");
7259 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7261 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7263 R_ClearScreen(r_refdef.fogenabled);
7264 if (r_timereport_active)
7265 R_TimeReport("viewclear");
7267 r_refdef.view.clear = true;
7269 r_refdef.view.showdebug = true;
7272 if (r_timereport_active)
7273 R_TimeReport("visibility");
7275 R_AnimCache_CacheVisibleEntities();
7276 if (r_timereport_active)
7277 R_TimeReport("animcache");
7279 R_Shadow_UpdateBounceGridTexture();
7280 if (r_timereport_active && r_shadow_bouncegrid.integer)
7281 R_TimeReport("bouncegrid");
7283 r_fb.water.numwaterplanes = 0;
7284 if (r_fb.water.enabled)
7285 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7287 R_RenderScene(fbo, depthtexture, colortexture);
7288 r_fb.water.numwaterplanes = 0;
7290 R_BlendView(fbo, depthtexture, colortexture);
7291 if (r_timereport_active)
7292 R_TimeReport("blendview");
7294 GL_Scissor(0, 0, vid.width, vid.height);
7295 GL_ScissorTest(false);
7297 r_refdef.view.matrix = originalmatrix;
7302 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7304 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7306 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7307 if (r_timereport_active)
7308 R_TimeReport("waterworld");
7311 // don't let sound skip if going slow
7312 if (r_refdef.scene.extraupdate)
7315 R_DrawModelsAddWaterPlanes();
7316 if (r_timereport_active)
7317 R_TimeReport("watermodels");
7319 if (r_fb.water.numwaterplanes)
7321 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7322 if (r_timereport_active)
7323 R_TimeReport("waterscenes");
7327 extern cvar_t cl_locs_show;
7328 static void R_DrawLocs(void);
7329 static void R_DrawEntityBBoxes(void);
7330 static void R_DrawModelDecals(void);
7331 extern cvar_t cl_decals_newsystem;
7332 extern qboolean r_shadow_usingdeferredprepass;
7333 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7335 qboolean shadowmapping = false;
7337 if (r_timereport_active)
7338 R_TimeReport("beginscene");
7340 r_refdef.stats[r_stat_renders]++;
7344 // don't let sound skip if going slow
7345 if (r_refdef.scene.extraupdate)
7348 R_MeshQueue_BeginScene();
7352 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);
7354 if (r_timereport_active)
7355 R_TimeReport("skystartframe");
7357 if (cl.csqc_vidvars.drawworld)
7359 // don't let sound skip if going slow
7360 if (r_refdef.scene.extraupdate)
7363 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7365 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7366 if (r_timereport_active)
7367 R_TimeReport("worldsky");
7370 if (R_DrawBrushModelsSky() && r_timereport_active)
7371 R_TimeReport("bmodelsky");
7373 if (skyrendermasked && skyrenderlater)
7375 // we have to force off the water clipping plane while rendering sky
7376 R_SetupView(false, fbo, depthtexture, colortexture);
7378 R_SetupView(true, fbo, depthtexture, colortexture);
7379 if (r_timereport_active)
7380 R_TimeReport("sky");
7384 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7385 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7386 R_Shadow_PrepareModelShadows();
7387 if (r_timereport_active)
7388 R_TimeReport("preparelights");
7390 if (R_Shadow_ShadowMappingEnabled())
7391 shadowmapping = true;
7393 if (r_shadow_usingdeferredprepass)
7394 R_Shadow_DrawPrepass();
7396 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7398 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7399 if (r_timereport_active)
7400 R_TimeReport("worlddepth");
7402 if (r_depthfirst.integer >= 2)
7404 R_DrawModelsDepth();
7405 if (r_timereport_active)
7406 R_TimeReport("modeldepth");
7409 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7411 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7412 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7413 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7414 // don't let sound skip if going slow
7415 if (r_refdef.scene.extraupdate)
7419 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7421 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7422 if (r_timereport_active)
7423 R_TimeReport("world");
7426 // don't let sound skip if going slow
7427 if (r_refdef.scene.extraupdate)
7431 if (r_timereport_active)
7432 R_TimeReport("models");
7434 // don't let sound skip if going slow
7435 if (r_refdef.scene.extraupdate)
7438 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7440 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7441 R_DrawModelShadows(fbo, depthtexture, colortexture);
7442 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7443 // don't let sound skip if going slow
7444 if (r_refdef.scene.extraupdate)
7448 if (!r_shadow_usingdeferredprepass)
7450 R_Shadow_DrawLights();
7451 if (r_timereport_active)
7452 R_TimeReport("rtlights");
7455 // don't let sound skip if going slow
7456 if (r_refdef.scene.extraupdate)
7459 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7461 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7462 R_DrawModelShadows(fbo, depthtexture, colortexture);
7463 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7464 // don't let sound skip if going slow
7465 if (r_refdef.scene.extraupdate)
7469 if (cl.csqc_vidvars.drawworld)
7471 if (cl_decals_newsystem.integer)
7473 R_DrawModelDecals();
7474 if (r_timereport_active)
7475 R_TimeReport("modeldecals");
7480 if (r_timereport_active)
7481 R_TimeReport("decals");
7485 if (r_timereport_active)
7486 R_TimeReport("particles");
7489 if (r_timereport_active)
7490 R_TimeReport("explosions");
7492 R_DrawLightningBeams();
7493 if (r_timereport_active)
7494 R_TimeReport("lightning");
7498 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7500 if (r_refdef.view.showdebug)
7502 if (cl_locs_show.integer)
7505 if (r_timereport_active)
7506 R_TimeReport("showlocs");
7509 if (r_drawportals.integer)
7512 if (r_timereport_active)
7513 R_TimeReport("portals");
7516 if (r_showbboxes.value > 0)
7518 R_DrawEntityBBoxes();
7519 if (r_timereport_active)
7520 R_TimeReport("bboxes");
7524 if (r_transparent.integer)
7526 R_MeshQueue_RenderTransparent();
7527 if (r_timereport_active)
7528 R_TimeReport("drawtrans");
7531 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))
7533 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7534 if (r_timereport_active)
7535 R_TimeReport("worlddebug");
7536 R_DrawModelsDebug();
7537 if (r_timereport_active)
7538 R_TimeReport("modeldebug");
7541 if (cl.csqc_vidvars.drawworld)
7543 R_Shadow_DrawCoronas();
7544 if (r_timereport_active)
7545 R_TimeReport("coronas");
7550 GL_DepthTest(false);
7551 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7552 GL_Color(1, 1, 1, 1);
7553 qglBegin(GL_POLYGON);
7554 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7555 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7556 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7557 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7559 qglBegin(GL_POLYGON);
7560 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]);
7561 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]);
7562 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]);
7563 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]);
7565 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7569 // don't let sound skip if going slow
7570 if (r_refdef.scene.extraupdate)
7574 static const unsigned short bboxelements[36] =
7584 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7587 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7589 RSurf_ActiveWorldEntity();
7591 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7592 GL_DepthMask(false);
7593 GL_DepthRange(0, 1);
7594 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7595 // R_Mesh_ResetTextureState();
7597 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7598 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7599 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7600 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7601 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7602 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7603 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7604 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7605 R_FillColors(color4f, 8, cr, cg, cb, ca);
7606 if (r_refdef.fogenabled)
7608 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7610 f1 = RSurf_FogVertex(v);
7612 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7613 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7614 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7617 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7618 R_Mesh_ResetTextureState();
7619 R_SetupShader_Generic_NoTexture(false, false);
7620 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7623 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7625 prvm_prog_t *prog = SVVM_prog;
7628 prvm_edict_t *edict;
7630 // this function draws bounding boxes of server entities
7634 GL_CullFace(GL_NONE);
7635 R_SetupShader_Generic_NoTexture(false, false);
7637 for (i = 0;i < numsurfaces;i++)
7639 edict = PRVM_EDICT_NUM(surfacelist[i]);
7640 switch ((int)PRVM_serveredictfloat(edict, solid))
7642 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7643 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7644 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7645 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7646 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7647 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7648 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7650 color[3] *= r_showbboxes.value;
7651 color[3] = bound(0, color[3], 1);
7652 GL_DepthTest(!r_showdisabledepthtest.integer);
7653 GL_CullFace(r_refdef.view.cullface_front);
7654 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7658 static void R_DrawEntityBBoxes(void)
7661 prvm_edict_t *edict;
7663 prvm_prog_t *prog = SVVM_prog;
7665 // this function draws bounding boxes of server entities
7669 for (i = 0;i < prog->num_edicts;i++)
7671 edict = PRVM_EDICT_NUM(i);
7672 if (edict->priv.server->free)
7674 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7675 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7677 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7679 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7680 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7684 static const int nomodelelement3i[24] =
7696 static const unsigned short nomodelelement3s[24] =
7708 static const float nomodelvertex3f[6*3] =
7718 static const float nomodelcolor4f[6*4] =
7720 0.0f, 0.0f, 0.5f, 1.0f,
7721 0.0f, 0.0f, 0.5f, 1.0f,
7722 0.0f, 0.5f, 0.0f, 1.0f,
7723 0.0f, 0.5f, 0.0f, 1.0f,
7724 0.5f, 0.0f, 0.0f, 1.0f,
7725 0.5f, 0.0f, 0.0f, 1.0f
7728 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7734 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);
7736 // this is only called once per entity so numsurfaces is always 1, and
7737 // surfacelist is always {0}, so this code does not handle batches
7739 if (rsurface.ent_flags & RENDER_ADDITIVE)
7741 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7742 GL_DepthMask(false);
7744 else if (rsurface.colormod[3] < 1)
7746 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7747 GL_DepthMask(false);
7751 GL_BlendFunc(GL_ONE, GL_ZERO);
7754 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7755 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7756 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7757 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7758 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7759 for (i = 0, c = color4f;i < 6;i++, c += 4)
7761 c[0] *= rsurface.colormod[0];
7762 c[1] *= rsurface.colormod[1];
7763 c[2] *= rsurface.colormod[2];
7764 c[3] *= rsurface.colormod[3];
7766 if (r_refdef.fogenabled)
7768 for (i = 0, c = color4f;i < 6;i++, c += 4)
7770 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7772 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7773 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7774 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7777 // R_Mesh_ResetTextureState();
7778 R_SetupShader_Generic_NoTexture(false, false);
7779 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7780 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7783 void R_DrawNoModel(entity_render_t *ent)
7786 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7787 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7788 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7790 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7793 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7795 vec3_t right1, right2, diff, normal;
7797 VectorSubtract (org2, org1, normal);
7799 // calculate 'right' vector for start
7800 VectorSubtract (r_refdef.view.origin, org1, diff);
7801 CrossProduct (normal, diff, right1);
7802 VectorNormalize (right1);
7804 // calculate 'right' vector for end
7805 VectorSubtract (r_refdef.view.origin, org2, diff);
7806 CrossProduct (normal, diff, right2);
7807 VectorNormalize (right2);
7809 vert[ 0] = org1[0] + width * right1[0];
7810 vert[ 1] = org1[1] + width * right1[1];
7811 vert[ 2] = org1[2] + width * right1[2];
7812 vert[ 3] = org1[0] - width * right1[0];
7813 vert[ 4] = org1[1] - width * right1[1];
7814 vert[ 5] = org1[2] - width * right1[2];
7815 vert[ 6] = org2[0] - width * right2[0];
7816 vert[ 7] = org2[1] - width * right2[1];
7817 vert[ 8] = org2[2] - width * right2[2];
7818 vert[ 9] = org2[0] + width * right2[0];
7819 vert[10] = org2[1] + width * right2[1];
7820 vert[11] = org2[2] + width * right2[2];
7823 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)
7825 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7826 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7827 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7828 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7829 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7830 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7831 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7832 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7833 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7834 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7835 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7836 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7839 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7844 VectorSet(v, x, y, z);
7845 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7846 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7848 if (i == mesh->numvertices)
7850 if (mesh->numvertices < mesh->maxvertices)
7852 VectorCopy(v, vertex3f);
7853 mesh->numvertices++;
7855 return mesh->numvertices;
7861 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7865 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7866 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7867 e = mesh->element3i + mesh->numtriangles * 3;
7868 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7870 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7871 if (mesh->numtriangles < mesh->maxtriangles)
7876 mesh->numtriangles++;
7878 element[1] = element[2];
7882 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7886 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7887 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7888 e = mesh->element3i + mesh->numtriangles * 3;
7889 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7891 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7892 if (mesh->numtriangles < mesh->maxtriangles)
7897 mesh->numtriangles++;
7899 element[1] = element[2];
7903 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7904 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7906 int planenum, planenum2;
7909 mplane_t *plane, *plane2;
7911 double temppoints[2][256*3];
7912 // figure out how large a bounding box we need to properly compute this brush
7914 for (w = 0;w < numplanes;w++)
7915 maxdist = max(maxdist, fabs(planes[w].dist));
7916 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7917 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7918 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7922 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7923 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7925 if (planenum2 == planenum)
7927 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);
7930 if (tempnumpoints < 3)
7932 // generate elements forming a triangle fan for this polygon
7933 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7937 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)
7939 texturelayer_t *layer;
7940 layer = t->currentlayers + t->currentnumlayers++;
7942 layer->depthmask = depthmask;
7943 layer->blendfunc1 = blendfunc1;
7944 layer->blendfunc2 = blendfunc2;
7945 layer->texture = texture;
7946 layer->texmatrix = *matrix;
7947 layer->color[0] = r;
7948 layer->color[1] = g;
7949 layer->color[2] = b;
7950 layer->color[3] = a;
7953 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7955 if(parms[0] == 0 && parms[1] == 0)
7957 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7958 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7963 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7966 index = parms[2] + rsurface.shadertime * parms[3];
7967 index -= floor(index);
7968 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7971 case Q3WAVEFUNC_NONE:
7972 case Q3WAVEFUNC_NOISE:
7973 case Q3WAVEFUNC_COUNT:
7976 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7977 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7978 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7979 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7980 case Q3WAVEFUNC_TRIANGLE:
7982 f = index - floor(index);
7995 f = parms[0] + parms[1] * f;
7996 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7997 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8001 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8007 matrix4x4_t matrix, temp;
8008 switch(tcmod->tcmod)
8012 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8013 matrix = r_waterscrollmatrix;
8015 matrix = identitymatrix;
8017 case Q3TCMOD_ENTITYTRANSLATE:
8018 // this is used in Q3 to allow the gamecode to control texcoord
8019 // scrolling on the entity, which is not supported in darkplaces yet.
8020 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8022 case Q3TCMOD_ROTATE:
8023 f = tcmod->parms[0] * rsurface.shadertime;
8024 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8025 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
8026 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8029 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8031 case Q3TCMOD_SCROLL:
8032 // extra care is needed because of precision breakdown with large values of time
8033 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8034 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8035 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8037 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8038 w = (int) tcmod->parms[0];
8039 h = (int) tcmod->parms[1];
8040 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8042 idx = (int) floor(f * w * h);
8043 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8045 case Q3TCMOD_STRETCH:
8046 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8047 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8049 case Q3TCMOD_TRANSFORM:
8050 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8051 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8052 VectorSet(tcmat + 6, 0 , 0 , 1);
8053 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8054 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8056 case Q3TCMOD_TURBULENT:
8057 // this is handled in the RSurf_PrepareVertices function
8058 matrix = identitymatrix;
8062 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8065 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8067 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8068 char name[MAX_QPATH];
8069 skinframe_t *skinframe;
8070 unsigned char pixels[296*194];
8071 strlcpy(cache->name, skinname, sizeof(cache->name));
8072 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8073 if (developer_loading.integer)
8074 Con_Printf("loading %s\n", name);
8075 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8076 if (!skinframe || !skinframe->base)
8079 fs_offset_t filesize;
8081 f = FS_LoadFile(name, tempmempool, true, &filesize);
8084 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8085 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8089 cache->skinframe = skinframe;
8092 texture_t *R_GetCurrentTexture(texture_t *t)
8095 const entity_render_t *ent = rsurface.entity;
8096 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8097 q3shaderinfo_layer_tcmod_t *tcmod;
8099 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8100 return t->currentframe;
8101 t->update_lastrenderframe = r_textureframe;
8102 t->update_lastrenderentity = (void *)ent;
8104 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8105 t->camera_entity = ent->entitynumber;
8107 t->camera_entity = 0;
8109 // switch to an alternate material if this is a q1bsp animated material
8111 texture_t *texture = t;
8112 int s = rsurface.ent_skinnum;
8113 if ((unsigned int)s >= (unsigned int)model->numskins)
8115 if (model->skinscenes)
8117 if (model->skinscenes[s].framecount > 1)
8118 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8120 s = model->skinscenes[s].firstframe;
8123 t = t + s * model->num_surfaces;
8126 // use an alternate animation if the entity's frame is not 0,
8127 // and only if the texture has an alternate animation
8128 if (rsurface.ent_alttextures && t->anim_total[1])
8129 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8131 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8133 texture->currentframe = t;
8136 // update currentskinframe to be a qw skin or animation frame
8137 if (rsurface.ent_qwskin >= 0)
8139 i = rsurface.ent_qwskin;
8140 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8142 r_qwskincache_size = cl.maxclients;
8144 Mem_Free(r_qwskincache);
8145 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8147 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8148 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8149 t->currentskinframe = r_qwskincache[i].skinframe;
8150 if (t->currentskinframe == NULL)
8151 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8153 else if (t->numskinframes >= 2)
8154 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8155 if (t->backgroundnumskinframes >= 2)
8156 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8158 t->currentmaterialflags = t->basematerialflags;
8159 t->currentalpha = rsurface.colormod[3];
8160 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8161 t->currentalpha *= r_wateralpha.value;
8162 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8163 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8164 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8165 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8166 if (!(rsurface.ent_flags & RENDER_LIGHT))
8167 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8168 else if (FAKELIGHT_ENABLED)
8170 // no modellight if using fakelight for the map
8172 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8174 // pick a model lighting mode
8175 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8176 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8178 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8180 if (rsurface.ent_flags & RENDER_ADDITIVE)
8181 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8182 else if (t->currentalpha < 1)
8183 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8184 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8185 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8186 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8187 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8188 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8189 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8190 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8191 if (t->backgroundnumskinframes)
8192 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8193 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8195 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8196 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8199 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8200 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8202 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8203 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8205 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8206 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8208 // there is no tcmod
8209 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8211 t->currenttexmatrix = r_waterscrollmatrix;
8212 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8214 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8216 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8217 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8220 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8221 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8222 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8223 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8225 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8226 if (t->currentskinframe->qpixels)
8227 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8228 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8229 if (!t->basetexture)
8230 t->basetexture = r_texture_notexture;
8231 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8232 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8233 t->nmaptexture = t->currentskinframe->nmap;
8234 if (!t->nmaptexture)
8235 t->nmaptexture = r_texture_blanknormalmap;
8236 t->glosstexture = r_texture_black;
8237 t->glowtexture = t->currentskinframe->glow;
8238 t->fogtexture = t->currentskinframe->fog;
8239 t->reflectmasktexture = t->currentskinframe->reflect;
8240 if (t->backgroundnumskinframes)
8242 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8243 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8244 t->backgroundglosstexture = r_texture_black;
8245 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8246 if (!t->backgroundnmaptexture)
8247 t->backgroundnmaptexture = r_texture_blanknormalmap;
8248 // make sure that if glow is going to be used, both textures are not NULL
8249 if (!t->backgroundglowtexture && t->glowtexture)
8250 t->backgroundglowtexture = r_texture_black;
8251 if (!t->glowtexture && t->backgroundglowtexture)
8252 t->glowtexture = r_texture_black;
8256 t->backgroundbasetexture = r_texture_white;
8257 t->backgroundnmaptexture = r_texture_blanknormalmap;
8258 t->backgroundglosstexture = r_texture_black;
8259 t->backgroundglowtexture = NULL;
8261 t->specularpower = r_shadow_glossexponent.value;
8262 // TODO: store reference values for these in the texture?
8263 t->specularscale = 0;
8264 if (r_shadow_gloss.integer > 0)
8266 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8268 if (r_shadow_glossintensity.value > 0)
8270 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8271 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8272 t->specularscale = r_shadow_glossintensity.value;
8275 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8277 t->glosstexture = r_texture_white;
8278 t->backgroundglosstexture = r_texture_white;
8279 t->specularscale = r_shadow_gloss2intensity.value;
8280 t->specularpower = r_shadow_gloss2exponent.value;
8283 t->specularscale *= t->specularscalemod;
8284 t->specularpower *= t->specularpowermod;
8285 t->rtlightambient = 0;
8287 // lightmaps mode looks bad with dlights using actual texturing, so turn
8288 // off the colormap and glossmap, but leave the normalmap on as it still
8289 // accurately represents the shading involved
8290 if (gl_lightmaps.integer)
8292 t->basetexture = r_texture_grey128;
8293 t->pantstexture = r_texture_black;
8294 t->shirttexture = r_texture_black;
8295 if (gl_lightmaps.integer < 2)
8296 t->nmaptexture = r_texture_blanknormalmap;
8297 t->glosstexture = r_texture_black;
8298 t->glowtexture = NULL;
8299 t->fogtexture = NULL;
8300 t->reflectmasktexture = NULL;
8301 t->backgroundbasetexture = NULL;
8302 if (gl_lightmaps.integer < 2)
8303 t->backgroundnmaptexture = r_texture_blanknormalmap;
8304 t->backgroundglosstexture = r_texture_black;
8305 t->backgroundglowtexture = NULL;
8306 t->specularscale = 0;
8307 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8310 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8311 VectorClear(t->dlightcolor);
8312 t->currentnumlayers = 0;
8313 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8315 int blendfunc1, blendfunc2;
8317 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8319 blendfunc1 = GL_SRC_ALPHA;
8320 blendfunc2 = GL_ONE;
8322 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8324 blendfunc1 = GL_SRC_ALPHA;
8325 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8327 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8329 blendfunc1 = t->customblendfunc[0];
8330 blendfunc2 = t->customblendfunc[1];
8334 blendfunc1 = GL_ONE;
8335 blendfunc2 = GL_ZERO;
8337 // don't colormod evilblend textures
8338 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8339 VectorSet(t->lightmapcolor, 1, 1, 1);
8340 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8341 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8343 // fullbright is not affected by r_refdef.lightmapintensity
8344 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]);
8345 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8346 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]);
8347 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8348 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]);
8352 vec3_t ambientcolor;
8354 // set the color tint used for lights affecting this surface
8355 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8357 // q3bsp has no lightmap updates, so the lightstylevalue that
8358 // would normally be baked into the lightmap must be
8359 // applied to the color
8360 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8361 if (model->type == mod_brushq3)
8362 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8363 colorscale *= r_refdef.lightmapintensity;
8364 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8365 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8366 // basic lit geometry
8367 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]);
8368 // add pants/shirt if needed
8369 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8370 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]);
8371 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8372 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]);
8373 // now add ambient passes if needed
8374 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8376 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]);
8377 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8378 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]);
8379 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8380 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]);
8383 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8384 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]);
8385 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8387 // if this is opaque use alpha blend which will darken the earlier
8390 // if this is an alpha blended material, all the earlier passes
8391 // were darkened by fog already, so we only need to add the fog
8392 // color ontop through the fog mask texture
8394 // if this is an additive blended material, all the earlier passes
8395 // were darkened by fog already, and we should not add fog color
8396 // (because the background was not darkened, there is no fog color
8397 // that was lost behind it).
8398 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]);
8402 return t->currentframe;
8405 rsurfacestate_t rsurface;
8407 void RSurf_ActiveWorldEntity(void)
8409 dp_model_t *model = r_refdef.scene.worldmodel;
8410 //if (rsurface.entity == r_refdef.scene.worldentity)
8412 rsurface.entity = r_refdef.scene.worldentity;
8413 rsurface.skeleton = NULL;
8414 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8415 rsurface.ent_skinnum = 0;
8416 rsurface.ent_qwskin = -1;
8417 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8418 rsurface.shadertime = r_refdef.scene.time;
8419 rsurface.matrix = identitymatrix;
8420 rsurface.inversematrix = identitymatrix;
8421 rsurface.matrixscale = 1;
8422 rsurface.inversematrixscale = 1;
8423 R_EntityMatrix(&identitymatrix);
8424 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8425 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8426 rsurface.fograngerecip = r_refdef.fograngerecip;
8427 rsurface.fogheightfade = r_refdef.fogheightfade;
8428 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8429 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8430 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8431 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8432 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8433 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8434 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8435 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8436 rsurface.colormod[3] = 1;
8437 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);
8438 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8439 rsurface.frameblend[0].lerp = 1;
8440 rsurface.ent_alttextures = false;
8441 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8442 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8443 rsurface.entityskeletaltransform3x4 = NULL;
8444 rsurface.entityskeletaltransform3x4buffer = NULL;
8445 rsurface.entityskeletaltransform3x4offset = 0;
8446 rsurface.entityskeletaltransform3x4size = 0;;
8447 rsurface.entityskeletalnumtransforms = 0;
8448 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8449 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8450 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8451 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8452 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8453 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8454 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8455 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8456 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8457 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8458 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8459 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8460 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8461 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8462 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8463 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8464 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8465 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8466 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8467 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8468 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8469 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8470 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8471 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8472 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8473 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8475 rsurface.modelelement3i = model->surfmesh.data_element3i;
8476 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8477 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8478 rsurface.modelelement3s = model->surfmesh.data_element3s;
8479 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8480 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8481 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8482 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8483 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8484 rsurface.modelsurfaces = model->data_surfaces;
8485 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8486 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8487 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8488 rsurface.modelgeneratedvertex = false;
8489 rsurface.batchgeneratedvertex = false;
8490 rsurface.batchfirstvertex = 0;
8491 rsurface.batchnumvertices = 0;
8492 rsurface.batchfirsttriangle = 0;
8493 rsurface.batchnumtriangles = 0;
8494 rsurface.batchvertex3f = NULL;
8495 rsurface.batchvertex3f_vertexbuffer = NULL;
8496 rsurface.batchvertex3f_bufferoffset = 0;
8497 rsurface.batchsvector3f = NULL;
8498 rsurface.batchsvector3f_vertexbuffer = NULL;
8499 rsurface.batchsvector3f_bufferoffset = 0;
8500 rsurface.batchtvector3f = NULL;
8501 rsurface.batchtvector3f_vertexbuffer = NULL;
8502 rsurface.batchtvector3f_bufferoffset = 0;
8503 rsurface.batchnormal3f = NULL;
8504 rsurface.batchnormal3f_vertexbuffer = NULL;
8505 rsurface.batchnormal3f_bufferoffset = 0;
8506 rsurface.batchlightmapcolor4f = NULL;
8507 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8508 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8509 rsurface.batchtexcoordtexture2f = NULL;
8510 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8511 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8512 rsurface.batchtexcoordlightmap2f = NULL;
8513 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8514 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8515 rsurface.batchskeletalindex4ub = NULL;
8516 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8517 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8518 rsurface.batchskeletalweight4ub = NULL;
8519 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8520 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8521 rsurface.batchvertexmesh = NULL;
8522 rsurface.batchvertexmeshbuffer = NULL;
8523 rsurface.batchvertex3fbuffer = NULL;
8524 rsurface.batchelement3i = NULL;
8525 rsurface.batchelement3i_indexbuffer = NULL;
8526 rsurface.batchelement3i_bufferoffset = 0;
8527 rsurface.batchelement3s = NULL;
8528 rsurface.batchelement3s_indexbuffer = NULL;
8529 rsurface.batchelement3s_bufferoffset = 0;
8530 rsurface.passcolor4f = NULL;
8531 rsurface.passcolor4f_vertexbuffer = NULL;
8532 rsurface.passcolor4f_bufferoffset = 0;
8533 rsurface.forcecurrenttextureupdate = false;
8536 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8538 dp_model_t *model = ent->model;
8539 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8541 rsurface.entity = (entity_render_t *)ent;
8542 rsurface.skeleton = ent->skeleton;
8543 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8544 rsurface.ent_skinnum = ent->skinnum;
8545 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;
8546 rsurface.ent_flags = ent->flags;
8547 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8548 rsurface.matrix = ent->matrix;
8549 rsurface.inversematrix = ent->inversematrix;
8550 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8551 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8552 R_EntityMatrix(&rsurface.matrix);
8553 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8554 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8555 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8556 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8557 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8558 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8559 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8560 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8561 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8562 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8563 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8564 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8565 rsurface.colormod[3] = ent->alpha;
8566 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8567 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8568 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8569 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8570 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8571 if (ent->model->brush.submodel && !prepass)
8573 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8574 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8576 // if the animcache code decided it should use the shader path, skip the deform step
8577 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8578 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8579 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8580 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8581 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8582 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8584 if (ent->animcache_vertex3f)
8586 r_refdef.stats[r_stat_batch_entitycache_count]++;
8587 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8588 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8589 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8590 rsurface.modelvertex3f = ent->animcache_vertex3f;
8591 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8592 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8593 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8594 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8595 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8596 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8598 else if (wanttangents)
8600 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8601 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8602 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8603 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8604 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8605 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8606 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8607 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8608 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8609 rsurface.modelvertexmesh = NULL;
8610 rsurface.modelvertexmeshbuffer = NULL;
8611 rsurface.modelvertex3fbuffer = NULL;
8613 else if (wantnormals)
8615 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8616 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8617 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8618 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8619 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8620 rsurface.modelsvector3f = NULL;
8621 rsurface.modeltvector3f = NULL;
8622 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8623 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8624 rsurface.modelvertexmesh = NULL;
8625 rsurface.modelvertexmeshbuffer = NULL;
8626 rsurface.modelvertex3fbuffer = NULL;
8630 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8631 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8632 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8633 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8634 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8635 rsurface.modelsvector3f = NULL;
8636 rsurface.modeltvector3f = NULL;
8637 rsurface.modelnormal3f = NULL;
8638 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8639 rsurface.modelvertexmesh = NULL;
8640 rsurface.modelvertexmeshbuffer = NULL;
8641 rsurface.modelvertex3fbuffer = NULL;
8643 rsurface.modelvertex3f_vertexbuffer = 0;
8644 rsurface.modelvertex3f_bufferoffset = 0;
8645 rsurface.modelsvector3f_vertexbuffer = 0;
8646 rsurface.modelsvector3f_bufferoffset = 0;
8647 rsurface.modeltvector3f_vertexbuffer = 0;
8648 rsurface.modeltvector3f_bufferoffset = 0;
8649 rsurface.modelnormal3f_vertexbuffer = 0;
8650 rsurface.modelnormal3f_bufferoffset = 0;
8651 rsurface.modelgeneratedvertex = true;
8655 if (rsurface.entityskeletaltransform3x4)
8657 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8658 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8659 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8660 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8664 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8665 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8666 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8667 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8669 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8670 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8671 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8672 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8673 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8674 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8675 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8676 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8677 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8678 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8679 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8680 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8681 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8682 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8683 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8684 rsurface.modelgeneratedvertex = false;
8686 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8687 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8688 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8689 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8690 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8691 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8692 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8693 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8694 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8695 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8696 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8697 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8698 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8699 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8700 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8701 rsurface.modelelement3i = model->surfmesh.data_element3i;
8702 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8703 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8704 rsurface.modelelement3s = model->surfmesh.data_element3s;
8705 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8706 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8707 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8708 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8709 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8710 rsurface.modelsurfaces = model->data_surfaces;
8711 rsurface.batchgeneratedvertex = false;
8712 rsurface.batchfirstvertex = 0;
8713 rsurface.batchnumvertices = 0;
8714 rsurface.batchfirsttriangle = 0;
8715 rsurface.batchnumtriangles = 0;
8716 rsurface.batchvertex3f = NULL;
8717 rsurface.batchvertex3f_vertexbuffer = NULL;
8718 rsurface.batchvertex3f_bufferoffset = 0;
8719 rsurface.batchsvector3f = NULL;
8720 rsurface.batchsvector3f_vertexbuffer = NULL;
8721 rsurface.batchsvector3f_bufferoffset = 0;
8722 rsurface.batchtvector3f = NULL;
8723 rsurface.batchtvector3f_vertexbuffer = NULL;
8724 rsurface.batchtvector3f_bufferoffset = 0;
8725 rsurface.batchnormal3f = NULL;
8726 rsurface.batchnormal3f_vertexbuffer = NULL;
8727 rsurface.batchnormal3f_bufferoffset = 0;
8728 rsurface.batchlightmapcolor4f = NULL;
8729 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8730 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8731 rsurface.batchtexcoordtexture2f = NULL;
8732 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8733 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8734 rsurface.batchtexcoordlightmap2f = NULL;
8735 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8736 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8737 rsurface.batchskeletalindex4ub = NULL;
8738 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8739 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8740 rsurface.batchskeletalweight4ub = NULL;
8741 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8742 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8743 rsurface.batchvertexmesh = NULL;
8744 rsurface.batchvertexmeshbuffer = NULL;
8745 rsurface.batchvertex3fbuffer = NULL;
8746 rsurface.batchelement3i = NULL;
8747 rsurface.batchelement3i_indexbuffer = NULL;
8748 rsurface.batchelement3i_bufferoffset = 0;
8749 rsurface.batchelement3s = NULL;
8750 rsurface.batchelement3s_indexbuffer = NULL;
8751 rsurface.batchelement3s_bufferoffset = 0;
8752 rsurface.passcolor4f = NULL;
8753 rsurface.passcolor4f_vertexbuffer = NULL;
8754 rsurface.passcolor4f_bufferoffset = 0;
8755 rsurface.forcecurrenttextureupdate = false;
8758 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)
8760 rsurface.entity = r_refdef.scene.worldentity;
8761 rsurface.skeleton = NULL;
8762 rsurface.ent_skinnum = 0;
8763 rsurface.ent_qwskin = -1;
8764 rsurface.ent_flags = entflags;
8765 rsurface.shadertime = r_refdef.scene.time - shadertime;
8766 rsurface.modelnumvertices = numvertices;
8767 rsurface.modelnumtriangles = numtriangles;
8768 rsurface.matrix = *matrix;
8769 rsurface.inversematrix = *inversematrix;
8770 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8771 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8772 R_EntityMatrix(&rsurface.matrix);
8773 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8774 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8775 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8776 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8777 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8778 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8779 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8780 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8781 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8782 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8783 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8784 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8785 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);
8786 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8787 rsurface.frameblend[0].lerp = 1;
8788 rsurface.ent_alttextures = false;
8789 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8790 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8791 rsurface.entityskeletaltransform3x4 = NULL;
8792 rsurface.entityskeletaltransform3x4buffer = NULL;
8793 rsurface.entityskeletaltransform3x4offset = 0;
8794 rsurface.entityskeletaltransform3x4size = 0;
8795 rsurface.entityskeletalnumtransforms = 0;
8796 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8797 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8798 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8799 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8802 rsurface.modelvertex3f = (float *)vertex3f;
8803 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8804 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8805 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8807 else if (wantnormals)
8809 rsurface.modelvertex3f = (float *)vertex3f;
8810 rsurface.modelsvector3f = NULL;
8811 rsurface.modeltvector3f = NULL;
8812 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8816 rsurface.modelvertex3f = (float *)vertex3f;
8817 rsurface.modelsvector3f = NULL;
8818 rsurface.modeltvector3f = NULL;
8819 rsurface.modelnormal3f = NULL;
8821 rsurface.modelvertexmesh = NULL;
8822 rsurface.modelvertexmeshbuffer = NULL;
8823 rsurface.modelvertex3fbuffer = NULL;
8824 rsurface.modelvertex3f_vertexbuffer = 0;
8825 rsurface.modelvertex3f_bufferoffset = 0;
8826 rsurface.modelsvector3f_vertexbuffer = 0;
8827 rsurface.modelsvector3f_bufferoffset = 0;
8828 rsurface.modeltvector3f_vertexbuffer = 0;
8829 rsurface.modeltvector3f_bufferoffset = 0;
8830 rsurface.modelnormal3f_vertexbuffer = 0;
8831 rsurface.modelnormal3f_bufferoffset = 0;
8832 rsurface.modelgeneratedvertex = true;
8833 rsurface.modellightmapcolor4f = (float *)color4f;
8834 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8835 rsurface.modellightmapcolor4f_bufferoffset = 0;
8836 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8837 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8838 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8839 rsurface.modeltexcoordlightmap2f = NULL;
8840 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8841 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8842 rsurface.modelskeletalindex4ub = NULL;
8843 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8844 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8845 rsurface.modelskeletalweight4ub = NULL;
8846 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8847 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8848 rsurface.modelelement3i = (int *)element3i;
8849 rsurface.modelelement3i_indexbuffer = NULL;
8850 rsurface.modelelement3i_bufferoffset = 0;
8851 rsurface.modelelement3s = (unsigned short *)element3s;
8852 rsurface.modelelement3s_indexbuffer = NULL;
8853 rsurface.modelelement3s_bufferoffset = 0;
8854 rsurface.modellightmapoffsets = NULL;
8855 rsurface.modelsurfaces = NULL;
8856 rsurface.batchgeneratedvertex = false;
8857 rsurface.batchfirstvertex = 0;
8858 rsurface.batchnumvertices = 0;
8859 rsurface.batchfirsttriangle = 0;
8860 rsurface.batchnumtriangles = 0;
8861 rsurface.batchvertex3f = NULL;
8862 rsurface.batchvertex3f_vertexbuffer = NULL;
8863 rsurface.batchvertex3f_bufferoffset = 0;
8864 rsurface.batchsvector3f = NULL;
8865 rsurface.batchsvector3f_vertexbuffer = NULL;
8866 rsurface.batchsvector3f_bufferoffset = 0;
8867 rsurface.batchtvector3f = NULL;
8868 rsurface.batchtvector3f_vertexbuffer = NULL;
8869 rsurface.batchtvector3f_bufferoffset = 0;
8870 rsurface.batchnormal3f = NULL;
8871 rsurface.batchnormal3f_vertexbuffer = NULL;
8872 rsurface.batchnormal3f_bufferoffset = 0;
8873 rsurface.batchlightmapcolor4f = NULL;
8874 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8875 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8876 rsurface.batchtexcoordtexture2f = NULL;
8877 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8878 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8879 rsurface.batchtexcoordlightmap2f = NULL;
8880 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8881 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8882 rsurface.batchskeletalindex4ub = NULL;
8883 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8884 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8885 rsurface.batchskeletalweight4ub = NULL;
8886 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8887 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8888 rsurface.batchvertexmesh = NULL;
8889 rsurface.batchvertexmeshbuffer = NULL;
8890 rsurface.batchvertex3fbuffer = NULL;
8891 rsurface.batchelement3i = NULL;
8892 rsurface.batchelement3i_indexbuffer = NULL;
8893 rsurface.batchelement3i_bufferoffset = 0;
8894 rsurface.batchelement3s = NULL;
8895 rsurface.batchelement3s_indexbuffer = NULL;
8896 rsurface.batchelement3s_bufferoffset = 0;
8897 rsurface.passcolor4f = NULL;
8898 rsurface.passcolor4f_vertexbuffer = NULL;
8899 rsurface.passcolor4f_bufferoffset = 0;
8900 rsurface.forcecurrenttextureupdate = true;
8902 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8904 if ((wantnormals || wanttangents) && !normal3f)
8906 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8907 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8909 if (wanttangents && !svector3f)
8911 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8912 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8913 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8918 float RSurf_FogPoint(const float *v)
8920 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8921 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8922 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8923 float FogHeightFade = r_refdef.fogheightfade;
8925 unsigned int fogmasktableindex;
8926 if (r_refdef.fogplaneviewabove)
8927 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8929 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8930 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8931 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8934 float RSurf_FogVertex(const float *v)
8936 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8937 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8938 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8939 float FogHeightFade = rsurface.fogheightfade;
8941 unsigned int fogmasktableindex;
8942 if (r_refdef.fogplaneviewabove)
8943 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8945 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8946 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8947 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8950 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8953 for (i = 0;i < numelements;i++)
8954 outelement3i[i] = inelement3i[i] + adjust;
8957 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8958 extern cvar_t gl_vbo;
8959 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8967 int surfacefirsttriangle;
8968 int surfacenumtriangles;
8969 int surfacefirstvertex;
8970 int surfaceendvertex;
8971 int surfacenumvertices;
8972 int batchnumsurfaces = texturenumsurfaces;
8973 int batchnumvertices;
8974 int batchnumtriangles;
8978 qboolean dynamicvertex;
8982 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8985 q3shaderinfo_deform_t *deform;
8986 const msurface_t *surface, *firstsurface;
8987 r_vertexmesh_t *vertexmesh;
8988 if (!texturenumsurfaces)
8990 // find vertex range of this surface batch
8992 firstsurface = texturesurfacelist[0];
8993 firsttriangle = firstsurface->num_firsttriangle;
8994 batchnumvertices = 0;
8995 batchnumtriangles = 0;
8996 firstvertex = endvertex = firstsurface->num_firstvertex;
8997 for (i = 0;i < texturenumsurfaces;i++)
8999 surface = texturesurfacelist[i];
9000 if (surface != firstsurface + i)
9002 surfacefirstvertex = surface->num_firstvertex;
9003 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9004 surfacenumvertices = surface->num_vertices;
9005 surfacenumtriangles = surface->num_triangles;
9006 if (firstvertex > surfacefirstvertex)
9007 firstvertex = surfacefirstvertex;
9008 if (endvertex < surfaceendvertex)
9009 endvertex = surfaceendvertex;
9010 batchnumvertices += surfacenumvertices;
9011 batchnumtriangles += surfacenumtriangles;
9014 r_refdef.stats[r_stat_batch_batches]++;
9016 r_refdef.stats[r_stat_batch_withgaps]++;
9017 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9018 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9019 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9021 // we now know the vertex range used, and if there are any gaps in it
9022 rsurface.batchfirstvertex = firstvertex;
9023 rsurface.batchnumvertices = endvertex - firstvertex;
9024 rsurface.batchfirsttriangle = firsttriangle;
9025 rsurface.batchnumtriangles = batchnumtriangles;
9027 // this variable holds flags for which properties have been updated that
9028 // may require regenerating vertexmesh array...
9031 // check if any dynamic vertex processing must occur
9032 dynamicvertex = false;
9034 // a cvar to force the dynamic vertex path to be taken, for debugging
9035 if (r_batch_debugdynamicvertexpath.integer)
9039 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9040 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9041 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9042 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9044 dynamicvertex = true;
9047 // if there is a chance of animated vertex colors, it's a dynamic batch
9048 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9052 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9053 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9054 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9055 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9057 dynamicvertex = true;
9058 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9061 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9063 switch (deform->deform)
9066 case Q3DEFORM_PROJECTIONSHADOW:
9067 case Q3DEFORM_TEXT0:
9068 case Q3DEFORM_TEXT1:
9069 case Q3DEFORM_TEXT2:
9070 case Q3DEFORM_TEXT3:
9071 case Q3DEFORM_TEXT4:
9072 case Q3DEFORM_TEXT5:
9073 case Q3DEFORM_TEXT6:
9074 case Q3DEFORM_TEXT7:
9077 case Q3DEFORM_AUTOSPRITE:
9080 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9081 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9082 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9083 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9085 dynamicvertex = true;
9086 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9087 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9089 case Q3DEFORM_AUTOSPRITE2:
9092 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9093 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9094 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9095 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9097 dynamicvertex = true;
9098 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9099 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9101 case Q3DEFORM_NORMAL:
9104 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9105 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9106 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9107 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9109 dynamicvertex = true;
9110 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9111 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9114 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9115 break; // if wavefunc is a nop, ignore this transform
9118 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9119 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9120 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9121 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9123 dynamicvertex = true;
9124 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9125 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9127 case Q3DEFORM_BULGE:
9130 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9131 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9132 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9133 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9135 dynamicvertex = true;
9136 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9137 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9140 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9141 break; // if wavefunc is a nop, ignore this transform
9144 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9145 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9146 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9147 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9149 dynamicvertex = true;
9150 batchneed |= BATCHNEED_ARRAY_VERTEX;
9151 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9155 switch(rsurface.texture->tcgen.tcgen)
9158 case Q3TCGEN_TEXTURE:
9160 case Q3TCGEN_LIGHTMAP:
9163 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9164 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9165 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9166 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9168 dynamicvertex = true;
9169 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9170 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9172 case Q3TCGEN_VECTOR:
9175 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9176 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9177 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9178 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9180 dynamicvertex = true;
9181 batchneed |= BATCHNEED_ARRAY_VERTEX;
9182 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9184 case Q3TCGEN_ENVIRONMENT:
9187 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9188 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9189 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9190 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9192 dynamicvertex = true;
9193 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9194 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9197 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9201 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9202 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9203 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9204 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9206 dynamicvertex = true;
9207 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9208 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9211 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9215 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9216 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9217 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9218 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9220 dynamicvertex = true;
9221 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9224 // when the model data has no vertex buffer (dynamic mesh), we need to
9226 if (vid.useinterleavedarrays && !rsurface.modelvertexmeshbuffer)
9227 batchneed |= BATCHNEED_NOGAPS;
9229 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9230 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9231 // we ensure this by treating the vertex batch as dynamic...
9232 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9236 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9237 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9238 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9239 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9241 dynamicvertex = true;
9246 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9247 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9248 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9249 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9250 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9251 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9252 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9253 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9256 // if needsupdate, we have to do a dynamic vertex batch for sure
9257 if (needsupdate & batchneed)
9261 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9262 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9263 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9264 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9266 dynamicvertex = true;
9269 // see if we need to build vertexmesh from arrays
9270 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9274 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9275 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9276 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9277 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9279 dynamicvertex = true;
9282 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9283 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9284 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9286 rsurface.batchvertex3f = rsurface.modelvertex3f;
9287 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9288 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9289 rsurface.batchsvector3f = rsurface.modelsvector3f;
9290 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9291 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9292 rsurface.batchtvector3f = rsurface.modeltvector3f;
9293 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9294 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9295 rsurface.batchnormal3f = rsurface.modelnormal3f;
9296 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9297 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9298 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9299 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9300 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9301 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9302 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9303 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9304 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9305 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9306 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9307 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9308 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9309 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9310 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9311 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9312 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9313 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
9314 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9315 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
9316 rsurface.batchelement3i = rsurface.modelelement3i;
9317 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9318 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9319 rsurface.batchelement3s = rsurface.modelelement3s;
9320 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9321 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9322 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9323 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9324 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9325 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9326 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9328 // if any dynamic vertex processing has to occur in software, we copy the
9329 // entire surface list together before processing to rebase the vertices
9330 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9332 // if any gaps exist and we do not have a static vertex buffer, we have to
9333 // copy the surface list together to avoid wasting upload bandwidth on the
9334 // vertices in the gaps.
9336 // if gaps exist and we have a static vertex buffer, we can choose whether
9337 // to combine the index buffer ranges into one dynamic index buffer or
9338 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9340 // in many cases the batch is reduced to one draw call.
9342 rsurface.batchmultidraw = false;
9343 rsurface.batchmultidrawnumsurfaces = 0;
9344 rsurface.batchmultidrawsurfacelist = NULL;
9348 // static vertex data, just set pointers...
9349 rsurface.batchgeneratedvertex = false;
9350 // if there are gaps, we want to build a combined index buffer,
9351 // otherwise use the original static buffer with an appropriate offset
9354 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9355 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9356 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9357 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9358 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9360 rsurface.batchmultidraw = true;
9361 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9362 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9365 // build a new triangle elements array for this batch
9366 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9367 rsurface.batchfirsttriangle = 0;
9369 for (i = 0;i < texturenumsurfaces;i++)
9371 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9372 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9373 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9374 numtriangles += surfacenumtriangles;
9376 rsurface.batchelement3i_indexbuffer = NULL;
9377 rsurface.batchelement3i_bufferoffset = 0;
9378 rsurface.batchelement3s = NULL;
9379 rsurface.batchelement3s_indexbuffer = NULL;
9380 rsurface.batchelement3s_bufferoffset = 0;
9381 if (endvertex <= 65536)
9383 // make a 16bit (unsigned short) index array if possible
9384 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9385 for (i = 0;i < numtriangles*3;i++)
9386 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9391 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9392 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9393 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9394 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9399 // something needs software processing, do it for real...
9400 // we only directly handle separate array data in this case and then
9401 // generate interleaved data if needed...
9402 rsurface.batchgeneratedvertex = true;
9403 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9404 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9405 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9406 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9408 // now copy the vertex data into a combined array and make an index array
9409 // (this is what Quake3 does all the time)
9410 // we also apply any skeletal animation here that would have been done in
9411 // the vertex shader, because most of the dynamic vertex animation cases
9412 // need actual vertex positions and normals
9413 //if (dynamicvertex)
9415 rsurface.batchvertex3fbuffer = NULL;
9416 rsurface.batchvertexmesh = NULL;
9417 rsurface.batchvertexmeshbuffer = NULL;
9418 rsurface.batchvertex3f = NULL;
9419 rsurface.batchvertex3f_vertexbuffer = NULL;
9420 rsurface.batchvertex3f_bufferoffset = 0;
9421 rsurface.batchsvector3f = NULL;
9422 rsurface.batchsvector3f_vertexbuffer = NULL;
9423 rsurface.batchsvector3f_bufferoffset = 0;
9424 rsurface.batchtvector3f = NULL;
9425 rsurface.batchtvector3f_vertexbuffer = NULL;
9426 rsurface.batchtvector3f_bufferoffset = 0;
9427 rsurface.batchnormal3f = NULL;
9428 rsurface.batchnormal3f_vertexbuffer = NULL;
9429 rsurface.batchnormal3f_bufferoffset = 0;
9430 rsurface.batchlightmapcolor4f = NULL;
9431 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9432 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9433 rsurface.batchtexcoordtexture2f = NULL;
9434 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9435 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9436 rsurface.batchtexcoordlightmap2f = NULL;
9437 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9438 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9439 rsurface.batchskeletalindex4ub = NULL;
9440 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9441 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9442 rsurface.batchskeletalweight4ub = NULL;
9443 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9444 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9445 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9446 rsurface.batchelement3i_indexbuffer = NULL;
9447 rsurface.batchelement3i_bufferoffset = 0;
9448 rsurface.batchelement3s = NULL;
9449 rsurface.batchelement3s_indexbuffer = NULL;
9450 rsurface.batchelement3s_bufferoffset = 0;
9451 rsurface.batchskeletaltransform3x4buffer = NULL;
9452 rsurface.batchskeletaltransform3x4offset = 0;
9453 rsurface.batchskeletaltransform3x4size = 0;
9454 // we'll only be setting up certain arrays as needed
9455 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9456 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9457 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9458 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9459 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9460 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9461 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9463 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9464 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9466 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9467 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9468 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9469 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9470 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9471 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9472 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9474 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9475 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9479 for (i = 0;i < texturenumsurfaces;i++)
9481 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9482 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9483 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9484 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9485 // copy only the data requested
9486 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9487 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9488 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9490 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9492 if (rsurface.batchvertex3f)
9493 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9495 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9497 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9499 if (rsurface.modelnormal3f)
9500 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9502 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9504 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9506 if (rsurface.modelsvector3f)
9508 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9509 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9513 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9514 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9517 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9519 if (rsurface.modellightmapcolor4f)
9520 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9522 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9524 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9526 if (rsurface.modeltexcoordtexture2f)
9527 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9529 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9531 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9533 if (rsurface.modeltexcoordlightmap2f)
9534 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9536 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9538 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9540 if (rsurface.modelskeletalindex4ub)
9542 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9543 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9547 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9548 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9549 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9550 for (j = 0;j < surfacenumvertices;j++)
9555 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9556 numvertices += surfacenumvertices;
9557 numtriangles += surfacenumtriangles;
9560 // generate a 16bit index array as well if possible
9561 // (in general, dynamic batches fit)
9562 if (numvertices <= 65536)
9564 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9565 for (i = 0;i < numtriangles*3;i++)
9566 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9569 // since we've copied everything, the batch now starts at 0
9570 rsurface.batchfirstvertex = 0;
9571 rsurface.batchnumvertices = batchnumvertices;
9572 rsurface.batchfirsttriangle = 0;
9573 rsurface.batchnumtriangles = batchnumtriangles;
9576 // apply skeletal animation that would have been done in the vertex shader
9577 if (rsurface.batchskeletaltransform3x4)
9579 const unsigned char *si;
9580 const unsigned char *sw;
9582 const float *b = rsurface.batchskeletaltransform3x4;
9583 float *vp, *vs, *vt, *vn;
9585 float m[3][4], n[3][4];
9586 float tp[3], ts[3], tt[3], tn[3];
9587 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9588 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9589 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9590 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9591 si = rsurface.batchskeletalindex4ub;
9592 sw = rsurface.batchskeletalweight4ub;
9593 vp = rsurface.batchvertex3f;
9594 vs = rsurface.batchsvector3f;
9595 vt = rsurface.batchtvector3f;
9596 vn = rsurface.batchnormal3f;
9597 memset(m[0], 0, sizeof(m));
9598 memset(n[0], 0, sizeof(n));
9599 for (i = 0;i < batchnumvertices;i++)
9601 t[0] = b + si[0]*12;
9604 // common case - only one matrix
9618 else if (sw[2] + sw[3])
9621 t[1] = b + si[1]*12;
9622 t[2] = b + si[2]*12;
9623 t[3] = b + si[3]*12;
9624 w[0] = sw[0] * (1.0f / 255.0f);
9625 w[1] = sw[1] * (1.0f / 255.0f);
9626 w[2] = sw[2] * (1.0f / 255.0f);
9627 w[3] = sw[3] * (1.0f / 255.0f);
9628 // blend the matrices
9629 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9630 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9631 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9632 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9633 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9634 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9635 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9636 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9637 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9638 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9639 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9640 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9645 t[1] = b + si[1]*12;
9646 w[0] = sw[0] * (1.0f / 255.0f);
9647 w[1] = sw[1] * (1.0f / 255.0f);
9648 // blend the matrices
9649 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9650 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9651 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9652 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9653 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9654 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9655 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9656 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9657 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9658 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9659 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9660 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9664 // modify the vertex
9666 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9667 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9668 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9672 // the normal transformation matrix is a set of cross products...
9673 CrossProduct(m[1], m[2], n[0]);
9674 CrossProduct(m[2], m[0], n[1]);
9675 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9677 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9678 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9679 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9680 VectorNormalize(vn);
9685 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9686 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9687 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9688 VectorNormalize(vs);
9691 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9692 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9693 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9694 VectorNormalize(vt);
9699 rsurface.batchskeletaltransform3x4 = NULL;
9700 rsurface.batchskeletalnumtransforms = 0;
9703 // q1bsp surfaces rendered in vertex color mode have to have colors
9704 // calculated based on lightstyles
9705 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9707 // generate color arrays for the surfaces in this list
9712 const unsigned char *lm;
9713 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9714 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9715 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9717 for (i = 0;i < texturenumsurfaces;i++)
9719 surface = texturesurfacelist[i];
9720 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9721 surfacenumvertices = surface->num_vertices;
9722 if (surface->lightmapinfo->samples)
9724 for (j = 0;j < surfacenumvertices;j++)
9726 lm = surface->lightmapinfo->samples + offsets[j];
9727 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9728 VectorScale(lm, scale, c);
9729 if (surface->lightmapinfo->styles[1] != 255)
9731 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9733 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9734 VectorMA(c, scale, lm, c);
9735 if (surface->lightmapinfo->styles[2] != 255)
9738 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9739 VectorMA(c, scale, lm, c);
9740 if (surface->lightmapinfo->styles[3] != 255)
9743 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9744 VectorMA(c, scale, lm, c);
9751 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);
9757 for (j = 0;j < surfacenumvertices;j++)
9759 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9766 // if vertices are deformed (sprite flares and things in maps, possibly
9767 // water waves, bulges and other deformations), modify the copied vertices
9769 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9771 switch (deform->deform)
9774 case Q3DEFORM_PROJECTIONSHADOW:
9775 case Q3DEFORM_TEXT0:
9776 case Q3DEFORM_TEXT1:
9777 case Q3DEFORM_TEXT2:
9778 case Q3DEFORM_TEXT3:
9779 case Q3DEFORM_TEXT4:
9780 case Q3DEFORM_TEXT5:
9781 case Q3DEFORM_TEXT6:
9782 case Q3DEFORM_TEXT7:
9785 case Q3DEFORM_AUTOSPRITE:
9786 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9787 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9788 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9789 VectorNormalize(newforward);
9790 VectorNormalize(newright);
9791 VectorNormalize(newup);
9792 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9793 // rsurface.batchvertex3f_vertexbuffer = NULL;
9794 // rsurface.batchvertex3f_bufferoffset = 0;
9795 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9796 // rsurface.batchsvector3f_vertexbuffer = NULL;
9797 // rsurface.batchsvector3f_bufferoffset = 0;
9798 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9799 // rsurface.batchtvector3f_vertexbuffer = NULL;
9800 // rsurface.batchtvector3f_bufferoffset = 0;
9801 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9802 // rsurface.batchnormal3f_vertexbuffer = NULL;
9803 // rsurface.batchnormal3f_bufferoffset = 0;
9804 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9805 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9806 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9807 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9808 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);
9809 // a single autosprite surface can contain multiple sprites...
9810 for (j = 0;j < batchnumvertices - 3;j += 4)
9812 VectorClear(center);
9813 for (i = 0;i < 4;i++)
9814 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9815 VectorScale(center, 0.25f, center);
9816 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9817 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9818 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9819 for (i = 0;i < 4;i++)
9821 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9822 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9825 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9826 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9827 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);
9829 case Q3DEFORM_AUTOSPRITE2:
9830 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9831 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9832 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9833 VectorNormalize(newforward);
9834 VectorNormalize(newright);
9835 VectorNormalize(newup);
9836 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9837 // rsurface.batchvertex3f_vertexbuffer = NULL;
9838 // rsurface.batchvertex3f_bufferoffset = 0;
9840 const float *v1, *v2;
9850 memset(shortest, 0, sizeof(shortest));
9851 // a single autosprite surface can contain multiple sprites...
9852 for (j = 0;j < batchnumvertices - 3;j += 4)
9854 VectorClear(center);
9855 for (i = 0;i < 4;i++)
9856 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9857 VectorScale(center, 0.25f, center);
9858 // find the two shortest edges, then use them to define the
9859 // axis vectors for rotating around the central axis
9860 for (i = 0;i < 6;i++)
9862 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9863 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9864 l = VectorDistance2(v1, v2);
9865 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9867 l += (1.0f / 1024.0f);
9868 if (shortest[0].length2 > l || i == 0)
9870 shortest[1] = shortest[0];
9871 shortest[0].length2 = l;
9872 shortest[0].v1 = v1;
9873 shortest[0].v2 = v2;
9875 else if (shortest[1].length2 > l || i == 1)
9877 shortest[1].length2 = l;
9878 shortest[1].v1 = v1;
9879 shortest[1].v2 = v2;
9882 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9883 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9884 // this calculates the right vector from the shortest edge
9885 // and the up vector from the edge midpoints
9886 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9887 VectorNormalize(right);
9888 VectorSubtract(end, start, up);
9889 VectorNormalize(up);
9890 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9891 VectorSubtract(rsurface.localvieworigin, center, forward);
9892 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9893 VectorNegate(forward, forward);
9894 VectorReflect(forward, 0, up, forward);
9895 VectorNormalize(forward);
9896 CrossProduct(up, forward, newright);
9897 VectorNormalize(newright);
9898 // rotate the quad around the up axis vector, this is made
9899 // especially easy by the fact we know the quad is flat,
9900 // so we only have to subtract the center position and
9901 // measure distance along the right vector, and then
9902 // multiply that by the newright vector and add back the
9904 // we also need to subtract the old position to undo the
9905 // displacement from the center, which we do with a
9906 // DotProduct, the subtraction/addition of center is also
9907 // optimized into DotProducts here
9908 l = DotProduct(right, center);
9909 for (i = 0;i < 4;i++)
9911 v1 = rsurface.batchvertex3f + 3*(j+i);
9912 f = DotProduct(right, v1) - l;
9913 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9917 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9919 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9920 // rsurface.batchnormal3f_vertexbuffer = NULL;
9921 // rsurface.batchnormal3f_bufferoffset = 0;
9922 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9924 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9926 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9927 // rsurface.batchsvector3f_vertexbuffer = NULL;
9928 // rsurface.batchsvector3f_bufferoffset = 0;
9929 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9930 // rsurface.batchtvector3f_vertexbuffer = NULL;
9931 // rsurface.batchtvector3f_bufferoffset = 0;
9932 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);
9935 case Q3DEFORM_NORMAL:
9936 // deform the normals to make reflections wavey
9937 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9938 rsurface.batchnormal3f_vertexbuffer = NULL;
9939 rsurface.batchnormal3f_bufferoffset = 0;
9940 for (j = 0;j < batchnumvertices;j++)
9943 float *normal = rsurface.batchnormal3f + 3*j;
9944 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9945 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9946 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9947 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9948 VectorNormalize(normal);
9950 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9952 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9953 // rsurface.batchsvector3f_vertexbuffer = NULL;
9954 // rsurface.batchsvector3f_bufferoffset = 0;
9955 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9956 // rsurface.batchtvector3f_vertexbuffer = NULL;
9957 // rsurface.batchtvector3f_bufferoffset = 0;
9958 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);
9962 // deform vertex array to make wavey water and flags and such
9963 waveparms[0] = deform->waveparms[0];
9964 waveparms[1] = deform->waveparms[1];
9965 waveparms[2] = deform->waveparms[2];
9966 waveparms[3] = deform->waveparms[3];
9967 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9968 break; // if wavefunc is a nop, don't make a dynamic vertex array
9969 // this is how a divisor of vertex influence on deformation
9970 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9971 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9972 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9973 // rsurface.batchvertex3f_vertexbuffer = NULL;
9974 // rsurface.batchvertex3f_bufferoffset = 0;
9975 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9976 // rsurface.batchnormal3f_vertexbuffer = NULL;
9977 // rsurface.batchnormal3f_bufferoffset = 0;
9978 for (j = 0;j < batchnumvertices;j++)
9980 // if the wavefunc depends on time, evaluate it per-vertex
9983 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9984 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9986 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9988 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9989 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9990 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9992 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9993 // rsurface.batchsvector3f_vertexbuffer = NULL;
9994 // rsurface.batchsvector3f_bufferoffset = 0;
9995 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9996 // rsurface.batchtvector3f_vertexbuffer = NULL;
9997 // rsurface.batchtvector3f_bufferoffset = 0;
9998 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);
10001 case Q3DEFORM_BULGE:
10002 // deform vertex array to make the surface have moving bulges
10003 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10004 // rsurface.batchvertex3f_vertexbuffer = NULL;
10005 // rsurface.batchvertex3f_bufferoffset = 0;
10006 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10007 // rsurface.batchnormal3f_vertexbuffer = NULL;
10008 // rsurface.batchnormal3f_bufferoffset = 0;
10009 for (j = 0;j < batchnumvertices;j++)
10011 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10012 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10014 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10015 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10016 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10018 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10019 // rsurface.batchsvector3f_vertexbuffer = NULL;
10020 // rsurface.batchsvector3f_bufferoffset = 0;
10021 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10022 // rsurface.batchtvector3f_vertexbuffer = NULL;
10023 // rsurface.batchtvector3f_bufferoffset = 0;
10024 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);
10027 case Q3DEFORM_MOVE:
10028 // deform vertex array
10029 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10030 break; // if wavefunc is a nop, don't make a dynamic vertex array
10031 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10032 VectorScale(deform->parms, scale, waveparms);
10033 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10034 // rsurface.batchvertex3f_vertexbuffer = NULL;
10035 // rsurface.batchvertex3f_bufferoffset = 0;
10036 for (j = 0;j < batchnumvertices;j++)
10037 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10042 // generate texcoords based on the chosen texcoord source
10043 switch(rsurface.texture->tcgen.tcgen)
10046 case Q3TCGEN_TEXTURE:
10048 case Q3TCGEN_LIGHTMAP:
10049 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10050 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10051 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10052 if (rsurface.batchtexcoordlightmap2f)
10053 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
10055 case Q3TCGEN_VECTOR:
10056 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10057 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10058 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10059 for (j = 0;j < batchnumvertices;j++)
10061 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10062 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10065 case Q3TCGEN_ENVIRONMENT:
10066 // make environment reflections using a spheremap
10067 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10068 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10069 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10070 for (j = 0;j < batchnumvertices;j++)
10072 // identical to Q3A's method, but executed in worldspace so
10073 // carried models can be shiny too
10075 float viewer[3], d, reflected[3], worldreflected[3];
10077 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10078 // VectorNormalize(viewer);
10080 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10082 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10083 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10084 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10085 // note: this is proportinal to viewer, so we can normalize later
10087 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10088 VectorNormalize(worldreflected);
10090 // note: this sphere map only uses world x and z!
10091 // so positive and negative y will LOOK THE SAME.
10092 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10093 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10097 // the only tcmod that needs software vertex processing is turbulent, so
10098 // check for it here and apply the changes if needed
10099 // and we only support that as the first one
10100 // (handling a mixture of turbulent and other tcmods would be problematic
10101 // without punting it entirely to a software path)
10102 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10104 amplitude = rsurface.texture->tcmods[0].parms[1];
10105 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10106 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10107 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10108 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10109 for (j = 0;j < batchnumvertices;j++)
10111 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);
10112 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10116 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10118 // convert the modified arrays to vertex structs
10119 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10120 // rsurface.batchvertexmeshbuffer = NULL;
10121 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10122 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10123 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10124 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10125 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10126 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10127 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10129 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10131 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10132 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10135 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10136 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10137 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10138 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10139 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10140 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10141 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10142 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10143 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10144 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10146 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10148 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10149 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10155 void RSurf_DrawBatch(void)
10157 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10158 // through the pipeline, killing it earlier in the pipeline would have
10159 // per-surface overhead rather than per-batch overhead, so it's best to
10160 // reject it here, before it hits glDraw.
10161 if (rsurface.batchnumtriangles == 0)
10164 // batch debugging code
10165 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10171 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10172 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10175 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10177 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10179 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10180 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);
10187 if (rsurface.batchmultidraw)
10189 // issue multiple draws rather than copying index data
10190 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10191 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10192 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10193 for (i = 0;i < numsurfaces;)
10195 // combine consecutive surfaces as one draw
10196 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10197 if (surfacelist[j] != surfacelist[k] + 1)
10199 firstvertex = surfacelist[i]->num_firstvertex;
10200 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10201 firsttriangle = surfacelist[i]->num_firsttriangle;
10202 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10203 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10209 // there is only one consecutive run of index data (may have been combined)
10210 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);
10214 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10216 // pick the closest matching water plane
10217 int planeindex, vertexindex, bestplaneindex = -1;
10221 r_waterstate_waterplane_t *p;
10222 qboolean prepared = false;
10224 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10226 if(p->camera_entity != rsurface.texture->camera_entity)
10231 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10233 if(rsurface.batchnumvertices == 0)
10236 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10238 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10239 d += fabs(PlaneDiff(vert, &p->plane));
10241 if (bestd > d || bestplaneindex < 0)
10244 bestplaneindex = planeindex;
10247 return bestplaneindex;
10248 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10249 // this situation though, as it might be better to render single larger
10250 // batches with useless stuff (backface culled for example) than to
10251 // render multiple smaller batches
10254 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10257 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10258 rsurface.passcolor4f_vertexbuffer = 0;
10259 rsurface.passcolor4f_bufferoffset = 0;
10260 for (i = 0;i < rsurface.batchnumvertices;i++)
10261 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10264 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10271 if (rsurface.passcolor4f)
10273 // generate color arrays
10274 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10275 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10276 rsurface.passcolor4f_vertexbuffer = 0;
10277 rsurface.passcolor4f_bufferoffset = 0;
10278 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)
10280 f = RSurf_FogVertex(v);
10289 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10290 rsurface.passcolor4f_vertexbuffer = 0;
10291 rsurface.passcolor4f_bufferoffset = 0;
10292 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10294 f = RSurf_FogVertex(v);
10303 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10310 if (!rsurface.passcolor4f)
10312 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10313 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10314 rsurface.passcolor4f_vertexbuffer = 0;
10315 rsurface.passcolor4f_bufferoffset = 0;
10316 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)
10318 f = RSurf_FogVertex(v);
10319 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10320 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10321 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10326 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10331 if (!rsurface.passcolor4f)
10333 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10334 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10335 rsurface.passcolor4f_vertexbuffer = 0;
10336 rsurface.passcolor4f_bufferoffset = 0;
10337 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10346 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10351 if (!rsurface.passcolor4f)
10353 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10354 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10355 rsurface.passcolor4f_vertexbuffer = 0;
10356 rsurface.passcolor4f_bufferoffset = 0;
10357 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10359 c2[0] = c[0] + r_refdef.scene.ambient;
10360 c2[1] = c[1] + r_refdef.scene.ambient;
10361 c2[2] = c[2] + r_refdef.scene.ambient;
10366 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10369 rsurface.passcolor4f = NULL;
10370 rsurface.passcolor4f_vertexbuffer = 0;
10371 rsurface.passcolor4f_bufferoffset = 0;
10372 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10373 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10374 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10375 GL_Color(r, g, b, a);
10376 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10377 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10378 R_Mesh_TexMatrix(0, NULL);
10382 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10384 // TODO: optimize applyfog && applycolor case
10385 // just apply fog if necessary, and tint the fog color array if necessary
10386 rsurface.passcolor4f = NULL;
10387 rsurface.passcolor4f_vertexbuffer = 0;
10388 rsurface.passcolor4f_bufferoffset = 0;
10389 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10390 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10391 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10392 GL_Color(r, g, b, a);
10396 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10399 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10400 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10401 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10402 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10403 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10404 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10405 GL_Color(r, g, b, a);
10409 static void RSurf_DrawBatch_GL11_ClampColor(void)
10414 if (!rsurface.passcolor4f)
10416 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10418 c2[0] = bound(0.0f, c1[0], 1.0f);
10419 c2[1] = bound(0.0f, c1[1], 1.0f);
10420 c2[2] = bound(0.0f, c1[2], 1.0f);
10421 c2[3] = bound(0.0f, c1[3], 1.0f);
10425 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10435 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10436 rsurface.passcolor4f_vertexbuffer = 0;
10437 rsurface.passcolor4f_bufferoffset = 0;
10438 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)
10440 f = -DotProduct(r_refdef.view.forward, n);
10442 f = f * 0.85 + 0.15; // work around so stuff won't get black
10443 f *= r_refdef.lightmapintensity;
10444 Vector4Set(c, f, f, f, 1);
10448 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10450 RSurf_DrawBatch_GL11_ApplyFakeLight();
10451 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10452 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10453 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10454 GL_Color(r, g, b, a);
10458 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10466 vec3_t ambientcolor;
10467 vec3_t diffusecolor;
10471 VectorCopy(rsurface.modellight_lightdir, lightdir);
10472 f = 0.5f * r_refdef.lightmapintensity;
10473 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10474 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10475 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10476 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10477 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10478 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10480 if (VectorLength2(diffusecolor) > 0)
10482 // q3-style directional shading
10483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10484 rsurface.passcolor4f_vertexbuffer = 0;
10485 rsurface.passcolor4f_bufferoffset = 0;
10486 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)
10488 if ((f = DotProduct(n, lightdir)) > 0)
10489 VectorMA(ambientcolor, f, diffusecolor, c);
10491 VectorCopy(ambientcolor, c);
10498 *applycolor = false;
10502 *r = ambientcolor[0];
10503 *g = ambientcolor[1];
10504 *b = ambientcolor[2];
10505 rsurface.passcolor4f = NULL;
10506 rsurface.passcolor4f_vertexbuffer = 0;
10507 rsurface.passcolor4f_bufferoffset = 0;
10511 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10513 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10514 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10515 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10516 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10517 GL_Color(r, g, b, a);
10521 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10529 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10530 rsurface.passcolor4f_vertexbuffer = 0;
10531 rsurface.passcolor4f_bufferoffset = 0;
10533 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10535 f = 1 - RSurf_FogVertex(v);
10543 void RSurf_SetupDepthAndCulling(void)
10545 // submodels are biased to avoid z-fighting with world surfaces that they
10546 // may be exactly overlapping (avoids z-fighting artifacts on certain
10547 // doors and things in Quake maps)
10548 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10549 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10550 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10551 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10554 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10556 // transparent sky would be ridiculous
10557 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10559 R_SetupShader_Generic_NoTexture(false, false);
10560 skyrenderlater = true;
10561 RSurf_SetupDepthAndCulling();
10562 GL_DepthMask(true);
10563 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10564 // skymasking on them, and Quake3 never did sky masking (unlike
10565 // software Quake and software Quake2), so disable the sky masking
10566 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10567 // and skymasking also looks very bad when noclipping outside the
10568 // level, so don't use it then either.
10569 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10571 R_Mesh_ResetTextureState();
10572 if (skyrendermasked)
10574 R_SetupShader_DepthOrShadow(false, false, false);
10575 // depth-only (masking)
10576 GL_ColorMask(0,0,0,0);
10577 // just to make sure that braindead drivers don't draw
10578 // anything despite that colormask...
10579 GL_BlendFunc(GL_ZERO, GL_ONE);
10580 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10581 if (rsurface.batchvertex3fbuffer)
10582 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10584 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10588 R_SetupShader_Generic_NoTexture(false, false);
10590 GL_BlendFunc(GL_ONE, GL_ZERO);
10591 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10592 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10593 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10596 if (skyrendermasked)
10597 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10599 R_Mesh_ResetTextureState();
10600 GL_Color(1, 1, 1, 1);
10603 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10604 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10605 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10607 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10611 // render screenspace normalmap to texture
10612 GL_DepthMask(true);
10613 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10618 // bind lightmap texture
10620 // water/refraction/reflection/camera surfaces have to be handled specially
10621 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10623 int start, end, startplaneindex;
10624 for (start = 0;start < texturenumsurfaces;start = end)
10626 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10627 if(startplaneindex < 0)
10629 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10630 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10634 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10636 // now that we have a batch using the same planeindex, render it
10637 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10639 // render water or distortion background
10640 GL_DepthMask(true);
10641 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);
10643 // blend surface on top
10644 GL_DepthMask(false);
10645 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10648 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10650 // render surface with reflection texture as input
10651 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10652 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);
10659 // render surface batch normally
10660 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10661 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);
10665 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10667 // OpenGL 1.3 path - anything not completely ancient
10668 qboolean applycolor;
10671 const texturelayer_t *layer;
10672 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);
10673 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10675 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10678 int layertexrgbscale;
10679 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10681 if (layerindex == 0)
10682 GL_AlphaTest(true);
10685 GL_AlphaTest(false);
10686 GL_DepthFunc(GL_EQUAL);
10689 GL_DepthMask(layer->depthmask && writedepth);
10690 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10691 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10693 layertexrgbscale = 4;
10694 VectorScale(layer->color, 0.25f, layercolor);
10696 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10698 layertexrgbscale = 2;
10699 VectorScale(layer->color, 0.5f, layercolor);
10703 layertexrgbscale = 1;
10704 VectorScale(layer->color, 1.0f, layercolor);
10706 layercolor[3] = layer->color[3];
10707 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10708 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10709 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10710 switch (layer->type)
10712 case TEXTURELAYERTYPE_LITTEXTURE:
10713 // single-pass lightmapped texture with 2x rgbscale
10714 R_Mesh_TexBind(0, r_texture_white);
10715 R_Mesh_TexMatrix(0, NULL);
10716 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10717 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10718 R_Mesh_TexBind(1, layer->texture);
10719 R_Mesh_TexMatrix(1, &layer->texmatrix);
10720 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10721 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10722 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10723 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10724 else if (FAKELIGHT_ENABLED)
10725 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10726 else if (rsurface.uselightmaptexture)
10727 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10729 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10731 case TEXTURELAYERTYPE_TEXTURE:
10732 // singletexture unlit texture with transparency support
10733 R_Mesh_TexBind(0, layer->texture);
10734 R_Mesh_TexMatrix(0, &layer->texmatrix);
10735 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10736 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10737 R_Mesh_TexBind(1, 0);
10738 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10739 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10741 case TEXTURELAYERTYPE_FOG:
10742 // singletexture fogging
10743 if (layer->texture)
10745 R_Mesh_TexBind(0, layer->texture);
10746 R_Mesh_TexMatrix(0, &layer->texmatrix);
10747 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10748 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10752 R_Mesh_TexBind(0, 0);
10753 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10755 R_Mesh_TexBind(1, 0);
10756 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10757 // generate a color array for the fog pass
10758 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10759 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10763 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10766 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10768 GL_DepthFunc(GL_LEQUAL);
10769 GL_AlphaTest(false);
10773 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10775 // OpenGL 1.1 - crusty old voodoo path
10778 const texturelayer_t *layer;
10779 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);
10780 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10782 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10786 if (layerindex == 0)
10787 GL_AlphaTest(true);
10790 GL_AlphaTest(false);
10791 GL_DepthFunc(GL_EQUAL);
10794 GL_DepthMask(layer->depthmask && writedepth);
10795 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10796 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10797 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10798 switch (layer->type)
10800 case TEXTURELAYERTYPE_LITTEXTURE:
10801 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10803 // two-pass lit texture with 2x rgbscale
10804 // first the lightmap pass
10805 R_Mesh_TexBind(0, r_texture_white);
10806 R_Mesh_TexMatrix(0, NULL);
10807 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10808 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10809 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10810 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10811 else if (FAKELIGHT_ENABLED)
10812 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10813 else if (rsurface.uselightmaptexture)
10814 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10816 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10817 // then apply the texture to it
10818 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10819 R_Mesh_TexBind(0, layer->texture);
10820 R_Mesh_TexMatrix(0, &layer->texmatrix);
10821 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10822 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10823 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);
10827 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10828 R_Mesh_TexBind(0, layer->texture);
10829 R_Mesh_TexMatrix(0, &layer->texmatrix);
10830 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10831 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10832 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10833 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);
10834 else if (FAKELIGHT_ENABLED)
10835 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10837 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);
10840 case TEXTURELAYERTYPE_TEXTURE:
10841 // singletexture unlit texture with transparency support
10842 R_Mesh_TexBind(0, layer->texture);
10843 R_Mesh_TexMatrix(0, &layer->texmatrix);
10844 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10845 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10846 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);
10848 case TEXTURELAYERTYPE_FOG:
10849 // singletexture fogging
10850 if (layer->texture)
10852 R_Mesh_TexBind(0, layer->texture);
10853 R_Mesh_TexMatrix(0, &layer->texmatrix);
10854 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10855 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10859 R_Mesh_TexBind(0, 0);
10860 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10862 // generate a color array for the fog pass
10863 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10864 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10868 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10871 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10873 GL_DepthFunc(GL_LEQUAL);
10874 GL_AlphaTest(false);
10878 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10882 r_vertexgeneric_t *batchvertex;
10885 // R_Mesh_ResetTextureState();
10886 R_SetupShader_Generic_NoTexture(false, false);
10888 if(rsurface.texture && rsurface.texture->currentskinframe)
10890 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10891 c[3] *= rsurface.texture->currentalpha;
10901 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10903 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10904 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10905 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10908 // brighten it up (as texture value 127 means "unlit")
10909 c[0] *= 2 * r_refdef.view.colorscale;
10910 c[1] *= 2 * r_refdef.view.colorscale;
10911 c[2] *= 2 * r_refdef.view.colorscale;
10913 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10914 c[3] *= r_wateralpha.value;
10916 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10918 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10919 GL_DepthMask(false);
10921 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10923 GL_BlendFunc(GL_ONE, GL_ONE);
10924 GL_DepthMask(false);
10926 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10928 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10929 GL_DepthMask(false);
10931 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10933 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10934 GL_DepthMask(false);
10938 GL_BlendFunc(GL_ONE, GL_ZERO);
10939 GL_DepthMask(writedepth);
10942 if (r_showsurfaces.integer == 3)
10944 rsurface.passcolor4f = NULL;
10946 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10948 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10950 rsurface.passcolor4f = NULL;
10951 rsurface.passcolor4f_vertexbuffer = 0;
10952 rsurface.passcolor4f_bufferoffset = 0;
10954 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10956 qboolean applycolor = true;
10959 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10961 r_refdef.lightmapintensity = 1;
10962 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10963 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10965 else if (FAKELIGHT_ENABLED)
10967 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10969 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10970 RSurf_DrawBatch_GL11_ApplyFakeLight();
10971 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10975 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10977 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10978 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10979 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10982 if(!rsurface.passcolor4f)
10983 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10985 RSurf_DrawBatch_GL11_ApplyAmbient();
10986 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10987 if(r_refdef.fogenabled)
10988 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10989 RSurf_DrawBatch_GL11_ClampColor();
10991 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10992 R_SetupShader_Generic_NoTexture(false, false);
10995 else if (!r_refdef.view.showdebug)
10997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10998 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10999 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11001 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11002 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11004 R_Mesh_PrepareVertices_Generic_Unlock();
11007 else if (r_showsurfaces.integer == 4)
11009 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11010 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11011 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11013 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11014 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11015 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11017 R_Mesh_PrepareVertices_Generic_Unlock();
11020 else if (r_showsurfaces.integer == 2)
11023 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11024 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11025 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11027 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11028 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11029 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11030 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11031 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11032 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11033 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11035 R_Mesh_PrepareVertices_Generic_Unlock();
11036 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11040 int texturesurfaceindex;
11042 const msurface_t *surface;
11043 float surfacecolor4f[4];
11044 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11045 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11049 surface = texturesurfacelist[texturesurfaceindex];
11050 k = (int)(((size_t)surface) / sizeof(msurface_t));
11051 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11052 for (j = 0;j < surface->num_vertices;j++)
11054 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11055 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11059 R_Mesh_PrepareVertices_Generic_Unlock();
11064 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11067 RSurf_SetupDepthAndCulling();
11068 if (r_showsurfaces.integer)
11070 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11073 switch (vid.renderpath)
11075 case RENDERPATH_GL20:
11076 case RENDERPATH_D3D9:
11077 case RENDERPATH_D3D10:
11078 case RENDERPATH_D3D11:
11079 case RENDERPATH_SOFT:
11080 case RENDERPATH_GLES2:
11081 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11083 case RENDERPATH_GL13:
11084 case RENDERPATH_GLES1:
11085 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11087 case RENDERPATH_GL11:
11088 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11094 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11097 RSurf_SetupDepthAndCulling();
11098 if (r_showsurfaces.integer)
11100 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11103 switch (vid.renderpath)
11105 case RENDERPATH_GL20:
11106 case RENDERPATH_D3D9:
11107 case RENDERPATH_D3D10:
11108 case RENDERPATH_D3D11:
11109 case RENDERPATH_SOFT:
11110 case RENDERPATH_GLES2:
11111 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11113 case RENDERPATH_GL13:
11114 case RENDERPATH_GLES1:
11115 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11117 case RENDERPATH_GL11:
11118 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11124 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11127 int texturenumsurfaces, endsurface;
11128 texture_t *texture;
11129 const msurface_t *surface;
11130 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11132 // if the model is static it doesn't matter what value we give for
11133 // wantnormals and wanttangents, so this logic uses only rules applicable
11134 // to a model, knowing that they are meaningless otherwise
11135 if (ent == r_refdef.scene.worldentity)
11136 RSurf_ActiveWorldEntity();
11137 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11138 RSurf_ActiveModelEntity(ent, false, false, false);
11141 switch (vid.renderpath)
11143 case RENDERPATH_GL20:
11144 case RENDERPATH_D3D9:
11145 case RENDERPATH_D3D10:
11146 case RENDERPATH_D3D11:
11147 case RENDERPATH_SOFT:
11148 case RENDERPATH_GLES2:
11149 RSurf_ActiveModelEntity(ent, true, true, false);
11151 case RENDERPATH_GL11:
11152 case RENDERPATH_GL13:
11153 case RENDERPATH_GLES1:
11154 RSurf_ActiveModelEntity(ent, true, false, false);
11159 if (r_transparentdepthmasking.integer)
11161 qboolean setup = false;
11162 for (i = 0;i < numsurfaces;i = j)
11165 surface = rsurface.modelsurfaces + surfacelist[i];
11166 texture = surface->texture;
11167 rsurface.texture = R_GetCurrentTexture(texture);
11168 rsurface.lightmaptexture = NULL;
11169 rsurface.deluxemaptexture = NULL;
11170 rsurface.uselightmaptexture = false;
11171 // scan ahead until we find a different texture
11172 endsurface = min(i + 1024, numsurfaces);
11173 texturenumsurfaces = 0;
11174 texturesurfacelist[texturenumsurfaces++] = surface;
11175 for (;j < endsurface;j++)
11177 surface = rsurface.modelsurfaces + surfacelist[j];
11178 if (texture != surface->texture)
11180 texturesurfacelist[texturenumsurfaces++] = surface;
11182 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11184 // render the range of surfaces as depth
11188 GL_ColorMask(0,0,0,0);
11190 GL_DepthTest(true);
11191 GL_BlendFunc(GL_ONE, GL_ZERO);
11192 GL_DepthMask(true);
11193 // R_Mesh_ResetTextureState();
11195 RSurf_SetupDepthAndCulling();
11196 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11197 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11198 if (rsurface.batchvertex3fbuffer)
11199 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
11201 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
11205 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11208 for (i = 0;i < numsurfaces;i = j)
11211 surface = rsurface.modelsurfaces + surfacelist[i];
11212 texture = surface->texture;
11213 rsurface.texture = R_GetCurrentTexture(texture);
11214 // scan ahead until we find a different texture
11215 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11216 texturenumsurfaces = 0;
11217 texturesurfacelist[texturenumsurfaces++] = surface;
11218 if(FAKELIGHT_ENABLED)
11220 rsurface.lightmaptexture = NULL;
11221 rsurface.deluxemaptexture = NULL;
11222 rsurface.uselightmaptexture = false;
11223 for (;j < endsurface;j++)
11225 surface = rsurface.modelsurfaces + surfacelist[j];
11226 if (texture != surface->texture)
11228 texturesurfacelist[texturenumsurfaces++] = surface;
11233 rsurface.lightmaptexture = surface->lightmaptexture;
11234 rsurface.deluxemaptexture = surface->deluxemaptexture;
11235 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11236 for (;j < endsurface;j++)
11238 surface = rsurface.modelsurfaces + surfacelist[j];
11239 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11241 texturesurfacelist[texturenumsurfaces++] = surface;
11244 // render the range of surfaces
11245 if (ent == r_refdef.scene.worldentity)
11246 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11248 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11250 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11253 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11255 // transparent surfaces get pushed off into the transparent queue
11256 int surfacelistindex;
11257 const msurface_t *surface;
11258 vec3_t tempcenter, center;
11259 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11261 surface = texturesurfacelist[surfacelistindex];
11262 if (r_transparent_sortsurfacesbynearest.integer)
11264 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11265 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11266 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11270 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11271 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11272 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11274 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11275 if (rsurface.entity->transparent_offset) // transparent offset
11277 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11278 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11279 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11281 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11285 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11287 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11289 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11291 RSurf_SetupDepthAndCulling();
11292 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11293 if (rsurface.batchvertex3fbuffer)
11294 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
11296 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
11297 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11301 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11305 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11308 if (!rsurface.texture->currentnumlayers)
11310 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11311 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11313 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11315 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11316 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11317 else if (!rsurface.texture->currentnumlayers)
11319 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11321 // in the deferred case, transparent surfaces were queued during prepass
11322 if (!r_shadow_usingdeferredprepass)
11323 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11327 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11328 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11333 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11336 texture_t *texture;
11337 R_FrameData_SetMark();
11338 // break the surface list down into batches by texture and use of lightmapping
11339 for (i = 0;i < numsurfaces;i = j)
11342 // texture is the base texture pointer, rsurface.texture is the
11343 // current frame/skin the texture is directing us to use (for example
11344 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11345 // use skin 1 instead)
11346 texture = surfacelist[i]->texture;
11347 rsurface.texture = R_GetCurrentTexture(texture);
11348 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11350 // if this texture is not the kind we want, skip ahead to the next one
11351 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11355 if(FAKELIGHT_ENABLED || depthonly || prepass)
11357 rsurface.lightmaptexture = NULL;
11358 rsurface.deluxemaptexture = NULL;
11359 rsurface.uselightmaptexture = false;
11360 // simply scan ahead until we find a different texture or lightmap state
11361 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11366 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11367 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11368 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11369 // simply scan ahead until we find a different texture or lightmap state
11370 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11373 // render the range of surfaces
11374 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11376 R_FrameData_ReturnToMark();
11379 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11383 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11386 if (!rsurface.texture->currentnumlayers)
11388 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11389 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11391 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11393 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11394 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11395 else if (!rsurface.texture->currentnumlayers)
11397 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11399 // in the deferred case, transparent surfaces were queued during prepass
11400 if (!r_shadow_usingdeferredprepass)
11401 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11405 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11406 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11411 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11414 texture_t *texture;
11415 R_FrameData_SetMark();
11416 // break the surface list down into batches by texture and use of lightmapping
11417 for (i = 0;i < numsurfaces;i = j)
11420 // texture is the base texture pointer, rsurface.texture is the
11421 // current frame/skin the texture is directing us to use (for example
11422 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11423 // use skin 1 instead)
11424 texture = surfacelist[i]->texture;
11425 rsurface.texture = R_GetCurrentTexture(texture);
11426 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11428 // if this texture is not the kind we want, skip ahead to the next one
11429 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11433 if(FAKELIGHT_ENABLED || depthonly || prepass)
11435 rsurface.lightmaptexture = NULL;
11436 rsurface.deluxemaptexture = NULL;
11437 rsurface.uselightmaptexture = false;
11438 // simply scan ahead until we find a different texture or lightmap state
11439 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11444 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11445 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11446 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11447 // simply scan ahead until we find a different texture or lightmap state
11448 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11451 // render the range of surfaces
11452 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11454 R_FrameData_ReturnToMark();
11457 float locboxvertex3f[6*4*3] =
11459 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11460 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11461 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11462 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11463 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11464 1,0,0, 0,0,0, 0,1,0, 1,1,0
11467 unsigned short locboxelements[6*2*3] =
11472 12,13,14, 12,14,15,
11473 16,17,18, 16,18,19,
11477 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11480 cl_locnode_t *loc = (cl_locnode_t *)ent;
11482 float vertex3f[6*4*3];
11484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11485 GL_DepthMask(false);
11486 GL_DepthRange(0, 1);
11487 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11488 GL_DepthTest(true);
11489 GL_CullFace(GL_NONE);
11490 R_EntityMatrix(&identitymatrix);
11492 // R_Mesh_ResetTextureState();
11494 i = surfacelist[0];
11495 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11496 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11497 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11498 surfacelist[0] < 0 ? 0.5f : 0.125f);
11500 if (VectorCompare(loc->mins, loc->maxs))
11502 VectorSet(size, 2, 2, 2);
11503 VectorMA(loc->mins, -0.5f, size, mins);
11507 VectorCopy(loc->mins, mins);
11508 VectorSubtract(loc->maxs, loc->mins, size);
11511 for (i = 0;i < 6*4*3;)
11512 for (j = 0;j < 3;j++, i++)
11513 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11515 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11516 R_SetupShader_Generic_NoTexture(false, false);
11517 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11520 void R_DrawLocs(void)
11523 cl_locnode_t *loc, *nearestloc;
11525 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11526 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11528 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11529 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11533 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11535 if (decalsystem->decals)
11536 Mem_Free(decalsystem->decals);
11537 memset(decalsystem, 0, sizeof(*decalsystem));
11540 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)
11543 tridecal_t *decals;
11546 // expand or initialize the system
11547 if (decalsystem->maxdecals <= decalsystem->numdecals)
11549 decalsystem_t old = *decalsystem;
11550 qboolean useshortelements;
11551 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11552 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11553 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)));
11554 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11555 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11556 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11557 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11558 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11559 if (decalsystem->numdecals)
11560 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11562 Mem_Free(old.decals);
11563 for (i = 0;i < decalsystem->maxdecals*3;i++)
11564 decalsystem->element3i[i] = i;
11565 if (useshortelements)
11566 for (i = 0;i < decalsystem->maxdecals*3;i++)
11567 decalsystem->element3s[i] = i;
11570 // grab a decal and search for another free slot for the next one
11571 decals = decalsystem->decals;
11572 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11573 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11575 decalsystem->freedecal = i;
11576 if (decalsystem->numdecals <= i)
11577 decalsystem->numdecals = i + 1;
11579 // initialize the decal
11581 decal->triangleindex = triangleindex;
11582 decal->surfaceindex = surfaceindex;
11583 decal->decalsequence = decalsequence;
11584 decal->color4f[0][0] = c0[0];
11585 decal->color4f[0][1] = c0[1];
11586 decal->color4f[0][2] = c0[2];
11587 decal->color4f[0][3] = 1;
11588 decal->color4f[1][0] = c1[0];
11589 decal->color4f[1][1] = c1[1];
11590 decal->color4f[1][2] = c1[2];
11591 decal->color4f[1][3] = 1;
11592 decal->color4f[2][0] = c2[0];
11593 decal->color4f[2][1] = c2[1];
11594 decal->color4f[2][2] = c2[2];
11595 decal->color4f[2][3] = 1;
11596 decal->vertex3f[0][0] = v0[0];
11597 decal->vertex3f[0][1] = v0[1];
11598 decal->vertex3f[0][2] = v0[2];
11599 decal->vertex3f[1][0] = v1[0];
11600 decal->vertex3f[1][1] = v1[1];
11601 decal->vertex3f[1][2] = v1[2];
11602 decal->vertex3f[2][0] = v2[0];
11603 decal->vertex3f[2][1] = v2[1];
11604 decal->vertex3f[2][2] = v2[2];
11605 decal->texcoord2f[0][0] = t0[0];
11606 decal->texcoord2f[0][1] = t0[1];
11607 decal->texcoord2f[1][0] = t1[0];
11608 decal->texcoord2f[1][1] = t1[1];
11609 decal->texcoord2f[2][0] = t2[0];
11610 decal->texcoord2f[2][1] = t2[1];
11611 TriangleNormal(v0, v1, v2, decal->plane);
11612 VectorNormalize(decal->plane);
11613 decal->plane[3] = DotProduct(v0, decal->plane);
11616 extern cvar_t cl_decals_bias;
11617 extern cvar_t cl_decals_models;
11618 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11619 // baseparms, parms, temps
11620 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)
11625 const float *vertex3f;
11626 const float *normal3f;
11628 float points[2][9][3];
11635 e = rsurface.modelelement3i + 3*triangleindex;
11637 vertex3f = rsurface.modelvertex3f;
11638 normal3f = rsurface.modelnormal3f;
11642 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11644 index = 3*e[cornerindex];
11645 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11650 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11652 index = 3*e[cornerindex];
11653 VectorCopy(vertex3f + index, v[cornerindex]);
11658 //TriangleNormal(v[0], v[1], v[2], normal);
11659 //if (DotProduct(normal, localnormal) < 0.0f)
11661 // clip by each of the box planes formed from the projection matrix
11662 // if anything survives, we emit the decal
11663 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]);
11666 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]);
11669 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]);
11672 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]);
11675 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]);
11678 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]);
11681 // some part of the triangle survived, so we have to accept it...
11684 // dynamic always uses the original triangle
11686 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11688 index = 3*e[cornerindex];
11689 VectorCopy(vertex3f + index, v[cornerindex]);
11692 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11694 // convert vertex positions to texcoords
11695 Matrix4x4_Transform(projection, v[cornerindex], temp);
11696 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11697 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11698 // calculate distance fade from the projection origin
11699 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11700 f = bound(0.0f, f, 1.0f);
11701 c[cornerindex][0] = r * f;
11702 c[cornerindex][1] = g * f;
11703 c[cornerindex][2] = b * f;
11704 c[cornerindex][3] = 1.0f;
11705 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11708 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);
11710 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11711 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);
11713 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)
11715 matrix4x4_t projection;
11716 decalsystem_t *decalsystem;
11719 const msurface_t *surface;
11720 const msurface_t *surfaces;
11721 const int *surfacelist;
11722 const texture_t *texture;
11724 int numsurfacelist;
11725 int surfacelistindex;
11728 float localorigin[3];
11729 float localnormal[3];
11730 float localmins[3];
11731 float localmaxs[3];
11734 float planes[6][4];
11737 int bih_triangles_count;
11738 int bih_triangles[256];
11739 int bih_surfaces[256];
11741 decalsystem = &ent->decalsystem;
11742 model = ent->model;
11743 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11745 R_DecalSystem_Reset(&ent->decalsystem);
11749 if (!model->brush.data_leafs && !cl_decals_models.integer)
11751 if (decalsystem->model)
11752 R_DecalSystem_Reset(decalsystem);
11756 if (decalsystem->model != model)
11757 R_DecalSystem_Reset(decalsystem);
11758 decalsystem->model = model;
11760 RSurf_ActiveModelEntity(ent, true, false, false);
11762 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11763 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11764 VectorNormalize(localnormal);
11765 localsize = worldsize*rsurface.inversematrixscale;
11766 localmins[0] = localorigin[0] - localsize;
11767 localmins[1] = localorigin[1] - localsize;
11768 localmins[2] = localorigin[2] - localsize;
11769 localmaxs[0] = localorigin[0] + localsize;
11770 localmaxs[1] = localorigin[1] + localsize;
11771 localmaxs[2] = localorigin[2] + localsize;
11773 //VectorCopy(localnormal, planes[4]);
11774 //VectorVectors(planes[4], planes[2], planes[0]);
11775 AnglesFromVectors(angles, localnormal, NULL, false);
11776 AngleVectors(angles, planes[0], planes[2], planes[4]);
11777 VectorNegate(planes[0], planes[1]);
11778 VectorNegate(planes[2], planes[3]);
11779 VectorNegate(planes[4], planes[5]);
11780 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11781 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11782 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11783 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11784 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11785 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11790 matrix4x4_t forwardprojection;
11791 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11792 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11797 float projectionvector[4][3];
11798 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11799 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11800 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11801 projectionvector[0][0] = planes[0][0] * ilocalsize;
11802 projectionvector[0][1] = planes[1][0] * ilocalsize;
11803 projectionvector[0][2] = planes[2][0] * ilocalsize;
11804 projectionvector[1][0] = planes[0][1] * ilocalsize;
11805 projectionvector[1][1] = planes[1][1] * ilocalsize;
11806 projectionvector[1][2] = planes[2][1] * ilocalsize;
11807 projectionvector[2][0] = planes[0][2] * ilocalsize;
11808 projectionvector[2][1] = planes[1][2] * ilocalsize;
11809 projectionvector[2][2] = planes[2][2] * ilocalsize;
11810 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11811 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11812 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11813 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11817 dynamic = model->surfmesh.isanimated;
11818 numsurfacelist = model->nummodelsurfaces;
11819 surfacelist = model->sortedmodelsurfaces;
11820 surfaces = model->data_surfaces;
11823 bih_triangles_count = -1;
11826 if(model->render_bih.numleafs)
11827 bih = &model->render_bih;
11828 else if(model->collision_bih.numleafs)
11829 bih = &model->collision_bih;
11832 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11833 if(bih_triangles_count == 0)
11835 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11837 if(bih_triangles_count > 0)
11839 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11841 surfaceindex = bih_surfaces[triangleindex];
11842 surface = surfaces + surfaceindex;
11843 texture = surface->texture;
11844 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11846 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11848 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11853 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11855 surfaceindex = surfacelist[surfacelistindex];
11856 surface = surfaces + surfaceindex;
11857 // check cull box first because it rejects more than any other check
11858 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11860 // skip transparent surfaces
11861 texture = surface->texture;
11862 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11864 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11866 numtriangles = surface->num_triangles;
11867 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11868 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11873 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11874 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)
11876 int renderentityindex;
11877 float worldmins[3];
11878 float worldmaxs[3];
11879 entity_render_t *ent;
11881 if (!cl_decals_newsystem.integer)
11884 worldmins[0] = worldorigin[0] - worldsize;
11885 worldmins[1] = worldorigin[1] - worldsize;
11886 worldmins[2] = worldorigin[2] - worldsize;
11887 worldmaxs[0] = worldorigin[0] + worldsize;
11888 worldmaxs[1] = worldorigin[1] + worldsize;
11889 worldmaxs[2] = worldorigin[2] + worldsize;
11891 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11893 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11895 ent = r_refdef.scene.entities[renderentityindex];
11896 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11899 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11903 typedef struct r_decalsystem_splatqueue_s
11905 vec3_t worldorigin;
11906 vec3_t worldnormal;
11912 r_decalsystem_splatqueue_t;
11914 int r_decalsystem_numqueued = 0;
11915 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11917 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)
11919 r_decalsystem_splatqueue_t *queue;
11921 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11924 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11925 VectorCopy(worldorigin, queue->worldorigin);
11926 VectorCopy(worldnormal, queue->worldnormal);
11927 Vector4Set(queue->color, r, g, b, a);
11928 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11929 queue->worldsize = worldsize;
11930 queue->decalsequence = cl.decalsequence++;
11933 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11936 r_decalsystem_splatqueue_t *queue;
11938 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11939 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);
11940 r_decalsystem_numqueued = 0;
11943 extern cvar_t cl_decals_max;
11944 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11947 decalsystem_t *decalsystem = &ent->decalsystem;
11954 if (!decalsystem->numdecals)
11957 if (r_showsurfaces.integer)
11960 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11962 R_DecalSystem_Reset(decalsystem);
11966 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11967 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11969 if (decalsystem->lastupdatetime)
11970 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11973 decalsystem->lastupdatetime = r_refdef.scene.time;
11974 numdecals = decalsystem->numdecals;
11976 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11978 if (decal->color4f[0][3])
11980 decal->lived += frametime;
11981 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11983 memset(decal, 0, sizeof(*decal));
11984 if (decalsystem->freedecal > i)
11985 decalsystem->freedecal = i;
11989 decal = decalsystem->decals;
11990 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11993 // collapse the array by shuffling the tail decals into the gaps
11996 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11997 decalsystem->freedecal++;
11998 if (decalsystem->freedecal == numdecals)
12000 decal[decalsystem->freedecal] = decal[--numdecals];
12003 decalsystem->numdecals = numdecals;
12005 if (numdecals <= 0)
12007 // if there are no decals left, reset decalsystem
12008 R_DecalSystem_Reset(decalsystem);
12012 extern skinframe_t *decalskinframe;
12013 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12016 decalsystem_t *decalsystem = &ent->decalsystem;
12025 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12028 numdecals = decalsystem->numdecals;
12032 if (r_showsurfaces.integer)
12035 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12037 R_DecalSystem_Reset(decalsystem);
12041 // if the model is static it doesn't matter what value we give for
12042 // wantnormals and wanttangents, so this logic uses only rules applicable
12043 // to a model, knowing that they are meaningless otherwise
12044 if (ent == r_refdef.scene.worldentity)
12045 RSurf_ActiveWorldEntity();
12047 RSurf_ActiveModelEntity(ent, false, false, false);
12049 decalsystem->lastupdatetime = r_refdef.scene.time;
12051 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12053 // update vertex positions for animated models
12054 v3f = decalsystem->vertex3f;
12055 c4f = decalsystem->color4f;
12056 t2f = decalsystem->texcoord2f;
12057 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12059 if (!decal->color4f[0][3])
12062 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12066 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12069 // update color values for fading decals
12070 if (decal->lived >= cl_decals_time.value)
12071 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12075 c4f[ 0] = decal->color4f[0][0] * alpha;
12076 c4f[ 1] = decal->color4f[0][1] * alpha;
12077 c4f[ 2] = decal->color4f[0][2] * alpha;
12079 c4f[ 4] = decal->color4f[1][0] * alpha;
12080 c4f[ 5] = decal->color4f[1][1] * alpha;
12081 c4f[ 6] = decal->color4f[1][2] * alpha;
12083 c4f[ 8] = decal->color4f[2][0] * alpha;
12084 c4f[ 9] = decal->color4f[2][1] * alpha;
12085 c4f[10] = decal->color4f[2][2] * alpha;
12088 t2f[0] = decal->texcoord2f[0][0];
12089 t2f[1] = decal->texcoord2f[0][1];
12090 t2f[2] = decal->texcoord2f[1][0];
12091 t2f[3] = decal->texcoord2f[1][1];
12092 t2f[4] = decal->texcoord2f[2][0];
12093 t2f[5] = decal->texcoord2f[2][1];
12095 // update vertex positions for animated models
12096 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12098 e = rsurface.modelelement3i + 3*decal->triangleindex;
12099 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12100 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12101 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12105 VectorCopy(decal->vertex3f[0], v3f);
12106 VectorCopy(decal->vertex3f[1], v3f + 3);
12107 VectorCopy(decal->vertex3f[2], v3f + 6);
12110 if (r_refdef.fogenabled)
12112 alpha = RSurf_FogVertex(v3f);
12113 VectorScale(c4f, alpha, c4f);
12114 alpha = RSurf_FogVertex(v3f + 3);
12115 VectorScale(c4f + 4, alpha, c4f + 4);
12116 alpha = RSurf_FogVertex(v3f + 6);
12117 VectorScale(c4f + 8, alpha, c4f + 8);
12128 r_refdef.stats[r_stat_drawndecals] += numtris;
12130 // now render the decals all at once
12131 // (this assumes they all use one particle font texture!)
12132 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);
12133 // R_Mesh_ResetTextureState();
12134 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12135 GL_DepthMask(false);
12136 GL_DepthRange(0, 1);
12137 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12138 GL_DepthTest(true);
12139 GL_CullFace(GL_NONE);
12140 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12141 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12142 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12146 static void R_DrawModelDecals(void)
12150 // fade faster when there are too many decals
12151 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12152 for (i = 0;i < r_refdef.scene.numentities;i++)
12153 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12155 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12156 for (i = 0;i < r_refdef.scene.numentities;i++)
12157 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12158 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12160 R_DecalSystem_ApplySplatEntitiesQueue();
12162 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12163 for (i = 0;i < r_refdef.scene.numentities;i++)
12164 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12166 r_refdef.stats[r_stat_totaldecals] += numdecals;
12168 if (r_showsurfaces.integer)
12171 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12173 for (i = 0;i < r_refdef.scene.numentities;i++)
12175 if (!r_refdef.viewcache.entityvisible[i])
12177 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12178 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12182 extern cvar_t mod_collision_bih;
12183 static void R_DrawDebugModel(void)
12185 entity_render_t *ent = rsurface.entity;
12186 int i, j, k, l, flagsmask;
12187 const msurface_t *surface;
12188 dp_model_t *model = ent->model;
12191 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12194 if (r_showoverdraw.value > 0)
12196 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12197 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12198 R_SetupShader_Generic_NoTexture(false, false);
12199 GL_DepthTest(false);
12200 GL_DepthMask(false);
12201 GL_DepthRange(0, 1);
12202 GL_BlendFunc(GL_ONE, GL_ONE);
12203 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12205 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12207 rsurface.texture = R_GetCurrentTexture(surface->texture);
12208 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12210 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12211 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12212 if (!rsurface.texture->currentlayers->depthmask)
12213 GL_Color(c, 0, 0, 1.0f);
12214 else if (ent == r_refdef.scene.worldentity)
12215 GL_Color(c, c, c, 1.0f);
12217 GL_Color(0, c, 0, 1.0f);
12218 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12222 rsurface.texture = NULL;
12225 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12227 // R_Mesh_ResetTextureState();
12228 R_SetupShader_Generic_NoTexture(false, false);
12229 GL_DepthRange(0, 1);
12230 GL_DepthTest(!r_showdisabledepthtest.integer);
12231 GL_DepthMask(false);
12232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12234 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12238 qboolean cullbox = false;
12239 const q3mbrush_t *brush;
12240 const bih_t *bih = &model->collision_bih;
12241 const bih_leaf_t *bihleaf;
12242 float vertex3f[3][3];
12243 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12244 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12246 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12248 switch (bihleaf->type)
12251 brush = model->brush.data_brushes + bihleaf->itemindex;
12252 if (brush->colbrushf && brush->colbrushf->numtriangles)
12254 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);
12255 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12256 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12259 case BIH_COLLISIONTRIANGLE:
12260 triangleindex = bihleaf->itemindex;
12261 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12262 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12263 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12264 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);
12265 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12266 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12268 case BIH_RENDERTRIANGLE:
12269 triangleindex = bihleaf->itemindex;
12270 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12271 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12272 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12273 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);
12274 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12275 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12281 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12284 if (r_showtris.integer && qglPolygonMode)
12286 if (r_showdisabledepthtest.integer)
12288 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12289 GL_DepthMask(false);
12293 GL_BlendFunc(GL_ONE, GL_ZERO);
12294 GL_DepthMask(true);
12296 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12297 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12299 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12301 rsurface.texture = R_GetCurrentTexture(surface->texture);
12302 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12304 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12305 if (!rsurface.texture->currentlayers->depthmask)
12306 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12307 else if (ent == r_refdef.scene.worldentity)
12308 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12310 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12311 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12315 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12316 rsurface.texture = NULL;
12319 if (r_shownormals.value != 0 && qglBegin)
12321 if (r_showdisabledepthtest.integer)
12323 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12324 GL_DepthMask(false);
12328 GL_BlendFunc(GL_ONE, GL_ZERO);
12329 GL_DepthMask(true);
12331 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12333 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12335 rsurface.texture = R_GetCurrentTexture(surface->texture);
12336 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12338 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12339 qglBegin(GL_LINES);
12340 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12342 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12344 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12345 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12346 qglVertex3f(v[0], v[1], v[2]);
12347 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12348 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12349 qglVertex3f(v[0], v[1], v[2]);
12352 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12354 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12356 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12357 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12358 qglVertex3f(v[0], v[1], v[2]);
12359 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12360 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12361 qglVertex3f(v[0], v[1], v[2]);
12364 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12366 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12368 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12369 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12370 qglVertex3f(v[0], v[1], v[2]);
12371 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12372 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12373 qglVertex3f(v[0], v[1], v[2]);
12376 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12378 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12380 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12381 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12382 qglVertex3f(v[0], v[1], v[2]);
12383 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12384 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12385 qglVertex3f(v[0], v[1], v[2]);
12392 rsurface.texture = NULL;
12397 int r_maxsurfacelist = 0;
12398 const msurface_t **r_surfacelist = NULL;
12399 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12401 int i, j, endj, flagsmask;
12402 dp_model_t *model = r_refdef.scene.worldmodel;
12403 msurface_t *surfaces;
12404 unsigned char *update;
12405 int numsurfacelist = 0;
12409 if (r_maxsurfacelist < model->num_surfaces)
12411 r_maxsurfacelist = model->num_surfaces;
12413 Mem_Free((msurface_t**)r_surfacelist);
12414 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12417 RSurf_ActiveWorldEntity();
12419 surfaces = model->data_surfaces;
12420 update = model->brushq1.lightmapupdateflags;
12422 // update light styles on this submodel
12423 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12425 model_brush_lightstyleinfo_t *style;
12426 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12428 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12430 int *list = style->surfacelist;
12431 style->value = r_refdef.scene.lightstylevalue[style->style];
12432 for (j = 0;j < style->numsurfaces;j++)
12433 update[list[j]] = true;
12438 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12442 R_DrawDebugModel();
12443 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12447 rsurface.lightmaptexture = NULL;
12448 rsurface.deluxemaptexture = NULL;
12449 rsurface.uselightmaptexture = false;
12450 rsurface.texture = NULL;
12451 rsurface.rtlight = NULL;
12452 numsurfacelist = 0;
12453 // add visible surfaces to draw list
12454 for (i = 0;i < model->nummodelsurfaces;i++)
12456 j = model->sortedmodelsurfaces[i];
12457 if (r_refdef.viewcache.world_surfacevisible[j])
12458 r_surfacelist[numsurfacelist++] = surfaces + j;
12460 // update lightmaps if needed
12461 if (model->brushq1.firstrender)
12463 model->brushq1.firstrender = false;
12464 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12466 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12470 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12471 if (r_refdef.viewcache.world_surfacevisible[j])
12473 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12475 // don't do anything if there were no surfaces
12476 if (!numsurfacelist)
12478 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12481 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12483 // add to stats if desired
12484 if (r_speeds.integer && !skysurfaces && !depthonly)
12486 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12487 for (j = 0;j < numsurfacelist;j++)
12488 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12491 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12494 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12496 int i, j, endj, flagsmask;
12497 dp_model_t *model = ent->model;
12498 msurface_t *surfaces;
12499 unsigned char *update;
12500 int numsurfacelist = 0;
12504 if (r_maxsurfacelist < model->num_surfaces)
12506 r_maxsurfacelist = model->num_surfaces;
12508 Mem_Free((msurface_t **)r_surfacelist);
12509 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12512 // if the model is static it doesn't matter what value we give for
12513 // wantnormals and wanttangents, so this logic uses only rules applicable
12514 // to a model, knowing that they are meaningless otherwise
12515 if (ent == r_refdef.scene.worldentity)
12516 RSurf_ActiveWorldEntity();
12517 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12518 RSurf_ActiveModelEntity(ent, false, false, false);
12520 RSurf_ActiveModelEntity(ent, true, true, true);
12521 else if (depthonly)
12523 switch (vid.renderpath)
12525 case RENDERPATH_GL20:
12526 case RENDERPATH_D3D9:
12527 case RENDERPATH_D3D10:
12528 case RENDERPATH_D3D11:
12529 case RENDERPATH_SOFT:
12530 case RENDERPATH_GLES2:
12531 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12533 case RENDERPATH_GL11:
12534 case RENDERPATH_GL13:
12535 case RENDERPATH_GLES1:
12536 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12542 switch (vid.renderpath)
12544 case RENDERPATH_GL20:
12545 case RENDERPATH_D3D9:
12546 case RENDERPATH_D3D10:
12547 case RENDERPATH_D3D11:
12548 case RENDERPATH_SOFT:
12549 case RENDERPATH_GLES2:
12550 RSurf_ActiveModelEntity(ent, true, true, false);
12552 case RENDERPATH_GL11:
12553 case RENDERPATH_GL13:
12554 case RENDERPATH_GLES1:
12555 RSurf_ActiveModelEntity(ent, true, false, false);
12560 surfaces = model->data_surfaces;
12561 update = model->brushq1.lightmapupdateflags;
12563 // update light styles
12564 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12566 model_brush_lightstyleinfo_t *style;
12567 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12569 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12571 int *list = style->surfacelist;
12572 style->value = r_refdef.scene.lightstylevalue[style->style];
12573 for (j = 0;j < style->numsurfaces;j++)
12574 update[list[j]] = true;
12579 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12583 R_DrawDebugModel();
12584 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12588 rsurface.lightmaptexture = NULL;
12589 rsurface.deluxemaptexture = NULL;
12590 rsurface.uselightmaptexture = false;
12591 rsurface.texture = NULL;
12592 rsurface.rtlight = NULL;
12593 numsurfacelist = 0;
12594 // add visible surfaces to draw list
12595 for (i = 0;i < model->nummodelsurfaces;i++)
12596 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12597 // don't do anything if there were no surfaces
12598 if (!numsurfacelist)
12600 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12603 // update lightmaps if needed
12607 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12612 R_BuildLightMap(ent, surfaces + j);
12617 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12619 // add to stats if desired
12620 if (r_speeds.integer && !skysurfaces && !depthonly)
12622 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12623 for (j = 0;j < numsurfacelist;j++)
12624 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12627 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12630 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12632 static texture_t texture;
12633 static msurface_t surface;
12634 const msurface_t *surfacelist = &surface;
12636 // fake enough texture and surface state to render this geometry
12638 texture.update_lastrenderframe = -1; // regenerate this texture
12639 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12640 texture.currentskinframe = skinframe;
12641 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12642 texture.offsetmapping = OFFSETMAPPING_OFF;
12643 texture.offsetscale = 1;
12644 texture.specularscalemod = 1;
12645 texture.specularpowermod = 1;
12646 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12647 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12648 // JUST GREP FOR "specularscalemod = 1".
12650 surface.texture = &texture;
12651 surface.num_triangles = numtriangles;
12652 surface.num_firsttriangle = firsttriangle;
12653 surface.num_vertices = numvertices;
12654 surface.num_firstvertex = firstvertex;
12657 rsurface.texture = R_GetCurrentTexture(surface.texture);
12658 rsurface.lightmaptexture = NULL;
12659 rsurface.deluxemaptexture = NULL;
12660 rsurface.uselightmaptexture = false;
12661 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12664 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)
12666 static msurface_t surface;
12667 const msurface_t *surfacelist = &surface;
12669 // fake enough texture and surface state to render this geometry
12670 surface.texture = texture;
12671 surface.num_triangles = numtriangles;
12672 surface.num_firsttriangle = firsttriangle;
12673 surface.num_vertices = numvertices;
12674 surface.num_firstvertex = firstvertex;
12677 rsurface.texture = R_GetCurrentTexture(surface.texture);
12678 rsurface.lightmaptexture = NULL;
12679 rsurface.deluxemaptexture = NULL;
12680 rsurface.uselightmaptexture = false;
12681 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);