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"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 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!"};
67 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!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 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)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 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"};
73 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"};
74 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"};
75 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"};
76 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"};
77 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"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 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"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
82 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)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
85 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"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 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"};
93 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"};
94 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"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 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)"};
98 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
99 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
100 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"};
101 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"};
102 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
103 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"};
104 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"};
105 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"};
106 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
107 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
108 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
109 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
110 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
111 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
112 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
113 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
114 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)"};
115 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)"};
116 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
117 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
118 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
119 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
120 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
121 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
123 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
124 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
125 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
127 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
128 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
129 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
130 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."};
131 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
132 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
133 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
134 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."};
135 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
136 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
137 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
138 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."};
139 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
140 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"};
141 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"};
142 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
143 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
144 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
145 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
146 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
147 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"};
148 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
149 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
150 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
151 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
152 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
154 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
155 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
156 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
157 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
158 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
159 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
160 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
161 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
163 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)"};
164 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"};
166 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
167 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
168 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
170 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"};
171 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"};
172 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"};
173 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
174 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
175 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"};
176 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)"};
177 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)"};
178 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
180 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
181 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)"};
182 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
183 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)"};
184 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
185 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)"};
186 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)"};
187 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
188 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"};
189 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."};
190 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
191 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)"};
192 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)"};
193 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)"};
194 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)"};
195 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)"};
196 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)"};
197 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)"};
198 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)"};
200 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)"};
201 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
202 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
203 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"};
204 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
205 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
206 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
207 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"};
208 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"};
209 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)"};
211 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
212 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
213 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
214 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
216 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
217 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
219 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
220 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
221 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
222 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
223 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
224 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
226 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
227 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
228 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
229 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
230 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
231 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
232 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
233 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
234 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
235 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
237 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"};
239 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"};
241 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
243 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
245 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)"};
246 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)"};
247 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
248 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
250 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
251 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"};
253 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."};
255 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)"};
256 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
258 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
259 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
260 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
261 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
264 extern cvar_t v_glslgamma;
265 extern cvar_t v_glslgamma_2d;
267 extern qboolean v_flipped_state;
269 r_framebufferstate_t r_fb;
271 /// shadow volume bsp struct with automatically growing nodes buffer
274 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
276 rtexture_t *r_texture_blanknormalmap;
277 rtexture_t *r_texture_white;
278 rtexture_t *r_texture_grey128;
279 rtexture_t *r_texture_black;
280 rtexture_t *r_texture_notexture;
281 rtexture_t *r_texture_whitecube;
282 rtexture_t *r_texture_normalizationcube;
283 rtexture_t *r_texture_fogattenuation;
284 rtexture_t *r_texture_fogheighttexture;
285 rtexture_t *r_texture_gammaramps;
286 unsigned int r_texture_gammaramps_serial;
287 //rtexture_t *r_texture_fogintensity;
288 rtexture_t *r_texture_reflectcube;
290 // TODO: hash lookups?
291 typedef struct cubemapinfo_s
298 int r_texture_numcubemaps;
299 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
301 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
302 unsigned int r_numqueries;
303 unsigned int r_maxqueries;
305 typedef struct r_qwskincache_s
307 char name[MAX_QPATH];
308 skinframe_t *skinframe;
312 static r_qwskincache_t *r_qwskincache;
313 static int r_qwskincache_size;
315 /// vertex coordinates for a quad that covers the screen exactly
316 extern const float r_screenvertex3f[12];
317 extern const float r_d3dscreenvertex3f[12];
318 const float r_screenvertex3f[12] =
325 const float r_d3dscreenvertex3f[12] =
333 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
336 for (i = 0;i < verts;i++)
347 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
350 for (i = 0;i < verts;i++)
360 // FIXME: move this to client?
363 if (gamemode == GAME_NEHAHRA)
365 Cvar_Set("gl_fogenable", "0");
366 Cvar_Set("gl_fogdensity", "0.2");
367 Cvar_Set("gl_fogred", "0.3");
368 Cvar_Set("gl_foggreen", "0.3");
369 Cvar_Set("gl_fogblue", "0.3");
371 r_refdef.fog_density = 0;
372 r_refdef.fog_red = 0;
373 r_refdef.fog_green = 0;
374 r_refdef.fog_blue = 0;
375 r_refdef.fog_alpha = 1;
376 r_refdef.fog_start = 0;
377 r_refdef.fog_end = 16384;
378 r_refdef.fog_height = 1<<30;
379 r_refdef.fog_fadedepth = 128;
380 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
383 static void R_BuildBlankTextures(void)
385 unsigned char data[4];
386 data[2] = 128; // normal X
387 data[1] = 128; // normal Y
388 data[0] = 255; // normal Z
389 data[3] = 255; // height
390 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNoTexture(void)
411 unsigned char pix[16][16][4];
412 // this makes a light grey/dark grey checkerboard texture
413 for (y = 0;y < 16;y++)
415 for (x = 0;x < 16;x++)
417 if ((y < 8) ^ (x < 8))
433 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildWhiteCube(void)
438 unsigned char data[6*1*1*4];
439 memset(data, 255, sizeof(data));
440 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
443 static void R_BuildNormalizationCube(void)
447 vec_t s, t, intensity;
450 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
451 for (side = 0;side < 6;side++)
453 for (y = 0;y < NORMSIZE;y++)
455 for (x = 0;x < NORMSIZE;x++)
457 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
493 intensity = 127.0f / sqrt(DotProduct(v, v));
494 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
495 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
496 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
497 data[((side*64+y)*64+x)*4+3] = 255;
501 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
505 static void R_BuildFogTexture(void)
509 unsigned char data1[FOGWIDTH][4];
510 //unsigned char data2[FOGWIDTH][4];
513 r_refdef.fogmasktable_start = r_refdef.fog_start;
514 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
515 r_refdef.fogmasktable_range = r_refdef.fogrange;
516 r_refdef.fogmasktable_density = r_refdef.fog_density;
518 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
519 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
521 d = (x * r - r_refdef.fogmasktable_start);
522 if(developer_extra.integer)
523 Con_DPrintf("%f ", d);
525 if (r_fog_exp2.integer)
526 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
528 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
529 if(developer_extra.integer)
530 Con_DPrintf(" : %f ", alpha);
531 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
532 if(developer_extra.integer)
533 Con_DPrintf(" = %f\n", alpha);
534 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
537 for (x = 0;x < FOGWIDTH;x++)
539 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
544 //data2[x][0] = 255 - b;
545 //data2[x][1] = 255 - b;
546 //data2[x][2] = 255 - b;
549 if (r_texture_fogattenuation)
551 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
552 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
556 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
557 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
561 static void R_BuildFogHeightTexture(void)
563 unsigned char *inpixels;
571 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
572 if (r_refdef.fogheighttexturename[0])
573 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
576 r_refdef.fog_height_tablesize = 0;
577 if (r_texture_fogheighttexture)
578 R_FreeTexture(r_texture_fogheighttexture);
579 r_texture_fogheighttexture = NULL;
580 if (r_refdef.fog_height_table2d)
581 Mem_Free(r_refdef.fog_height_table2d);
582 r_refdef.fog_height_table2d = NULL;
583 if (r_refdef.fog_height_table1d)
584 Mem_Free(r_refdef.fog_height_table1d);
585 r_refdef.fog_height_table1d = NULL;
589 r_refdef.fog_height_tablesize = size;
590 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
591 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
592 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
594 // LordHavoc: now the magic - what is that table2d for? it is a cooked
595 // average fog color table accounting for every fog layer between a point
596 // and the camera. (Note: attenuation is handled separately!)
597 for (y = 0;y < size;y++)
599 for (x = 0;x < size;x++)
605 for (j = x;j <= y;j++)
607 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
613 for (j = x;j >= y;j--)
615 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
620 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
621 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
622 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
623 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
626 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
629 //=======================================================================================================================================================
631 static const char *builtinshaderstrings[] =
633 #include "shader_glsl.h"
637 const char *builtinhlslshaderstrings[] =
639 #include "shader_hlsl.h"
643 //=======================================================================================================================================================
645 typedef struct shaderpermutationinfo_s
650 shaderpermutationinfo_t;
652 typedef struct shadermodeinfo_s
654 const char *sourcebasename;
655 const char *extension;
656 const char **builtinshaderstrings;
665 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
666 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
668 {"#define USEDIFFUSE\n", " diffuse"},
669 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
670 {"#define USEVIEWTINT\n", " viewtint"},
671 {"#define USECOLORMAPPING\n", " colormapping"},
672 {"#define USESATURATION\n", " saturation"},
673 {"#define USEFOGINSIDE\n", " foginside"},
674 {"#define USEFOGOUTSIDE\n", " fogoutside"},
675 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
676 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
677 {"#define USEGAMMARAMPS\n", " gammaramps"},
678 {"#define USECUBEFILTER\n", " cubefilter"},
679 {"#define USEGLOW\n", " glow"},
680 {"#define USEBLOOM\n", " bloom"},
681 {"#define USESPECULAR\n", " specular"},
682 {"#define USEPOSTPROCESSING\n", " postprocessing"},
683 {"#define USEREFLECTION\n", " reflection"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
686 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
687 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
688 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
689 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
690 {"#define USEALPHAKILL\n", " alphakill"},
691 {"#define USEREFLECTCUBE\n", " reflectcube"},
692 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
693 {"#define USEBOUNCEGRID\n", " bouncegrid"},
694 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
695 {"#define USETRIPPY\n", " trippy"},
696 {"#define USEDEPTHRGB\n", " depthrgb"},
697 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
698 {"#define USESKELETAL\n", " skeletal"},
699 {"#define USEOCCLUDE\n", " occlude"}
702 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
703 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
705 // SHADERLANGUAGE_GLSL
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
725 // SHADERLANGUAGE_HLSL
727 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
728 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
729 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
730 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
731 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
747 struct r_glsl_permutation_s;
748 typedef struct r_glsl_permutation_s
751 struct r_glsl_permutation_s *hashnext;
753 unsigned int permutation;
755 /// indicates if we have tried compiling this permutation already
757 /// 0 if compilation failed
759 // texture units assigned to each detected uniform
760 int tex_Texture_First;
761 int tex_Texture_Second;
762 int tex_Texture_GammaRamps;
763 int tex_Texture_Normal;
764 int tex_Texture_Color;
765 int tex_Texture_Gloss;
766 int tex_Texture_Glow;
767 int tex_Texture_SecondaryNormal;
768 int tex_Texture_SecondaryColor;
769 int tex_Texture_SecondaryGloss;
770 int tex_Texture_SecondaryGlow;
771 int tex_Texture_Pants;
772 int tex_Texture_Shirt;
773 int tex_Texture_FogHeightTexture;
774 int tex_Texture_FogMask;
775 int tex_Texture_Lightmap;
776 int tex_Texture_Deluxemap;
777 int tex_Texture_Attenuation;
778 int tex_Texture_Cube;
779 int tex_Texture_Refraction;
780 int tex_Texture_Reflection;
781 int tex_Texture_ShadowMap2D;
782 int tex_Texture_CubeProjection;
783 int tex_Texture_ScreenNormalMap;
784 int tex_Texture_ScreenDiffuse;
785 int tex_Texture_ScreenSpecular;
786 int tex_Texture_ReflectMask;
787 int tex_Texture_ReflectCube;
788 int tex_Texture_BounceGrid;
789 /// locations of detected uniforms in program object, or -1 if not found
790 int loc_Texture_First;
791 int loc_Texture_Second;
792 int loc_Texture_GammaRamps;
793 int loc_Texture_Normal;
794 int loc_Texture_Color;
795 int loc_Texture_Gloss;
796 int loc_Texture_Glow;
797 int loc_Texture_SecondaryNormal;
798 int loc_Texture_SecondaryColor;
799 int loc_Texture_SecondaryGloss;
800 int loc_Texture_SecondaryGlow;
801 int loc_Texture_Pants;
802 int loc_Texture_Shirt;
803 int loc_Texture_FogHeightTexture;
804 int loc_Texture_FogMask;
805 int loc_Texture_Lightmap;
806 int loc_Texture_Deluxemap;
807 int loc_Texture_Attenuation;
808 int loc_Texture_Cube;
809 int loc_Texture_Refraction;
810 int loc_Texture_Reflection;
811 int loc_Texture_ShadowMap2D;
812 int loc_Texture_CubeProjection;
813 int loc_Texture_ScreenNormalMap;
814 int loc_Texture_ScreenDiffuse;
815 int loc_Texture_ScreenSpecular;
816 int loc_Texture_ReflectMask;
817 int loc_Texture_ReflectCube;
818 int loc_Texture_BounceGrid;
820 int loc_BloomBlur_Parameters;
822 int loc_Color_Ambient;
823 int loc_Color_Diffuse;
824 int loc_Color_Specular;
828 int loc_DeferredColor_Ambient;
829 int loc_DeferredColor_Diffuse;
830 int loc_DeferredColor_Specular;
831 int loc_DeferredMod_Diffuse;
832 int loc_DeferredMod_Specular;
833 int loc_DistortScaleRefractReflect;
836 int loc_FogHeightFade;
838 int loc_FogPlaneViewDist;
839 int loc_FogRangeRecip;
842 int loc_LightPosition;
843 int loc_OffsetMapping_ScaleSteps;
844 int loc_OffsetMapping_LodDistance;
845 int loc_OffsetMapping_Bias;
847 int loc_ReflectColor;
848 int loc_ReflectFactor;
849 int loc_ReflectOffset;
850 int loc_RefractColor;
852 int loc_ScreenCenterRefractReflect;
853 int loc_ScreenScaleRefractReflect;
854 int loc_ScreenToDepth;
855 int loc_ShadowMap_Parameters;
856 int loc_ShadowMap_TextureScale;
857 int loc_SpecularPower;
858 int loc_Skeletal_Transform12;
863 int loc_ViewTintColor;
865 int loc_ModelToLight;
867 int loc_BackgroundTexMatrix;
868 int loc_ModelViewProjectionMatrix;
869 int loc_ModelViewMatrix;
870 int loc_PixelToScreenTexCoord;
871 int loc_ModelToReflectCube;
872 int loc_ShadowMapMatrix;
873 int loc_BloomColorSubtract;
874 int loc_NormalmapScrollBlend;
875 int loc_BounceGridMatrix;
876 int loc_BounceGridIntensity;
877 /// uniform block bindings
878 int ubibind_Skeletal_Transform12_UniformBlock;
879 /// uniform block indices
880 int ubiloc_Skeletal_Transform12_UniformBlock;
882 r_glsl_permutation_t;
884 #define SHADERPERMUTATION_HASHSIZE 256
887 // non-degradable "lightweight" shader parameters to keep the permutations simpler
888 // these can NOT degrade! only use for simple stuff
891 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
892 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
893 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
894 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
895 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
896 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
897 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
898 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
899 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
900 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
901 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
902 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
903 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
904 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
906 #define SHADERSTATICPARMS_COUNT 14
908 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
909 static int shaderstaticparms_count = 0;
911 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
912 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
914 extern qboolean r_shadow_shadowmapsampler;
915 extern int r_shadow_shadowmappcf;
916 qboolean R_CompileShader_CheckStaticParms(void)
918 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
919 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
920 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
923 if (r_glsl_saturation_redcompensate.integer)
924 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
925 if (r_glsl_vertextextureblend_usebothalphas.integer)
926 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
927 if (r_shadow_glossexact.integer)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
929 if (r_glsl_postprocess.integer)
931 if (r_glsl_postprocess_uservec1_enable.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
933 if (r_glsl_postprocess_uservec2_enable.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
935 if (r_glsl_postprocess_uservec3_enable.integer)
936 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
937 if (r_glsl_postprocess_uservec4_enable.integer)
938 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
942 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
945 if (r_shadow_shadowmapsampler)
946 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
947 if (r_shadow_shadowmappcf > 1)
948 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
949 else if (r_shadow_shadowmappcf)
950 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
951 if (r_celshading.integer)
952 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
953 if (r_celoutlines.integer)
954 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
956 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
959 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
960 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
961 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
963 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
964 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
966 shaderstaticparms_count = 0;
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
985 /// information about each possible shader permutation
986 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
987 /// currently selected permutation
988 r_glsl_permutation_t *r_glsl_permutation;
989 /// storage for permutations linked in the hash table
990 memexpandablearray_t r_glsl_permutationarray;
992 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
994 //unsigned int hashdepth = 0;
995 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
996 r_glsl_permutation_t *p;
997 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
999 if (p->mode == mode && p->permutation == permutation)
1001 //if (hashdepth > 10)
1002 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1007 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1009 p->permutation = permutation;
1010 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1011 r_glsl_permutationhash[mode][hashindex] = p;
1012 //if (hashdepth > 10)
1013 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1017 static char *R_ShaderStrCat(const char **strings)
1020 const char **p = strings;
1023 for (p = strings;(t = *p);p++)
1026 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1028 for (p = strings;(t = *p);p++)
1038 static char *R_ShaderStrCat(const char **strings);
1039 static void R_InitShaderModeInfo(void)
1042 shadermodeinfo_t *modeinfo;
1043 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1044 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1046 for (i = 0; i < SHADERMODE_COUNT; i++)
1048 char filename[MAX_QPATH];
1049 modeinfo = &shadermodeinfo[language][i];
1050 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1051 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1052 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1053 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1058 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1061 // if the mode has no filename we have to return the builtin string
1062 if (builtinonly || !modeinfo->filename)
1063 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1064 // note that FS_LoadFile appends a 0 byte to make it a valid string
1065 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1068 if (printfromdisknotice)
1069 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1070 return shaderstring;
1072 // fall back to builtinstring
1073 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1076 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1081 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1083 char permutationname[256];
1084 int vertstrings_count = 0;
1085 int geomstrings_count = 0;
1086 int fragstrings_count = 0;
1087 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1088 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1089 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1096 permutationname[0] = 0;
1097 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1099 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1101 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1102 if(vid.support.glshaderversion >= 140)
1104 vertstrings_list[vertstrings_count++] = "#version 140\n";
1105 geomstrings_list[geomstrings_count++] = "#version 140\n";
1106 fragstrings_list[fragstrings_count++] = "#version 140\n";
1107 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1108 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1109 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1111 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1112 else if(vid.support.glshaderversion >= 130)
1114 vertstrings_list[vertstrings_count++] = "#version 130\n";
1115 geomstrings_list[geomstrings_count++] = "#version 130\n";
1116 fragstrings_list[fragstrings_count++] = "#version 130\n";
1117 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1118 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1119 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1121 // if we can do #version 120, we should (this adds the invariant keyword)
1122 else if(vid.support.glshaderversion >= 120)
1124 vertstrings_list[vertstrings_count++] = "#version 120\n";
1125 geomstrings_list[geomstrings_count++] = "#version 120\n";
1126 fragstrings_list[fragstrings_count++] = "#version 120\n";
1127 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1128 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1129 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1131 // GLES also adds several things from GLSL120
1132 switch(vid.renderpath)
1134 case RENDERPATH_GLES2:
1135 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1136 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1137 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1143 // the first pretext is which type of shader to compile as
1144 // (later these will all be bound together as a program object)
1145 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1146 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1147 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1149 // the second pretext is the mode (for example a light source)
1150 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1151 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1152 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1153 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1155 // now add all the permutation pretexts
1156 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1158 if (permutation & (1<<i))
1160 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1161 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1162 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1163 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1167 // keep line numbers correct
1168 vertstrings_list[vertstrings_count++] = "\n";
1169 geomstrings_list[geomstrings_count++] = "\n";
1170 fragstrings_list[fragstrings_count++] = "\n";
1175 R_CompileShader_AddStaticParms(mode, permutation);
1176 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1177 vertstrings_count += shaderstaticparms_count;
1178 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1179 geomstrings_count += shaderstaticparms_count;
1180 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1181 fragstrings_count += shaderstaticparms_count;
1183 // now append the shader text itself
1184 vertstrings_list[vertstrings_count++] = sourcestring;
1185 geomstrings_list[geomstrings_count++] = sourcestring;
1186 fragstrings_list[fragstrings_count++] = sourcestring;
1188 // compile the shader program
1189 if (vertstrings_count + geomstrings_count + fragstrings_count)
1190 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1194 qglUseProgram(p->program);CHECKGLERROR
1195 // look up all the uniform variable names we care about, so we don't
1196 // have to look them up every time we set them
1201 GLint activeuniformindex = 0;
1202 GLint numactiveuniforms = 0;
1203 char uniformname[128];
1204 GLsizei uniformnamelength = 0;
1205 GLint uniformsize = 0;
1206 GLenum uniformtype = 0;
1207 memset(uniformname, 0, sizeof(uniformname));
1208 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1209 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1210 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1212 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1213 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1218 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1219 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1220 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1221 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1222 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1223 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1224 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1225 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1226 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1227 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1228 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1229 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1230 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1231 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1232 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1233 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1234 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1235 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1236 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1237 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1238 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1239 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1240 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1241 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1242 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1243 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1244 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1245 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1246 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1247 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1248 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1249 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1250 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1251 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1252 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1253 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1254 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1255 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1256 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1257 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1258 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1259 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1260 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1261 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1262 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1263 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1264 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1265 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1266 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1267 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1268 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1269 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1270 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1271 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1272 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1273 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1274 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1275 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1276 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1277 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1278 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1279 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1280 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1281 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1282 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1283 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1284 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1285 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1286 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1287 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1288 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1289 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1290 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1291 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1292 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1293 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1294 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1295 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1296 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1297 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1298 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1299 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1300 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1301 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1302 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1303 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1304 // initialize the samplers to refer to the texture units we use
1305 p->tex_Texture_First = -1;
1306 p->tex_Texture_Second = -1;
1307 p->tex_Texture_GammaRamps = -1;
1308 p->tex_Texture_Normal = -1;
1309 p->tex_Texture_Color = -1;
1310 p->tex_Texture_Gloss = -1;
1311 p->tex_Texture_Glow = -1;
1312 p->tex_Texture_SecondaryNormal = -1;
1313 p->tex_Texture_SecondaryColor = -1;
1314 p->tex_Texture_SecondaryGloss = -1;
1315 p->tex_Texture_SecondaryGlow = -1;
1316 p->tex_Texture_Pants = -1;
1317 p->tex_Texture_Shirt = -1;
1318 p->tex_Texture_FogHeightTexture = -1;
1319 p->tex_Texture_FogMask = -1;
1320 p->tex_Texture_Lightmap = -1;
1321 p->tex_Texture_Deluxemap = -1;
1322 p->tex_Texture_Attenuation = -1;
1323 p->tex_Texture_Cube = -1;
1324 p->tex_Texture_Refraction = -1;
1325 p->tex_Texture_Reflection = -1;
1326 p->tex_Texture_ShadowMap2D = -1;
1327 p->tex_Texture_CubeProjection = -1;
1328 p->tex_Texture_ScreenNormalMap = -1;
1329 p->tex_Texture_ScreenDiffuse = -1;
1330 p->tex_Texture_ScreenSpecular = -1;
1331 p->tex_Texture_ReflectMask = -1;
1332 p->tex_Texture_ReflectCube = -1;
1333 p->tex_Texture_BounceGrid = -1;
1334 // bind the texture samplers in use
1336 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1337 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1338 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1339 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1340 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1341 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1342 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1343 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1344 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1345 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1346 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1347 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1348 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1349 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1350 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1351 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1352 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1353 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1354 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1355 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1356 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1357 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1358 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1359 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1360 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1361 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1362 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1363 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1364 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1365 // get the uniform block indices so we can bind them
1366 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1367 if (vid.support.arb_uniform_buffer_object)
1368 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1371 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1372 // clear the uniform block bindings
1373 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1374 // bind the uniform blocks in use
1376 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1377 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1379 // we're done compiling and setting up the shader, at least until it is used
1381 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1384 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1388 Mem_Free(sourcestring);
1391 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1393 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1394 if (r_glsl_permutation != perm)
1396 r_glsl_permutation = perm;
1397 if (!r_glsl_permutation->program)
1399 if (!r_glsl_permutation->compiled)
1401 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1402 R_GLSL_CompilePermutation(perm, mode, permutation);
1404 if (!r_glsl_permutation->program)
1406 // remove features until we find a valid permutation
1408 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1410 // reduce i more quickly whenever it would not remove any bits
1411 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1412 if (!(permutation & j))
1415 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1416 if (!r_glsl_permutation->compiled)
1417 R_GLSL_CompilePermutation(perm, mode, permutation);
1418 if (r_glsl_permutation->program)
1421 if (i >= SHADERPERMUTATION_COUNT)
1423 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1424 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1425 qglUseProgram(0);CHECKGLERROR
1426 return; // no bit left to clear, entire mode is broken
1431 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1433 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1434 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1435 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1443 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1444 extern D3DCAPS9 vid_d3d9caps;
1447 struct r_hlsl_permutation_s;
1448 typedef struct r_hlsl_permutation_s
1450 /// hash lookup data
1451 struct r_hlsl_permutation_s *hashnext;
1453 unsigned int permutation;
1455 /// indicates if we have tried compiling this permutation already
1457 /// NULL if compilation failed
1458 IDirect3DVertexShader9 *vertexshader;
1459 IDirect3DPixelShader9 *pixelshader;
1461 r_hlsl_permutation_t;
1463 typedef enum D3DVSREGISTER_e
1465 D3DVSREGISTER_TexMatrix = 0, // float4x4
1466 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1467 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1468 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1469 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1470 D3DVSREGISTER_ModelToLight = 20, // float4x4
1471 D3DVSREGISTER_EyePosition = 24,
1472 D3DVSREGISTER_FogPlane = 25,
1473 D3DVSREGISTER_LightDir = 26,
1474 D3DVSREGISTER_LightPosition = 27,
1478 typedef enum D3DPSREGISTER_e
1480 D3DPSREGISTER_Alpha = 0,
1481 D3DPSREGISTER_BloomBlur_Parameters = 1,
1482 D3DPSREGISTER_ClientTime = 2,
1483 D3DPSREGISTER_Color_Ambient = 3,
1484 D3DPSREGISTER_Color_Diffuse = 4,
1485 D3DPSREGISTER_Color_Specular = 5,
1486 D3DPSREGISTER_Color_Glow = 6,
1487 D3DPSREGISTER_Color_Pants = 7,
1488 D3DPSREGISTER_Color_Shirt = 8,
1489 D3DPSREGISTER_DeferredColor_Ambient = 9,
1490 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1491 D3DPSREGISTER_DeferredColor_Specular = 11,
1492 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1493 D3DPSREGISTER_DeferredMod_Specular = 13,
1494 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1495 D3DPSREGISTER_EyePosition = 15, // unused
1496 D3DPSREGISTER_FogColor = 16,
1497 D3DPSREGISTER_FogHeightFade = 17,
1498 D3DPSREGISTER_FogPlane = 18,
1499 D3DPSREGISTER_FogPlaneViewDist = 19,
1500 D3DPSREGISTER_FogRangeRecip = 20,
1501 D3DPSREGISTER_LightColor = 21,
1502 D3DPSREGISTER_LightDir = 22, // unused
1503 D3DPSREGISTER_LightPosition = 23,
1504 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1505 D3DPSREGISTER_PixelSize = 25,
1506 D3DPSREGISTER_ReflectColor = 26,
1507 D3DPSREGISTER_ReflectFactor = 27,
1508 D3DPSREGISTER_ReflectOffset = 28,
1509 D3DPSREGISTER_RefractColor = 29,
1510 D3DPSREGISTER_Saturation = 30,
1511 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1512 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1513 D3DPSREGISTER_ScreenToDepth = 33,
1514 D3DPSREGISTER_ShadowMap_Parameters = 34,
1515 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1516 D3DPSREGISTER_SpecularPower = 36,
1517 D3DPSREGISTER_UserVec1 = 37,
1518 D3DPSREGISTER_UserVec2 = 38,
1519 D3DPSREGISTER_UserVec3 = 39,
1520 D3DPSREGISTER_UserVec4 = 40,
1521 D3DPSREGISTER_ViewTintColor = 41,
1522 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1523 D3DPSREGISTER_BloomColorSubtract = 43,
1524 D3DPSREGISTER_ViewToLight = 44, // float4x4
1525 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1526 D3DPSREGISTER_NormalmapScrollBlend = 52,
1527 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1528 D3DPSREGISTER_OffsetMapping_Bias = 54,
1533 /// information about each possible shader permutation
1534 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1535 /// currently selected permutation
1536 r_hlsl_permutation_t *r_hlsl_permutation;
1537 /// storage for permutations linked in the hash table
1538 memexpandablearray_t r_hlsl_permutationarray;
1540 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1542 //unsigned int hashdepth = 0;
1543 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1544 r_hlsl_permutation_t *p;
1545 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1547 if (p->mode == mode && p->permutation == permutation)
1549 //if (hashdepth > 10)
1550 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1555 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1557 p->permutation = permutation;
1558 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1559 r_hlsl_permutationhash[mode][hashindex] = p;
1560 //if (hashdepth > 10)
1561 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1566 //#include <d3dx9shader.h>
1567 //#include <d3dx9mesh.h>
1569 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1571 DWORD *vsbin = NULL;
1572 DWORD *psbin = NULL;
1573 fs_offset_t vsbinsize;
1574 fs_offset_t psbinsize;
1575 // IDirect3DVertexShader9 *vs = NULL;
1576 // IDirect3DPixelShader9 *ps = NULL;
1577 ID3DXBuffer *vslog = NULL;
1578 ID3DXBuffer *vsbuffer = NULL;
1579 ID3DXConstantTable *vsconstanttable = NULL;
1580 ID3DXBuffer *pslog = NULL;
1581 ID3DXBuffer *psbuffer = NULL;
1582 ID3DXConstantTable *psconstanttable = NULL;
1585 char temp[MAX_INPUTLINE];
1586 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1588 qboolean debugshader = gl_paranoid.integer != 0;
1589 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1590 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1593 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1594 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1596 if ((!vsbin && vertstring) || (!psbin && fragstring))
1598 const char* dllnames_d3dx9 [] =
1622 dllhandle_t d3dx9_dll = NULL;
1623 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1624 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1625 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1626 dllfunction_t d3dx9_dllfuncs[] =
1628 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1629 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1630 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1633 // 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...
1634 #ifndef ID3DXBuffer_GetBufferPointer
1635 #if !defined(__cplusplus) || defined(CINTERFACE)
1636 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1637 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1638 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1640 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1641 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1642 #define ID3DXBuffer_Release(p) (p)->Release()
1645 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1647 DWORD shaderflags = 0;
1649 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1650 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1651 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1652 if (vertstring && vertstring[0])
1656 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1657 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1660 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1663 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1664 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1665 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1666 ID3DXBuffer_Release(vsbuffer);
1670 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1671 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1672 ID3DXBuffer_Release(vslog);
1675 if (fragstring && fragstring[0])
1679 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1680 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1683 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1686 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1687 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1688 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1689 ID3DXBuffer_Release(psbuffer);
1693 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1694 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1695 ID3DXBuffer_Release(pslog);
1698 Sys_UnloadLibrary(&d3dx9_dll);
1701 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1705 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1706 if (FAILED(vsresult))
1707 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1708 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1709 if (FAILED(psresult))
1710 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1712 // free the shader data
1713 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1714 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1717 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1720 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1721 int vertstring_length = 0;
1722 int geomstring_length = 0;
1723 int fragstring_length = 0;
1726 char *vertstring, *geomstring, *fragstring;
1727 char permutationname[256];
1728 char cachename[256];
1729 int vertstrings_count = 0;
1730 int geomstrings_count = 0;
1731 int fragstrings_count = 0;
1732 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1733 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1734 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1739 p->vertexshader = NULL;
1740 p->pixelshader = NULL;
1742 permutationname[0] = 0;
1744 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1746 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1747 strlcat(cachename, "hlsl/", sizeof(cachename));
1749 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1750 vertstrings_count = 0;
1751 geomstrings_count = 0;
1752 fragstrings_count = 0;
1753 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1754 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1755 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1757 // the first pretext is which type of shader to compile as
1758 // (later these will all be bound together as a program object)
1759 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1760 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1761 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1763 // the second pretext is the mode (for example a light source)
1764 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1765 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1766 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1767 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1768 strlcat(cachename, modeinfo->name, sizeof(cachename));
1770 // now add all the permutation pretexts
1771 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1773 if (permutation & (1<<i))
1775 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1776 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1777 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1778 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1779 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1783 // keep line numbers correct
1784 vertstrings_list[vertstrings_count++] = "\n";
1785 geomstrings_list[geomstrings_count++] = "\n";
1786 fragstrings_list[fragstrings_count++] = "\n";
1791 R_CompileShader_AddStaticParms(mode, permutation);
1792 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1793 vertstrings_count += shaderstaticparms_count;
1794 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1795 geomstrings_count += shaderstaticparms_count;
1796 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1797 fragstrings_count += shaderstaticparms_count;
1799 // replace spaces in the cachename with _ characters
1800 for (i = 0;cachename[i];i++)
1801 if (cachename[i] == ' ')
1804 // now append the shader text itself
1805 vertstrings_list[vertstrings_count++] = sourcestring;
1806 geomstrings_list[geomstrings_count++] = sourcestring;
1807 fragstrings_list[fragstrings_count++] = sourcestring;
1809 vertstring_length = 0;
1810 for (i = 0;i < vertstrings_count;i++)
1811 vertstring_length += (int)strlen(vertstrings_list[i]);
1812 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1813 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1814 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1816 geomstring_length = 0;
1817 for (i = 0;i < geomstrings_count;i++)
1818 geomstring_length += (int)strlen(geomstrings_list[i]);
1819 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1820 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1821 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1823 fragstring_length = 0;
1824 for (i = 0;i < fragstrings_count;i++)
1825 fragstring_length += (int)strlen(fragstrings_list[i]);
1826 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1827 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1828 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1830 // try to load the cached shader, or generate one
1831 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1833 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1834 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1836 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1840 Mem_Free(vertstring);
1842 Mem_Free(geomstring);
1844 Mem_Free(fragstring);
1846 Mem_Free(sourcestring);
1849 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1850 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1851 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);}
1852 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);}
1853 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);}
1854 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);}
1856 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1857 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1858 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);}
1859 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);}
1860 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);}
1861 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);}
1863 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1865 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1866 if (r_hlsl_permutation != perm)
1868 r_hlsl_permutation = perm;
1869 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1871 if (!r_hlsl_permutation->compiled)
1872 R_HLSL_CompilePermutation(perm, mode, permutation);
1873 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1875 // remove features until we find a valid permutation
1877 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1879 // reduce i more quickly whenever it would not remove any bits
1880 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1881 if (!(permutation & j))
1884 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1885 if (!r_hlsl_permutation->compiled)
1886 R_HLSL_CompilePermutation(perm, mode, permutation);
1887 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1890 if (i >= SHADERPERMUTATION_COUNT)
1892 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1893 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1894 return; // no bit left to clear, entire mode is broken
1898 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1899 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1901 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1902 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1903 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1907 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1909 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1910 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1911 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1915 void R_GLSL_Restart_f(void)
1917 unsigned int i, limit;
1918 switch(vid.renderpath)
1920 case RENDERPATH_D3D9:
1923 r_hlsl_permutation_t *p;
1924 r_hlsl_permutation = NULL;
1925 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1926 for (i = 0;i < limit;i++)
1928 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1930 if (p->vertexshader)
1931 IDirect3DVertexShader9_Release(p->vertexshader);
1933 IDirect3DPixelShader9_Release(p->pixelshader);
1934 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1937 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1941 case RENDERPATH_D3D10:
1942 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1944 case RENDERPATH_D3D11:
1945 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1947 case RENDERPATH_GL20:
1948 case RENDERPATH_GLES2:
1950 r_glsl_permutation_t *p;
1951 r_glsl_permutation = NULL;
1952 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1953 for (i = 0;i < limit;i++)
1955 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1957 GL_Backend_FreeProgram(p->program);
1958 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1961 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1964 case RENDERPATH_GL11:
1965 case RENDERPATH_GL13:
1966 case RENDERPATH_GLES1:
1968 case RENDERPATH_SOFT:
1973 static void R_GLSL_DumpShader_f(void)
1975 int i, language, mode, dupe;
1977 shadermodeinfo_t *modeinfo;
1980 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1982 modeinfo = shadermodeinfo[language];
1983 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1985 // don't dump the same file multiple times (most or all shaders come from the same file)
1986 for (dupe = mode - 1;dupe >= 0;dupe--)
1987 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1991 text = modeinfo[mode].builtinstring;
1994 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1997 FS_Print(file, "/* The engine may define the following macros:\n");
1998 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1999 for (i = 0;i < SHADERMODE_COUNT;i++)
2000 FS_Print(file, modeinfo[i].pretext);
2001 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2002 FS_Print(file, shaderpermutationinfo[i].pretext);
2003 FS_Print(file, "*/\n");
2004 FS_Print(file, text);
2006 Con_Printf("%s written\n", modeinfo[mode].filename);
2009 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2014 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2016 unsigned int permutation = 0;
2017 if (r_trippy.integer && !notrippy)
2018 permutation |= SHADERPERMUTATION_TRIPPY;
2019 permutation |= SHADERPERMUTATION_VIEWTINT;
2021 permutation |= SHADERPERMUTATION_DIFFUSE;
2023 permutation |= SHADERPERMUTATION_SPECULAR;
2024 if (texturemode == GL_MODULATE)
2025 permutation |= SHADERPERMUTATION_COLORMAPPING;
2026 else if (texturemode == GL_ADD)
2027 permutation |= SHADERPERMUTATION_GLOW;
2028 else if (texturemode == GL_DECAL)
2029 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2030 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2031 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2032 if (suppresstexalpha)
2033 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2035 texturemode = GL_MODULATE;
2036 if (vid.allowalphatocoverage)
2037 GL_AlphaToCoverage(false);
2038 switch (vid.renderpath)
2040 case RENDERPATH_D3D9:
2042 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2043 R_Mesh_TexBind(GL20TU_FIRST , first );
2044 R_Mesh_TexBind(GL20TU_SECOND, second);
2045 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2046 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2049 case RENDERPATH_D3D10:
2050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2052 case RENDERPATH_D3D11:
2053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2055 case RENDERPATH_GL20:
2056 case RENDERPATH_GLES2:
2057 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2058 if (r_glsl_permutation->tex_Texture_First >= 0)
2059 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2060 if (r_glsl_permutation->tex_Texture_Second >= 0)
2061 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2062 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2063 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2065 case RENDERPATH_GL13:
2066 case RENDERPATH_GLES1:
2067 R_Mesh_TexBind(0, first );
2068 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2069 R_Mesh_TexMatrix(0, NULL);
2070 R_Mesh_TexBind(1, second);
2073 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2074 R_Mesh_TexMatrix(1, NULL);
2077 case RENDERPATH_GL11:
2078 R_Mesh_TexBind(0, first );
2079 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2080 R_Mesh_TexMatrix(0, NULL);
2082 case RENDERPATH_SOFT:
2083 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2084 R_Mesh_TexBind(GL20TU_FIRST , first );
2085 R_Mesh_TexBind(GL20TU_SECOND, second);
2090 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2092 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2095 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2097 unsigned int permutation = 0;
2098 if (r_trippy.integer && !notrippy)
2099 permutation |= SHADERPERMUTATION_TRIPPY;
2101 permutation |= SHADERPERMUTATION_DEPTHRGB;
2103 permutation |= SHADERPERMUTATION_SKELETAL;
2105 if (vid.allowalphatocoverage)
2106 GL_AlphaToCoverage(false);
2107 switch (vid.renderpath)
2109 case RENDERPATH_D3D9:
2111 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2114 case RENDERPATH_D3D10:
2115 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2117 case RENDERPATH_D3D11:
2118 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2120 case RENDERPATH_GL20:
2121 case RENDERPATH_GLES2:
2122 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2123 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2124 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);
2127 case RENDERPATH_GL13:
2128 case RENDERPATH_GLES1:
2129 R_Mesh_TexBind(0, 0);
2130 R_Mesh_TexBind(1, 0);
2132 case RENDERPATH_GL11:
2133 R_Mesh_TexBind(0, 0);
2135 case RENDERPATH_SOFT:
2136 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2141 extern qboolean r_shadow_usingdeferredprepass;
2142 extern rtexture_t *r_shadow_attenuationgradienttexture;
2143 extern rtexture_t *r_shadow_attenuation2dtexture;
2144 extern rtexture_t *r_shadow_attenuation3dtexture;
2145 extern qboolean r_shadow_usingshadowmap2d;
2146 extern qboolean r_shadow_usingshadowmaportho;
2147 extern float r_shadow_modelshadowmap_texturescale[4];
2148 extern float r_shadow_modelshadowmap_parameters[4];
2149 extern float r_shadow_lightshadowmap_texturescale[4];
2150 extern float r_shadow_lightshadowmap_parameters[4];
2151 extern qboolean r_shadow_shadowmapvsdct;
2152 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2153 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2154 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2155 extern matrix4x4_t r_shadow_shadowmapmatrix;
2156 extern int r_shadow_prepass_width;
2157 extern int r_shadow_prepass_height;
2158 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2159 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2160 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2161 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2163 #define BLENDFUNC_ALLOWS_COLORMOD 1
2164 #define BLENDFUNC_ALLOWS_FOG 2
2165 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2166 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2167 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2168 static int R_BlendFuncFlags(int src, int dst)
2172 // a blendfunc allows colormod if:
2173 // a) it can never keep the destination pixel invariant, or
2174 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2175 // this is to prevent unintended side effects from colormod
2177 // a blendfunc allows fog if:
2178 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2179 // this is to prevent unintended side effects from fog
2181 // these checks are the output of fogeval.pl
2183 r |= BLENDFUNC_ALLOWS_COLORMOD;
2184 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2185 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2186 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2187 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2188 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2189 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2192 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2193 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2195 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2196 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2197 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2198 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2199 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2200 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2201 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2202 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2203 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2204 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2209 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)
2211 // select a permutation of the lighting shader appropriate to this
2212 // combination of texture, entity, light source, and fogging, only use the
2213 // minimum features necessary to avoid wasting rendering time in the
2214 // fragment shader on features that are not being used
2215 unsigned int permutation = 0;
2216 unsigned int mode = 0;
2218 static float dummy_colormod[3] = {1, 1, 1};
2219 float *colormod = rsurface.colormod;
2221 matrix4x4_t tempmatrix;
2222 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2223 if (r_trippy.integer && !notrippy)
2224 permutation |= SHADERPERMUTATION_TRIPPY;
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2226 permutation |= SHADERPERMUTATION_ALPHAKILL;
2227 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2228 permutation |= SHADERPERMUTATION_OCCLUDE;
2229 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2230 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2231 if (rsurfacepass == RSURFPASS_BACKGROUND)
2233 // distorted background
2234 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2236 mode = SHADERMODE_WATER;
2237 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2238 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2239 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2241 // this is the right thing to do for wateralpha
2242 GL_BlendFunc(GL_ONE, GL_ZERO);
2243 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2247 // this is the right thing to do for entity alpha
2248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2249 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2254 mode = SHADERMODE_REFRACTION;
2255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2256 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2258 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2262 mode = SHADERMODE_GENERIC;
2263 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2264 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2265 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2267 if (vid.allowalphatocoverage)
2268 GL_AlphaToCoverage(false);
2270 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2272 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2274 switch(rsurface.texture->offsetmapping)
2276 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2277 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2278 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2279 case OFFSETMAPPING_OFF: break;
2282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2283 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2284 // normalmap (deferred prepass), may use alpha test on diffuse
2285 mode = SHADERMODE_DEFERREDGEOMETRY;
2286 GL_BlendFunc(GL_ONE, GL_ZERO);
2287 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2288 if (vid.allowalphatocoverage)
2289 GL_AlphaToCoverage(false);
2291 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2293 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2306 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2308 mode = SHADERMODE_LIGHTSOURCE;
2309 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2310 permutation |= SHADERPERMUTATION_CUBEFILTER;
2311 if (diffusescale > 0)
2312 permutation |= SHADERPERMUTATION_DIFFUSE;
2313 if (specularscale > 0)
2314 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2315 if (r_refdef.fogenabled)
2316 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2317 if (rsurface.texture->colormapping)
2318 permutation |= SHADERPERMUTATION_COLORMAPPING;
2319 if (r_shadow_usingshadowmap2d)
2321 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2322 if(r_shadow_shadowmapvsdct)
2323 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2325 if (r_shadow_shadowmap2ddepthbuffer)
2326 permutation |= SHADERPERMUTATION_DEPTHRGB;
2328 if (rsurface.texture->reflectmasktexture)
2329 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2330 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2331 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2332 if (vid.allowalphatocoverage)
2333 GL_AlphaToCoverage(false);
2335 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2337 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2339 switch(rsurface.texture->offsetmapping)
2341 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2342 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2343 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2344 case OFFSETMAPPING_OFF: break;
2347 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2348 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2350 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2351 // unshaded geometry (fullbright or ambient model lighting)
2352 mode = SHADERMODE_FLATCOLOR;
2353 ambientscale = diffusescale = specularscale = 0;
2354 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2355 permutation |= SHADERPERMUTATION_GLOW;
2356 if (r_refdef.fogenabled)
2357 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2358 if (rsurface.texture->colormapping)
2359 permutation |= SHADERPERMUTATION_COLORMAPPING;
2360 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2362 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2363 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2365 if (r_shadow_shadowmap2ddepthbuffer)
2366 permutation |= SHADERPERMUTATION_DEPTHRGB;
2368 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2369 permutation |= SHADERPERMUTATION_REFLECTION;
2370 if (rsurface.texture->reflectmasktexture)
2371 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2372 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2373 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2374 // when using alphatocoverage, we don't need alphakill
2375 if (vid.allowalphatocoverage)
2377 if (r_transparent_alphatocoverage.integer)
2379 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2380 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2383 GL_AlphaToCoverage(false);
2386 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2388 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2390 switch(rsurface.texture->offsetmapping)
2392 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2393 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2394 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2395 case OFFSETMAPPING_OFF: break;
2398 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2399 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2400 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2401 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2402 // directional model lighting
2403 mode = SHADERMODE_LIGHTDIRECTION;
2404 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2405 permutation |= SHADERPERMUTATION_GLOW;
2406 permutation |= SHADERPERMUTATION_DIFFUSE;
2407 if (specularscale > 0)
2408 permutation |= SHADERPERMUTATION_SPECULAR;
2409 if (r_refdef.fogenabled)
2410 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2411 if (rsurface.texture->colormapping)
2412 permutation |= SHADERPERMUTATION_COLORMAPPING;
2413 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2415 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2416 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2418 if (r_shadow_shadowmap2ddepthbuffer)
2419 permutation |= SHADERPERMUTATION_DEPTHRGB;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2422 permutation |= SHADERPERMUTATION_REFLECTION;
2423 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2424 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2425 if (rsurface.texture->reflectmasktexture)
2426 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2427 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2429 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2430 if (r_shadow_bouncegrid_state.directional)
2431 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2434 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 // when using alphatocoverage, we don't need alphakill
2436 if (vid.allowalphatocoverage)
2438 if (r_transparent_alphatocoverage.integer)
2440 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2441 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2444 GL_AlphaToCoverage(false);
2447 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2449 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2451 switch(rsurface.texture->offsetmapping)
2453 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2454 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2455 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_OFF: break;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2462 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2463 // ambient model lighting
2464 mode = SHADERMODE_LIGHTDIRECTION;
2465 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2466 permutation |= SHADERPERMUTATION_GLOW;
2467 if (r_refdef.fogenabled)
2468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2469 if (rsurface.texture->colormapping)
2470 permutation |= SHADERPERMUTATION_COLORMAPPING;
2471 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2473 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2474 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2476 if (r_shadow_shadowmap2ddepthbuffer)
2477 permutation |= SHADERPERMUTATION_DEPTHRGB;
2479 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2480 permutation |= SHADERPERMUTATION_REFLECTION;
2481 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2482 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2483 if (rsurface.texture->reflectmasktexture)
2484 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2485 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2487 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2488 if (r_shadow_bouncegrid_state.directional)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2491 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2492 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493 // when using alphatocoverage, we don't need alphakill
2494 if (vid.allowalphatocoverage)
2496 if (r_transparent_alphatocoverage.integer)
2498 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2499 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2502 GL_AlphaToCoverage(false);
2507 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2509 switch(rsurface.texture->offsetmapping)
2511 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2512 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2513 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2514 case OFFSETMAPPING_OFF: break;
2517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2519 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2520 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2522 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2523 permutation |= SHADERPERMUTATION_GLOW;
2524 if (r_refdef.fogenabled)
2525 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2526 if (rsurface.texture->colormapping)
2527 permutation |= SHADERPERMUTATION_COLORMAPPING;
2528 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2530 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2531 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2533 if (r_shadow_shadowmap2ddepthbuffer)
2534 permutation |= SHADERPERMUTATION_DEPTHRGB;
2536 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2537 permutation |= SHADERPERMUTATION_REFLECTION;
2538 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2539 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2540 if (rsurface.texture->reflectmasktexture)
2541 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2542 if (FAKELIGHT_ENABLED)
2544 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2545 mode = SHADERMODE_FAKELIGHT;
2546 permutation |= SHADERPERMUTATION_DIFFUSE;
2547 if (specularscale > 0)
2548 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2550 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2552 // deluxemapping (light direction texture)
2553 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2554 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2556 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2557 permutation |= SHADERPERMUTATION_DIFFUSE;
2558 if (specularscale > 0)
2559 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2561 else if (r_glsl_deluxemapping.integer >= 2)
2563 // fake deluxemapping (uniform light direction in tangentspace)
2564 if (rsurface.uselightmaptexture)
2565 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2567 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2568 permutation |= SHADERPERMUTATION_DIFFUSE;
2569 if (specularscale > 0)
2570 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2572 else if (rsurface.uselightmaptexture)
2574 // ordinary lightmapping (q1bsp, q3bsp)
2575 mode = SHADERMODE_LIGHTMAP;
2579 // ordinary vertex coloring (q3bsp)
2580 mode = SHADERMODE_VERTEXCOLOR;
2582 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2584 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2585 if (r_shadow_bouncegrid_state.directional)
2586 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2588 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2589 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2590 // when using alphatocoverage, we don't need alphakill
2591 if (vid.allowalphatocoverage)
2593 if (r_transparent_alphatocoverage.integer)
2595 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2596 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2599 GL_AlphaToCoverage(false);
2602 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2603 colormod = dummy_colormod;
2604 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2605 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2606 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2607 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2608 switch(vid.renderpath)
2610 case RENDERPATH_D3D9:
2612 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);
2613 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2614 R_SetupShader_SetPermutationHLSL(mode, permutation);
2615 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2616 if (mode == SHADERMODE_LIGHTSOURCE)
2618 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2619 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2623 if (mode == SHADERMODE_LIGHTDIRECTION)
2625 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2628 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2629 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2630 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2631 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2632 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2634 if (mode == SHADERMODE_LIGHTSOURCE)
2636 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2637 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2639 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2642 // additive passes are only darkened by fog, not tinted
2643 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2644 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2648 if (mode == SHADERMODE_FLATCOLOR)
2650 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2652 else if (mode == SHADERMODE_LIGHTDIRECTION)
2654 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]);
2655 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2656 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);
2657 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2659 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2660 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2664 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2665 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2666 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);
2667 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2668 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2670 // additive passes are only darkened by fog, not tinted
2671 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2672 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2674 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2675 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);
2676 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2677 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2678 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2679 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2680 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2681 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2682 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2683 if (mode == SHADERMODE_WATER)
2684 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2686 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2688 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2689 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2693 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2694 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2696 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2697 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));
2698 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2699 if (rsurface.texture->pantstexture)
2700 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2702 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2703 if (rsurface.texture->shirttexture)
2704 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2706 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2707 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2708 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2709 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2710 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2711 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2712 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2713 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2714 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2715 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2717 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2718 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2719 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2720 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2722 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2723 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2724 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2725 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2726 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2727 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2728 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2729 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2730 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2731 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2732 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2733 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2734 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2735 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2736 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2737 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2738 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2739 if (rsurfacepass == RSURFPASS_BACKGROUND)
2741 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2742 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2743 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2747 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2749 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2750 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2751 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2752 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2754 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2755 if (rsurface.rtlight)
2757 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2758 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2763 case RENDERPATH_D3D10:
2764 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2766 case RENDERPATH_D3D11:
2767 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2769 case RENDERPATH_GL20:
2770 case RENDERPATH_GLES2:
2771 if (!vid.useinterleavedarrays)
2773 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);
2774 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2775 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2776 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2777 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2778 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2779 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2780 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2781 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2782 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2783 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2787 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);
2788 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2790 // this has to be after RSurf_PrepareVerticesForBatch
2791 if (rsurface.batchskeletaltransform3x4buffer)
2792 permutation |= SHADERPERMUTATION_SKELETAL;
2793 R_SetupShader_SetPermutationGLSL(mode, permutation);
2794 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2795 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);
2797 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2798 if (mode == SHADERMODE_LIGHTSOURCE)
2800 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2802 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2803 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2804 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2805 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);
2807 // additive passes are only darkened by fog, not tinted
2808 if (r_glsl_permutation->loc_FogColor >= 0)
2809 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2810 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);
2814 if (mode == SHADERMODE_FLATCOLOR)
2816 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2818 else if (mode == SHADERMODE_LIGHTDIRECTION)
2820 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]);
2821 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]);
2822 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);
2823 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2824 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2825 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]);
2826 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]);
2830 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]);
2831 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]);
2832 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);
2833 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2834 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2836 // additive passes are only darkened by fog, not tinted
2837 if (r_glsl_permutation->loc_FogColor >= 0)
2839 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2840 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2842 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2844 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);
2845 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]);
2846 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]);
2847 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]);
2848 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]);
2849 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2850 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2851 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);
2852 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]);
2854 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2855 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2856 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2857 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2859 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2860 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2864 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2865 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2868 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2869 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));
2870 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2871 if (r_glsl_permutation->loc_Color_Pants >= 0)
2873 if (rsurface.texture->pantstexture)
2874 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2876 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2878 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2880 if (rsurface.texture->shirttexture)
2881 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2883 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2885 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]);
2886 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2887 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2888 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2889 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2890 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2891 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2892 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2893 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2895 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);
2896 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2897 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]);
2898 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2899 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2900 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2902 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2903 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2904 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2905 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2906 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2907 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2908 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2909 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2910 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2911 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2912 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2913 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2914 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2915 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2916 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);
2917 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2918 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2919 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2920 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2921 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2922 if (rsurfacepass == RSURFPASS_BACKGROUND)
2924 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);
2925 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);
2926 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);
2930 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);
2932 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2933 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2934 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2935 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2937 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2938 if (rsurface.rtlight)
2940 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2941 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2944 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2947 case RENDERPATH_GL11:
2948 case RENDERPATH_GL13:
2949 case RENDERPATH_GLES1:
2951 case RENDERPATH_SOFT:
2952 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);
2953 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2954 R_SetupShader_SetPermutationSoft(mode, permutation);
2955 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2956 if (mode == SHADERMODE_LIGHTSOURCE)
2958 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2959 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2960 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2961 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2962 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2963 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2965 // additive passes are only darkened by fog, not tinted
2966 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2967 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2971 if (mode == SHADERMODE_FLATCOLOR)
2973 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2975 else if (mode == SHADERMODE_LIGHTDIRECTION)
2977 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]);
2978 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2979 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);
2980 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2981 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2982 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]);
2983 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2987 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2988 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2989 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);
2990 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2991 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2993 // additive passes are only darkened by fog, not tinted
2994 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2995 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2997 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2998 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);
2999 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]);
3000 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]);
3001 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]);
3002 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]);
3003 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
3004 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
3005 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3006 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
3008 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
3009 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
3010 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
3011 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
3013 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
3014 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
3018 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3022 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
3023 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));
3024 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3025 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
3027 if (rsurface.texture->pantstexture)
3028 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3030 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
3032 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3034 if (rsurface.texture->shirttexture)
3035 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3037 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3039 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3040 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3041 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3042 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3043 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3044 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3045 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3046 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3047 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3049 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3050 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3051 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3054 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3055 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3056 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3057 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3058 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3059 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3060 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3061 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3062 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3063 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3064 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3065 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3066 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3067 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3068 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3069 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3070 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 if (rsurfacepass == RSURFPASS_BACKGROUND)
3073 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3074 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3075 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3079 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3081 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3082 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3083 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3084 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3087 if (rsurface.rtlight)
3089 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3097 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3099 // select a permutation of the lighting shader appropriate to this
3100 // combination of texture, entity, light source, and fogging, only use the
3101 // minimum features necessary to avoid wasting rendering time in the
3102 // fragment shader on features that are not being used
3103 unsigned int permutation = 0;
3104 unsigned int mode = 0;
3105 const float *lightcolorbase = rtlight->currentcolor;
3106 float ambientscale = rtlight->ambientscale;
3107 float diffusescale = rtlight->diffusescale;
3108 float specularscale = rtlight->specularscale;
3109 // this is the location of the light in view space
3110 vec3_t viewlightorigin;
3111 // this transforms from view space (camera) to light space (cubemap)
3112 matrix4x4_t viewtolight;
3113 matrix4x4_t lighttoview;
3114 float viewtolight16f[16];
3116 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3117 if (rtlight->currentcubemap != r_texture_whitecube)
3118 permutation |= SHADERPERMUTATION_CUBEFILTER;
3119 if (diffusescale > 0)
3120 permutation |= SHADERPERMUTATION_DIFFUSE;
3121 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3122 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3123 if (r_shadow_usingshadowmap2d)
3125 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3126 if (r_shadow_shadowmapvsdct)
3127 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3129 if (r_shadow_shadowmap2ddepthbuffer)
3130 permutation |= SHADERPERMUTATION_DEPTHRGB;
3132 if (vid.allowalphatocoverage)
3133 GL_AlphaToCoverage(false);
3134 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3135 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3136 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3137 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3138 switch(vid.renderpath)
3140 case RENDERPATH_D3D9:
3142 R_SetupShader_SetPermutationHLSL(mode, permutation);
3143 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3144 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3145 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3146 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3147 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3148 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3149 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3150 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);
3151 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3152 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3154 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3155 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3156 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3157 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3158 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3161 case RENDERPATH_D3D10:
3162 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3164 case RENDERPATH_D3D11:
3165 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3167 case RENDERPATH_GL20:
3168 case RENDERPATH_GLES2:
3169 R_SetupShader_SetPermutationGLSL(mode, permutation);
3170 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3171 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3172 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3173 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3174 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3175 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3176 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3177 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);
3178 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]);
3179 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3181 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3182 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3183 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3184 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3185 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3187 case RENDERPATH_GL11:
3188 case RENDERPATH_GL13:
3189 case RENDERPATH_GLES1:
3191 case RENDERPATH_SOFT:
3192 R_SetupShader_SetPermutationGLSL(mode, permutation);
3193 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3194 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3195 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3196 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3197 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3198 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3199 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3200 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);
3201 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3202 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3204 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3205 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3206 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3207 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3208 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3213 #define SKINFRAME_HASH 1024
3217 unsigned int loadsequence; // incremented each level change
3218 memexpandablearray_t array;
3219 skinframe_t *hash[SKINFRAME_HASH];
3222 r_skinframe_t r_skinframe;
3224 void R_SkinFrame_PrepareForPurge(void)
3226 r_skinframe.loadsequence++;
3227 // wrap it without hitting zero
3228 if (r_skinframe.loadsequence >= 200)
3229 r_skinframe.loadsequence = 1;
3232 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3236 // mark the skinframe as used for the purging code
3237 skinframe->loadsequence = r_skinframe.loadsequence;
3240 void R_SkinFrame_Purge(void)
3244 for (i = 0;i < SKINFRAME_HASH;i++)
3246 for (s = r_skinframe.hash[i];s;s = s->next)
3248 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3250 if (s->merged == s->base)
3252 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3253 R_PurgeTexture(s->stain );s->stain = NULL;
3254 R_PurgeTexture(s->merged);s->merged = NULL;
3255 R_PurgeTexture(s->base );s->base = NULL;
3256 R_PurgeTexture(s->pants );s->pants = NULL;
3257 R_PurgeTexture(s->shirt );s->shirt = NULL;
3258 R_PurgeTexture(s->nmap );s->nmap = NULL;
3259 R_PurgeTexture(s->gloss );s->gloss = NULL;
3260 R_PurgeTexture(s->glow );s->glow = NULL;
3261 R_PurgeTexture(s->fog );s->fog = NULL;
3262 R_PurgeTexture(s->reflect);s->reflect = NULL;
3263 s->loadsequence = 0;
3269 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3271 char basename[MAX_QPATH];
3273 Image_StripImageExtension(name, basename, sizeof(basename));
3275 if( last == NULL ) {
3277 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3278 item = r_skinframe.hash[hashindex];
3283 // linearly search through the hash bucket
3284 for( ; item ; item = item->next ) {
3285 if( !strcmp( item->basename, basename ) ) {
3292 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3296 char basename[MAX_QPATH];
3298 Image_StripImageExtension(name, basename, sizeof(basename));
3300 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3301 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3302 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3306 rtexture_t *dyntexture;
3307 // check whether its a dynamic texture
3308 dyntexture = CL_GetDynTexture( basename );
3309 if (!add && !dyntexture)
3311 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3312 memset(item, 0, sizeof(*item));
3313 strlcpy(item->basename, basename, sizeof(item->basename));
3314 item->base = dyntexture; // either NULL or dyntexture handle
3315 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3316 item->comparewidth = comparewidth;
3317 item->compareheight = compareheight;
3318 item->comparecrc = comparecrc;
3319 item->next = r_skinframe.hash[hashindex];
3320 r_skinframe.hash[hashindex] = item;
3322 else if (textureflags & TEXF_FORCE_RELOAD)
3324 rtexture_t *dyntexture;
3325 // check whether its a dynamic texture
3326 dyntexture = CL_GetDynTexture( basename );
3327 if (!add && !dyntexture)
3329 if (item->merged == item->base)
3330 item->merged = NULL;
3331 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3332 R_PurgeTexture(item->stain );item->stain = NULL;
3333 R_PurgeTexture(item->merged);item->merged = NULL;
3334 R_PurgeTexture(item->base );item->base = NULL;
3335 R_PurgeTexture(item->pants );item->pants = NULL;
3336 R_PurgeTexture(item->shirt );item->shirt = NULL;
3337 R_PurgeTexture(item->nmap );item->nmap = NULL;
3338 R_PurgeTexture(item->gloss );item->gloss = NULL;
3339 R_PurgeTexture(item->glow );item->glow = NULL;
3340 R_PurgeTexture(item->fog );item->fog = NULL;
3341 R_PurgeTexture(item->reflect);item->reflect = NULL;
3342 item->loadsequence = 0;
3344 else if( item->base == NULL )
3346 rtexture_t *dyntexture;
3347 // check whether its a dynamic texture
3348 // 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]
3349 dyntexture = CL_GetDynTexture( basename );
3350 item->base = dyntexture; // either NULL or dyntexture handle
3353 R_SkinFrame_MarkUsed(item);
3357 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3359 unsigned long long avgcolor[5], wsum; \
3367 for(pix = 0; pix < cnt; ++pix) \
3370 for(comp = 0; comp < 3; ++comp) \
3372 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3375 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3377 for(comp = 0; comp < 3; ++comp) \
3378 avgcolor[comp] += getpixel * w; \
3381 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3382 avgcolor[4] += getpixel; \
3384 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3386 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3387 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3388 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3389 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3392 extern cvar_t gl_picmip;
3393 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3396 unsigned char *pixels;
3397 unsigned char *bumppixels;
3398 unsigned char *basepixels = NULL;
3399 int basepixels_width = 0;
3400 int basepixels_height = 0;
3401 skinframe_t *skinframe;
3402 rtexture_t *ddsbase = NULL;
3403 qboolean ddshasalpha = false;
3404 float ddsavgcolor[4];
3405 char basename[MAX_QPATH];
3406 int miplevel = R_PicmipForFlags(textureflags);
3407 int savemiplevel = miplevel;
3411 if (cls.state == ca_dedicated)
3414 // return an existing skinframe if already loaded
3415 // if loading of the first image fails, don't make a new skinframe as it
3416 // would cause all future lookups of this to be missing
3417 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3418 if (skinframe && skinframe->base)
3421 Image_StripImageExtension(name, basename, sizeof(basename));
3423 // check for DDS texture file first
3424 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3426 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3427 if (basepixels == NULL)
3431 // FIXME handle miplevel
3433 if (developer_loading.integer)
3434 Con_Printf("loading skin \"%s\"\n", name);
3436 // we've got some pixels to store, so really allocate this new texture now
3438 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3439 textureflags &= ~TEXF_FORCE_RELOAD;
3440 skinframe->stain = NULL;
3441 skinframe->merged = NULL;
3442 skinframe->base = NULL;
3443 skinframe->pants = NULL;
3444 skinframe->shirt = NULL;
3445 skinframe->nmap = NULL;
3446 skinframe->gloss = NULL;
3447 skinframe->glow = NULL;
3448 skinframe->fog = NULL;
3449 skinframe->reflect = NULL;
3450 skinframe->hasalpha = false;
3451 // we could store the q2animname here too
3455 skinframe->base = ddsbase;
3456 skinframe->hasalpha = ddshasalpha;
3457 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3458 if (r_loadfog && skinframe->hasalpha)
3459 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);
3460 //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]);
3464 basepixels_width = image_width;
3465 basepixels_height = image_height;
3466 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);
3467 if (textureflags & TEXF_ALPHA)
3469 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3471 if (basepixels[j] < 255)
3473 skinframe->hasalpha = true;
3477 if (r_loadfog && skinframe->hasalpha)
3479 // has transparent pixels
3480 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3481 for (j = 0;j < image_width * image_height * 4;j += 4)
3486 pixels[j+3] = basepixels[j+3];
3488 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);
3492 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3494 //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]);
3495 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3496 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3497 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3498 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3504 mymiplevel = savemiplevel;
3505 if (r_loadnormalmap)
3506 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);
3507 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3509 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3510 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3511 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3512 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3515 // _norm is the name used by tenebrae and has been adopted as standard
3516 if (r_loadnormalmap && skinframe->nmap == NULL)
3518 mymiplevel = savemiplevel;
3519 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3521 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);
3525 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3527 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3528 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3529 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);
3531 Mem_Free(bumppixels);
3533 else if (r_shadow_bumpscale_basetexture.value > 0)
3535 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3536 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3537 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);
3541 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3542 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3546 // _luma is supported only for tenebrae compatibility
3547 // _glow is the preferred name
3548 mymiplevel = savemiplevel;
3549 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))))
3551 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);
3553 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3554 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3556 Mem_Free(pixels);pixels = NULL;
3559 mymiplevel = savemiplevel;
3560 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3562 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);
3564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3565 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3571 mymiplevel = savemiplevel;
3572 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3574 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);
3576 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3577 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3583 mymiplevel = savemiplevel;
3584 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3586 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);
3588 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3589 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3595 mymiplevel = savemiplevel;
3596 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3598 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);
3600 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3601 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3608 Mem_Free(basepixels);
3613 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3614 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3617 skinframe_t *skinframe;
3620 if (cls.state == ca_dedicated)
3623 // if already loaded just return it, otherwise make a new skinframe
3624 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3625 if (skinframe->base)
3627 textureflags &= ~TEXF_FORCE_RELOAD;
3629 skinframe->stain = NULL;
3630 skinframe->merged = NULL;
3631 skinframe->base = NULL;
3632 skinframe->pants = NULL;
3633 skinframe->shirt = NULL;
3634 skinframe->nmap = NULL;
3635 skinframe->gloss = NULL;
3636 skinframe->glow = NULL;
3637 skinframe->fog = NULL;
3638 skinframe->reflect = NULL;
3639 skinframe->hasalpha = false;
3641 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3645 if (developer_loading.integer)
3646 Con_Printf("loading 32bit skin \"%s\"\n", name);
3648 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3650 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3651 unsigned char *b = a + width * height * 4;
3652 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3653 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3656 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3657 if (textureflags & TEXF_ALPHA)
3659 for (i = 3;i < width * height * 4;i += 4)
3661 if (skindata[i] < 255)
3663 skinframe->hasalpha = true;
3667 if (r_loadfog && skinframe->hasalpha)
3669 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3670 memcpy(fogpixels, skindata, width * height * 4);
3671 for (i = 0;i < width * height * 4;i += 4)
3672 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3673 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3674 Mem_Free(fogpixels);
3678 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3679 //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]);
3684 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3688 skinframe_t *skinframe;
3690 if (cls.state == ca_dedicated)
3693 // if already loaded just return it, otherwise make a new skinframe
3694 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3695 if (skinframe->base)
3697 //textureflags &= ~TEXF_FORCE_RELOAD;
3699 skinframe->stain = NULL;
3700 skinframe->merged = NULL;
3701 skinframe->base = NULL;
3702 skinframe->pants = NULL;
3703 skinframe->shirt = NULL;
3704 skinframe->nmap = NULL;
3705 skinframe->gloss = NULL;
3706 skinframe->glow = NULL;
3707 skinframe->fog = NULL;
3708 skinframe->reflect = NULL;
3709 skinframe->hasalpha = false;
3711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715 if (developer_loading.integer)
3716 Con_Printf("loading quake skin \"%s\"\n", name);
3718 // 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)
3719 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3720 memcpy(skinframe->qpixels, skindata, width*height);
3721 skinframe->qwidth = width;
3722 skinframe->qheight = height;
3725 for (i = 0;i < width * height;i++)
3726 featuresmask |= palette_featureflags[skindata[i]];
3728 skinframe->hasalpha = false;
3731 skinframe->hasalpha = true;
3732 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3733 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3734 skinframe->qgeneratemerged = true;
3735 skinframe->qgeneratebase = skinframe->qhascolormapping;
3736 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3738 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3739 //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]);
3744 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3748 unsigned char *skindata;
3751 if (!skinframe->qpixels)
3754 if (!skinframe->qhascolormapping)
3755 colormapped = false;
3759 if (!skinframe->qgeneratebase)
3764 if (!skinframe->qgeneratemerged)
3768 width = skinframe->qwidth;
3769 height = skinframe->qheight;
3770 skindata = skinframe->qpixels;
3772 if (skinframe->qgeneratenmap)
3774 unsigned char *a, *b;
3775 skinframe->qgeneratenmap = false;
3776 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3777 b = a + width * height * 4;
3778 // use either a custom palette or the quake palette
3779 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3780 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3781 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3785 if (skinframe->qgenerateglow)
3787 skinframe->qgenerateglow = false;
3788 if (skinframe->hasalpha) // fence textures
3789 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3791 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
3796 skinframe->qgeneratebase = false;
3797 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);
3798 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);
3799 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);
3803 skinframe->qgeneratemerged = false;
3804 if (skinframe->hasalpha) // fence textures
3805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3807 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);
3810 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3812 Mem_Free(skinframe->qpixels);
3813 skinframe->qpixels = NULL;
3817 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)
3820 skinframe_t *skinframe;
3823 if (cls.state == ca_dedicated)
3826 // if already loaded just return it, otherwise make a new skinframe
3827 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3828 if (skinframe->base)
3830 textureflags &= ~TEXF_FORCE_RELOAD;
3832 skinframe->stain = NULL;
3833 skinframe->merged = NULL;
3834 skinframe->base = NULL;
3835 skinframe->pants = NULL;
3836 skinframe->shirt = NULL;
3837 skinframe->nmap = NULL;
3838 skinframe->gloss = NULL;
3839 skinframe->glow = NULL;
3840 skinframe->fog = NULL;
3841 skinframe->reflect = NULL;
3842 skinframe->hasalpha = false;
3844 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3848 if (developer_loading.integer)
3849 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3851 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3852 if (textureflags & TEXF_ALPHA)
3854 for (i = 0;i < width * height;i++)
3856 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3858 skinframe->hasalpha = true;
3862 if (r_loadfog && skinframe->hasalpha)
3863 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3866 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3867 //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]);
3872 skinframe_t *R_SkinFrame_LoadMissing(void)
3874 skinframe_t *skinframe;
3876 if (cls.state == ca_dedicated)
3879 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3880 skinframe->stain = NULL;
3881 skinframe->merged = NULL;
3882 skinframe->base = NULL;
3883 skinframe->pants = NULL;
3884 skinframe->shirt = NULL;
3885 skinframe->nmap = NULL;
3886 skinframe->gloss = NULL;
3887 skinframe->glow = NULL;
3888 skinframe->fog = NULL;
3889 skinframe->reflect = NULL;
3890 skinframe->hasalpha = false;
3892 skinframe->avgcolor[0] = rand() / RAND_MAX;
3893 skinframe->avgcolor[1] = rand() / RAND_MAX;
3894 skinframe->avgcolor[2] = rand() / RAND_MAX;
3895 skinframe->avgcolor[3] = 1;
3900 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3901 typedef struct suffixinfo_s
3904 qboolean flipx, flipy, flipdiagonal;
3907 static suffixinfo_t suffix[3][6] =
3910 {"px", false, false, false},
3911 {"nx", false, false, false},
3912 {"py", false, false, false},
3913 {"ny", false, false, false},
3914 {"pz", false, false, false},
3915 {"nz", false, false, false}
3918 {"posx", false, false, false},
3919 {"negx", false, false, false},
3920 {"posy", false, false, false},
3921 {"negy", false, false, false},
3922 {"posz", false, false, false},
3923 {"negz", false, false, false}
3926 {"rt", true, false, true},
3927 {"lf", false, true, true},
3928 {"ft", true, true, false},
3929 {"bk", false, false, false},
3930 {"up", true, false, true},
3931 {"dn", true, false, true}
3935 static int componentorder[4] = {0, 1, 2, 3};
3937 static rtexture_t *R_LoadCubemap(const char *basename)
3939 int i, j, cubemapsize;
3940 unsigned char *cubemappixels, *image_buffer;
3941 rtexture_t *cubemaptexture;
3943 // must start 0 so the first loadimagepixels has no requested width/height
3945 cubemappixels = NULL;
3946 cubemaptexture = NULL;
3947 // keep trying different suffix groups (posx, px, rt) until one loads
3948 for (j = 0;j < 3 && !cubemappixels;j++)
3950 // load the 6 images in the suffix group
3951 for (i = 0;i < 6;i++)
3953 // generate an image name based on the base and and suffix
3954 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3956 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3958 // an image loaded, make sure width and height are equal
3959 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3961 // if this is the first image to load successfully, allocate the cubemap memory
3962 if (!cubemappixels && image_width >= 1)
3964 cubemapsize = image_width;
3965 // note this clears to black, so unavailable sides are black
3966 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3968 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3970 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);
3973 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3975 Mem_Free(image_buffer);
3979 // if a cubemap loaded, upload it
3982 if (developer_loading.integer)
3983 Con_Printf("loading cubemap \"%s\"\n", basename);
3985 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);
3986 Mem_Free(cubemappixels);
3990 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3991 if (developer_loading.integer)
3993 Con_Printf("(tried tried images ");
3994 for (j = 0;j < 3;j++)
3995 for (i = 0;i < 6;i++)
3996 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3997 Con_Print(" and was unable to find any of them).\n");
4000 return cubemaptexture;
4003 rtexture_t *R_GetCubemap(const char *basename)
4006 for (i = 0;i < r_texture_numcubemaps;i++)
4007 if (r_texture_cubemaps[i] != NULL)
4008 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
4009 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
4010 if (i >= MAX_CUBEMAPS || !r_main_mempool)
4011 return r_texture_whitecube;
4012 r_texture_numcubemaps++;
4013 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
4014 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
4015 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
4016 return r_texture_cubemaps[i]->texture;
4019 static void R_Main_FreeViewCache(void)
4021 if (r_refdef.viewcache.entityvisible)
4022 Mem_Free(r_refdef.viewcache.entityvisible);
4023 if (r_refdef.viewcache.world_pvsbits)
4024 Mem_Free(r_refdef.viewcache.world_pvsbits);
4025 if (r_refdef.viewcache.world_leafvisible)
4026 Mem_Free(r_refdef.viewcache.world_leafvisible);
4027 if (r_refdef.viewcache.world_surfacevisible)
4028 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4029 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
4032 static void R_Main_ResizeViewCache(void)
4034 int numentities = r_refdef.scene.numentities;
4035 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4036 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4037 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4038 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4039 if (r_refdef.viewcache.maxentities < numentities)
4041 r_refdef.viewcache.maxentities = numentities;
4042 if (r_refdef.viewcache.entityvisible)
4043 Mem_Free(r_refdef.viewcache.entityvisible);
4044 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4046 if (r_refdef.viewcache.world_numclusters != numclusters)
4048 r_refdef.viewcache.world_numclusters = numclusters;
4049 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4050 if (r_refdef.viewcache.world_pvsbits)
4051 Mem_Free(r_refdef.viewcache.world_pvsbits);
4052 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4054 if (r_refdef.viewcache.world_numleafs != numleafs)
4056 r_refdef.viewcache.world_numleafs = numleafs;
4057 if (r_refdef.viewcache.world_leafvisible)
4058 Mem_Free(r_refdef.viewcache.world_leafvisible);
4059 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4061 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4063 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4064 if (r_refdef.viewcache.world_surfacevisible)
4065 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4066 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4070 extern rtexture_t *loadingscreentexture;
4071 static void gl_main_start(void)
4073 loadingscreentexture = NULL;
4074 r_texture_blanknormalmap = NULL;
4075 r_texture_white = NULL;
4076 r_texture_grey128 = NULL;
4077 r_texture_black = NULL;
4078 r_texture_whitecube = NULL;
4079 r_texture_normalizationcube = NULL;
4080 r_texture_fogattenuation = NULL;
4081 r_texture_fogheighttexture = NULL;
4082 r_texture_gammaramps = NULL;
4083 r_texture_numcubemaps = 0;
4084 r_uniformbufferalignment = 32;
4086 r_loaddds = r_texture_dds_load.integer != 0;
4087 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4089 switch(vid.renderpath)
4091 case RENDERPATH_GL20:
4092 case RENDERPATH_D3D9:
4093 case RENDERPATH_D3D10:
4094 case RENDERPATH_D3D11:
4095 case RENDERPATH_SOFT:
4096 case RENDERPATH_GLES2:
4097 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4098 Cvar_SetValueQuick(&gl_combine, 1);
4099 Cvar_SetValueQuick(&r_glsl, 1);
4100 r_loadnormalmap = true;
4103 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4104 if (vid.support.arb_uniform_buffer_object)
4105 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4108 case RENDERPATH_GL13:
4109 case RENDERPATH_GLES1:
4110 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4111 Cvar_SetValueQuick(&gl_combine, 1);
4112 Cvar_SetValueQuick(&r_glsl, 0);
4113 r_loadnormalmap = false;
4114 r_loadgloss = false;
4117 case RENDERPATH_GL11:
4118 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4119 Cvar_SetValueQuick(&gl_combine, 0);
4120 Cvar_SetValueQuick(&r_glsl, 0);
4121 r_loadnormalmap = false;
4122 r_loadgloss = false;
4128 R_FrameData_Reset();
4129 R_BufferData_Reset();
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // due to caching of texture_t references, the collision cache must be reset
4139 Collision_Cache_Reset(true);
4141 // set up r_skinframe loading system for textures
4142 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 r_skinframe.loadsequence = 1;
4144 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4146 r_main_texturepool = R_AllocTexturePool();
4147 R_BuildBlankTextures();
4149 if (vid.support.arb_texture_cube_map)
4152 R_BuildNormalizationCube();
4154 r_texture_fogattenuation = NULL;
4155 r_texture_fogheighttexture = NULL;
4156 r_texture_gammaramps = NULL;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_fb, 0, sizeof(r_fb));
4159 r_glsl_permutation = NULL;
4160 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4161 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4163 r_hlsl_permutation = NULL;
4164 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4165 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4167 memset(&r_svbsp, 0, sizeof (r_svbsp));
4169 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4170 r_texture_numcubemaps = 0;
4172 r_refdef.fogmasktable_density = 0;
4175 // For Steelstorm Android
4176 // FIXME CACHE the program and reload
4177 // FIXME see possible combinations for SS:BR android
4178 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4179 R_SetupShader_SetPermutationGLSL(0, 12);
4180 R_SetupShader_SetPermutationGLSL(0, 13);
4181 R_SetupShader_SetPermutationGLSL(0, 8388621);
4182 R_SetupShader_SetPermutationGLSL(3, 0);
4183 R_SetupShader_SetPermutationGLSL(3, 2048);
4184 R_SetupShader_SetPermutationGLSL(5, 0);
4185 R_SetupShader_SetPermutationGLSL(5, 2);
4186 R_SetupShader_SetPermutationGLSL(5, 2048);
4187 R_SetupShader_SetPermutationGLSL(5, 8388608);
4188 R_SetupShader_SetPermutationGLSL(11, 1);
4189 R_SetupShader_SetPermutationGLSL(11, 2049);
4190 R_SetupShader_SetPermutationGLSL(11, 8193);
4191 R_SetupShader_SetPermutationGLSL(11, 10241);
4192 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4196 static void gl_main_shutdown(void)
4199 R_FrameData_Reset();
4200 R_BufferData_Reset();
4202 R_Main_FreeViewCache();
4204 switch(vid.renderpath)
4206 case RENDERPATH_GL11:
4207 case RENDERPATH_GL13:
4208 case RENDERPATH_GL20:
4209 case RENDERPATH_GLES1:
4210 case RENDERPATH_GLES2:
4211 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4213 qglDeleteQueriesARB(r_maxqueries, r_queries);
4216 case RENDERPATH_D3D9:
4217 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4219 case RENDERPATH_D3D10:
4220 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4222 case RENDERPATH_D3D11:
4223 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4225 case RENDERPATH_SOFT:
4231 memset(r_queries, 0, sizeof(r_queries));
4233 r_qwskincache = NULL;
4234 r_qwskincache_size = 0;
4236 // clear out the r_skinframe state
4237 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4238 memset(&r_skinframe, 0, sizeof(r_skinframe));
4241 Mem_Free(r_svbsp.nodes);
4242 memset(&r_svbsp, 0, sizeof (r_svbsp));
4243 R_FreeTexturePool(&r_main_texturepool);
4244 loadingscreentexture = NULL;
4245 r_texture_blanknormalmap = NULL;
4246 r_texture_white = NULL;
4247 r_texture_grey128 = NULL;
4248 r_texture_black = NULL;
4249 r_texture_whitecube = NULL;
4250 r_texture_normalizationcube = NULL;
4251 r_texture_fogattenuation = NULL;
4252 r_texture_fogheighttexture = NULL;
4253 r_texture_gammaramps = NULL;
4254 r_texture_numcubemaps = 0;
4255 //r_texture_fogintensity = NULL;
4256 memset(&r_fb, 0, sizeof(r_fb));
4259 r_glsl_permutation = NULL;
4260 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4261 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4263 r_hlsl_permutation = NULL;
4264 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4265 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4269 static void gl_main_newmap(void)
4271 // FIXME: move this code to client
4272 char *entities, entname[MAX_QPATH];
4274 Mem_Free(r_qwskincache);
4275 r_qwskincache = NULL;
4276 r_qwskincache_size = 0;
4279 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4280 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4282 CL_ParseEntityLump(entities);
4286 if (cl.worldmodel->brush.entities)
4287 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4289 R_Main_FreeViewCache();
4291 R_FrameData_Reset();
4292 R_BufferData_Reset();
4295 void GL_Main_Init(void)
4298 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4299 R_InitShaderModeInfo();
4301 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4302 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4303 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4304 if (gamemode == GAME_NEHAHRA)
4306 Cvar_RegisterVariable (&gl_fogenable);
4307 Cvar_RegisterVariable (&gl_fogdensity);
4308 Cvar_RegisterVariable (&gl_fogred);
4309 Cvar_RegisterVariable (&gl_foggreen);
4310 Cvar_RegisterVariable (&gl_fogblue);
4311 Cvar_RegisterVariable (&gl_fogstart);
4312 Cvar_RegisterVariable (&gl_fogend);
4313 Cvar_RegisterVariable (&gl_skyclip);
4315 Cvar_RegisterVariable(&r_motionblur);
4316 Cvar_RegisterVariable(&r_damageblur);
4317 Cvar_RegisterVariable(&r_motionblur_averaging);
4318 Cvar_RegisterVariable(&r_motionblur_randomize);
4319 Cvar_RegisterVariable(&r_motionblur_minblur);
4320 Cvar_RegisterVariable(&r_motionblur_maxblur);
4321 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4322 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4323 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4324 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4325 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4326 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4327 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4328 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4329 Cvar_RegisterVariable(&r_equalize_entities_by);
4330 Cvar_RegisterVariable(&r_equalize_entities_to);
4331 Cvar_RegisterVariable(&r_depthfirst);
4332 Cvar_RegisterVariable(&r_useinfinitefarclip);
4333 Cvar_RegisterVariable(&r_farclip_base);
4334 Cvar_RegisterVariable(&r_farclip_world);
4335 Cvar_RegisterVariable(&r_nearclip);
4336 Cvar_RegisterVariable(&r_deformvertexes);
4337 Cvar_RegisterVariable(&r_transparent);
4338 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4339 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4340 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4341 Cvar_RegisterVariable(&r_showoverdraw);
4342 Cvar_RegisterVariable(&r_showbboxes);
4343 Cvar_RegisterVariable(&r_showsurfaces);
4344 Cvar_RegisterVariable(&r_showtris);
4345 Cvar_RegisterVariable(&r_shownormals);
4346 Cvar_RegisterVariable(&r_showlighting);
4347 Cvar_RegisterVariable(&r_showshadowvolumes);
4348 Cvar_RegisterVariable(&r_showcollisionbrushes);
4349 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4350 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4351 Cvar_RegisterVariable(&r_showdisabledepthtest);
4352 Cvar_RegisterVariable(&r_drawportals);
4353 Cvar_RegisterVariable(&r_drawentities);
4354 Cvar_RegisterVariable(&r_draw2d);
4355 Cvar_RegisterVariable(&r_drawworld);
4356 Cvar_RegisterVariable(&r_cullentities_trace);
4357 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4358 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4359 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4360 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4361 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4362 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4363 Cvar_RegisterVariable(&r_sortentities);
4364 Cvar_RegisterVariable(&r_drawviewmodel);
4365 Cvar_RegisterVariable(&r_drawexteriormodel);
4366 Cvar_RegisterVariable(&r_speeds);
4367 Cvar_RegisterVariable(&r_fullbrights);
4368 Cvar_RegisterVariable(&r_wateralpha);
4369 Cvar_RegisterVariable(&r_dynamic);
4370 Cvar_RegisterVariable(&r_fakelight);
4371 Cvar_RegisterVariable(&r_fakelight_intensity);
4372 Cvar_RegisterVariable(&r_fullbright);
4373 Cvar_RegisterVariable(&r_shadows);
4374 Cvar_RegisterVariable(&r_shadows_darken);
4375 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4376 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4377 Cvar_RegisterVariable(&r_shadows_throwdistance);
4378 Cvar_RegisterVariable(&r_shadows_throwdirection);
4379 Cvar_RegisterVariable(&r_shadows_focus);
4380 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4381 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4382 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4383 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4384 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4385 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4386 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4387 Cvar_RegisterVariable(&r_fog_exp2);
4388 Cvar_RegisterVariable(&r_fog_clear);
4389 Cvar_RegisterVariable(&r_drawfog);
4390 Cvar_RegisterVariable(&r_transparentdepthmasking);
4391 Cvar_RegisterVariable(&r_transparent_sortmindist);
4392 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4393 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4394 Cvar_RegisterVariable(&r_texture_dds_load);
4395 Cvar_RegisterVariable(&r_texture_dds_save);
4396 Cvar_RegisterVariable(&r_textureunits);
4397 Cvar_RegisterVariable(&gl_combine);
4398 Cvar_RegisterVariable(&r_usedepthtextures);
4399 Cvar_RegisterVariable(&r_viewfbo);
4400 Cvar_RegisterVariable(&r_viewscale);
4401 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4402 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4403 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4404 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4405 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4406 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4407 Cvar_RegisterVariable(&r_glsl);
4408 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4409 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4410 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4411 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4412 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4413 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4414 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4415 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4416 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4417 Cvar_RegisterVariable(&r_glsl_postprocess);
4418 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4419 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4420 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4421 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4422 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4423 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4424 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4426 Cvar_RegisterVariable(&r_celshading);
4427 Cvar_RegisterVariable(&r_celoutlines);
4429 Cvar_RegisterVariable(&r_water);
4430 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4431 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4432 Cvar_RegisterVariable(&r_water_clippingplanebias);
4433 Cvar_RegisterVariable(&r_water_refractdistort);
4434 Cvar_RegisterVariable(&r_water_reflectdistort);
4435 Cvar_RegisterVariable(&r_water_scissormode);
4436 Cvar_RegisterVariable(&r_water_lowquality);
4437 Cvar_RegisterVariable(&r_water_hideplayer);
4438 Cvar_RegisterVariable(&r_water_fbo);
4440 Cvar_RegisterVariable(&r_lerpsprites);
4441 Cvar_RegisterVariable(&r_lerpmodels);
4442 Cvar_RegisterVariable(&r_lerplightstyles);
4443 Cvar_RegisterVariable(&r_waterscroll);
4444 Cvar_RegisterVariable(&r_bloom);
4445 Cvar_RegisterVariable(&r_bloom_colorscale);
4446 Cvar_RegisterVariable(&r_bloom_brighten);
4447 Cvar_RegisterVariable(&r_bloom_blur);
4448 Cvar_RegisterVariable(&r_bloom_resolution);
4449 Cvar_RegisterVariable(&r_bloom_colorexponent);
4450 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4451 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4452 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4453 Cvar_RegisterVariable(&r_hdr_glowintensity);
4454 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4455 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4456 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4457 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4458 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4459 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4460 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4461 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4462 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4463 Cvar_RegisterVariable(&developer_texturelogging);
4464 Cvar_RegisterVariable(&gl_lightmaps);
4465 Cvar_RegisterVariable(&r_test);
4466 Cvar_RegisterVariable(&r_batch_multidraw);
4467 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4468 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4469 Cvar_RegisterVariable(&r_glsl_skeletal);
4470 Cvar_RegisterVariable(&r_glsl_saturation);
4471 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4472 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4473 Cvar_RegisterVariable(&r_framedatasize);
4474 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4475 Cvar_RegisterVariable(&r_buffermegs[i]);
4476 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4477 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4478 Cvar_SetValue("r_fullbrights", 0);
4479 #ifdef DP_MOBILETOUCH
4480 // GLES devices have terrible depth precision in general, so...
4481 Cvar_SetValueQuick(&r_nearclip, 4);
4482 Cvar_SetValueQuick(&r_farclip_base, 4096);
4483 Cvar_SetValueQuick(&r_farclip_world, 0);
4484 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4486 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4489 void Render_Init(void)
4502 R_LightningBeams_Init();
4512 extern char *ENGINE_EXTENSIONS;
4515 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4516 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4517 gl_version = (const char *)qglGetString(GL_VERSION);
4518 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4522 if (!gl_platformextensions)
4523 gl_platformextensions = "";
4525 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4526 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4527 Con_Printf("GL_VERSION: %s\n", gl_version);
4528 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4529 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4531 VID_CheckExtensions();
4533 // LordHavoc: report supported extensions
4535 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4537 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4540 // clear to black (loading plaque will be seen over this)
4541 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4545 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4549 if (r_trippy.integer)
4551 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4553 p = r_refdef.view.frustum + i;
4558 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4562 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4566 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4570 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4574 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4578 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4582 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4586 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4594 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4598 if (r_trippy.integer)
4600 for (i = 0;i < numplanes;i++)
4607 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4611 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4615 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4619 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4623 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4627 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4631 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4635 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4643 //==================================================================================
4645 // LordHavoc: this stores temporary data used within the same frame
4647 typedef struct r_framedata_mem_s
4649 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4650 size_t size; // how much usable space
4651 size_t current; // how much space in use
4652 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4653 size_t wantedsize; // how much space was allocated
4654 unsigned char *data; // start of real data (16byte aligned)
4658 static r_framedata_mem_t *r_framedata_mem;
4660 void R_FrameData_Reset(void)
4662 while (r_framedata_mem)
4664 r_framedata_mem_t *next = r_framedata_mem->purge;
4665 Mem_Free(r_framedata_mem);
4666 r_framedata_mem = next;
4670 static void R_FrameData_Resize(qboolean mustgrow)
4673 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4674 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4675 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4677 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4678 newmem->wantedsize = wantedsize;
4679 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4680 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4681 newmem->current = 0;
4683 newmem->purge = r_framedata_mem;
4684 r_framedata_mem = newmem;
4688 void R_FrameData_NewFrame(void)
4690 R_FrameData_Resize(false);
4691 if (!r_framedata_mem)
4693 // if we ran out of space on the last frame, free the old memory now
4694 while (r_framedata_mem->purge)
4696 // repeatedly remove the second item in the list, leaving only head
4697 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4698 Mem_Free(r_framedata_mem->purge);
4699 r_framedata_mem->purge = next;
4701 // reset the current mem pointer
4702 r_framedata_mem->current = 0;
4703 r_framedata_mem->mark = 0;
4706 void *R_FrameData_Alloc(size_t size)
4711 // align to 16 byte boundary - the data pointer is already aligned, so we
4712 // only need to ensure the size of every allocation is also aligned
4713 size = (size + 15) & ~15;
4715 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4717 // emergency - we ran out of space, allocate more memory
4718 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4719 newvalue = r_framedatasize.value * 2.0f;
4720 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4721 if (sizeof(size_t) >= 8)
4722 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4724 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4725 // this might not be a growing it, but we'll allocate another buffer every time
4726 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4727 R_FrameData_Resize(true);
4730 data = r_framedata_mem->data + r_framedata_mem->current;
4731 r_framedata_mem->current += size;
4733 // count the usage for stats
4734 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4735 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4737 return (void *)data;
4740 void *R_FrameData_Store(size_t size, void *data)
4742 void *d = R_FrameData_Alloc(size);
4744 memcpy(d, data, size);
4748 void R_FrameData_SetMark(void)
4750 if (!r_framedata_mem)
4752 r_framedata_mem->mark = r_framedata_mem->current;
4755 void R_FrameData_ReturnToMark(void)
4757 if (!r_framedata_mem)
4759 r_framedata_mem->current = r_framedata_mem->mark;
4762 //==================================================================================
4764 // avoid reusing the same buffer objects on consecutive frames
4765 #define R_BUFFERDATA_CYCLE 3
4767 typedef struct r_bufferdata_buffer_s
4769 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4770 size_t size; // how much usable space
4771 size_t current; // how much space in use
4772 r_meshbuffer_t *buffer; // the buffer itself
4774 r_bufferdata_buffer_t;
4776 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4777 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4779 /// frees all dynamic buffers
4780 void R_BufferData_Reset(void)
4783 r_bufferdata_buffer_t **p, *mem;
4784 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4786 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4789 p = &r_bufferdata_buffer[cycle][type];
4795 R_Mesh_DestroyMeshBuffer(mem->buffer);
4802 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4803 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4805 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4807 float newvalue = r_buffermegs[type].value;
4809 // increase the cvar if we have to (but only if we already have a mem)
4810 if (mustgrow && mem)
4812 newvalue = bound(0.25f, newvalue, 256.0f);
4813 while (newvalue * 1024*1024 < minsize)
4816 // clamp the cvar to valid range
4817 newvalue = bound(0.25f, newvalue, 256.0f);
4818 if (r_buffermegs[type].value != newvalue)
4819 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4821 // calculate size in bytes
4822 size = (size_t)(newvalue * 1024*1024);
4823 size = bound(131072, size, 256*1024*1024);
4825 // allocate a new buffer if the size is different (purge old one later)
4826 // or if we were told we must grow the buffer
4827 if (!mem || mem->size != size || mustgrow)
4829 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4832 if (type == R_BUFFERDATA_VERTEX)
4833 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4834 else if (type == R_BUFFERDATA_INDEX16)
4835 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4836 else if (type == R_BUFFERDATA_INDEX32)
4837 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4838 else if (type == R_BUFFERDATA_UNIFORM)
4839 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4840 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4841 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4845 void R_BufferData_NewFrame(void)
4848 r_bufferdata_buffer_t **p, *mem;
4849 // cycle to the next frame's buffers
4850 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4851 // if we ran out of space on the last time we used these buffers, free the old memory now
4852 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4854 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4856 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4857 // free all but the head buffer, this is how we recycle obsolete
4858 // buffers after they are no longer in use
4859 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4865 R_Mesh_DestroyMeshBuffer(mem->buffer);
4868 // reset the current offset
4869 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4874 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4876 r_bufferdata_buffer_t *mem;
4880 *returnbufferoffset = 0;
4882 // align size to a byte boundary appropriate for the buffer type, this
4883 // makes all allocations have aligned start offsets
4884 if (type == R_BUFFERDATA_UNIFORM)
4885 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4887 padsize = (datasize + 15) & ~15;
4889 // if we ran out of space in this buffer we must allocate a new one
4890 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4891 R_BufferData_Resize(type, true, padsize);
4893 // if the resize did not give us enough memory, fail
4894 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4895 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4897 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4898 offset = (int)mem->current;
4899 mem->current += padsize;
4901 // upload the data to the buffer at the chosen offset
4903 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4904 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4906 // count the usage for stats
4907 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4908 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4910 // return the buffer offset
4911 *returnbufferoffset = offset;
4916 //==================================================================================
4918 // LordHavoc: animcache originally written by Echon, rewritten since then
4921 * Animation cache prevents re-generating mesh data for an animated model
4922 * multiple times in one frame for lighting, shadowing, reflections, etc.
4925 void R_AnimCache_Free(void)
4929 void R_AnimCache_ClearCache(void)
4932 entity_render_t *ent;
4934 for (i = 0;i < r_refdef.scene.numentities;i++)
4936 ent = r_refdef.scene.entities[i];
4937 ent->animcache_vertex3f = NULL;
4938 ent->animcache_vertex3f_vertexbuffer = NULL;
4939 ent->animcache_vertex3f_bufferoffset = 0;
4940 ent->animcache_normal3f = NULL;
4941 ent->animcache_normal3f_vertexbuffer = NULL;
4942 ent->animcache_normal3f_bufferoffset = 0;
4943 ent->animcache_svector3f = NULL;
4944 ent->animcache_svector3f_vertexbuffer = NULL;
4945 ent->animcache_svector3f_bufferoffset = 0;
4946 ent->animcache_tvector3f = NULL;
4947 ent->animcache_tvector3f_vertexbuffer = NULL;
4948 ent->animcache_tvector3f_bufferoffset = 0;
4949 ent->animcache_vertexmesh = NULL;
4950 ent->animcache_vertexmesh_vertexbuffer = NULL;
4951 ent->animcache_vertexmesh_bufferoffset = 0;
4952 ent->animcache_skeletaltransform3x4 = NULL;
4953 ent->animcache_skeletaltransform3x4buffer = NULL;
4954 ent->animcache_skeletaltransform3x4offset = 0;
4955 ent->animcache_skeletaltransform3x4size = 0;
4959 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4963 // check if we need the meshbuffers
4964 if (!vid.useinterleavedarrays)
4967 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4968 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4969 // TODO: upload vertexbuffer?
4970 if (ent->animcache_vertexmesh)
4972 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4973 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4974 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4975 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4976 for (i = 0;i < numvertices;i++)
4977 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4978 if (ent->animcache_svector3f)
4979 for (i = 0;i < numvertices;i++)
4980 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4981 if (ent->animcache_tvector3f)
4982 for (i = 0;i < numvertices;i++)
4983 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4984 if (ent->animcache_normal3f)
4985 for (i = 0;i < numvertices;i++)
4986 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4990 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4992 dp_model_t *model = ent->model;
4995 // see if this ent is worth caching
4996 if (!model || !model->Draw || !model->AnimateVertices)
4998 // nothing to cache if it contains no animations and has no skeleton
4999 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
5001 // see if it is already cached for gpuskeletal
5002 if (ent->animcache_skeletaltransform3x4)
5004 // see if it is already cached as a mesh
5005 if (ent->animcache_vertex3f)
5007 // check if we need to add normals or tangents
5008 if (ent->animcache_normal3f)
5009 wantnormals = false;
5010 if (ent->animcache_svector3f)
5011 wanttangents = false;
5012 if (!wantnormals && !wanttangents)
5016 // check which kind of cache we need to generate
5017 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
5019 // cache the skeleton so the vertex shader can use it
5020 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
5021 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
5022 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
5023 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
5024 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
5025 // note: this can fail if the buffer is at the grow limit
5026 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
5027 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
5029 else if (ent->animcache_vertex3f)
5031 // mesh was already cached but we may need to add normals/tangents
5032 // (this only happens with multiple views, reflections, cameras, etc)
5033 if (wantnormals || wanttangents)
5035 numvertices = model->surfmesh.num_vertices;
5037 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5040 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5041 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5043 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5044 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5045 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5046 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5047 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5052 // generate mesh cache
5053 numvertices = model->surfmesh.num_vertices;
5054 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5056 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5059 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5060 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5062 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5063 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5064 if (wantnormals || wanttangents)
5066 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5067 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5068 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5070 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5071 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5072 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5077 void R_AnimCache_CacheVisibleEntities(void)
5080 qboolean wantnormals = true;
5081 qboolean wanttangents = !r_showsurfaces.integer;
5083 switch(vid.renderpath)
5085 case RENDERPATH_GL20:
5086 case RENDERPATH_D3D9:
5087 case RENDERPATH_D3D10:
5088 case RENDERPATH_D3D11:
5089 case RENDERPATH_GLES2:
5091 case RENDERPATH_GL11:
5092 case RENDERPATH_GL13:
5093 case RENDERPATH_GLES1:
5094 wanttangents = false;
5096 case RENDERPATH_SOFT:
5100 if (r_shownormals.integer)
5101 wanttangents = wantnormals = true;
5103 // TODO: thread this
5104 // NOTE: R_PrepareRTLights() also caches entities
5106 for (i = 0;i < r_refdef.scene.numentities;i++)
5107 if (r_refdef.viewcache.entityvisible[i])
5108 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5111 //==================================================================================
5113 extern cvar_t r_overheadsprites_pushback;
5115 static void R_View_UpdateEntityLighting (void)
5118 entity_render_t *ent;
5119 vec3_t tempdiffusenormal, avg;
5120 vec_t f, fa, fd, fdd;
5121 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5123 for (i = 0;i < r_refdef.scene.numentities;i++)
5125 ent = r_refdef.scene.entities[i];
5127 // skip unseen models
5128 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5132 if (ent->model && ent->model == cl.worldmodel)
5134 // TODO: use modellight for r_ambient settings on world?
5135 VectorSet(ent->modellight_ambient, 0, 0, 0);
5136 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5137 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5141 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5143 // aleady updated by CSQC
5144 // TODO: force modellight on BSP models in this case?
5145 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5149 // fetch the lighting from the worldmodel data
5150 VectorClear(ent->modellight_ambient);
5151 VectorClear(ent->modellight_diffuse);
5152 VectorClear(tempdiffusenormal);
5153 if (ent->flags & RENDER_LIGHT)
5156 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5158 // complete lightning for lit sprites
5159 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5160 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5162 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5163 org[2] = org[2] + r_overheadsprites_pushback.value;
5164 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5167 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5169 if(ent->flags & RENDER_EQUALIZE)
5171 // first fix up ambient lighting...
5172 if(r_equalize_entities_minambient.value > 0)
5174 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5177 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5178 if(fa < r_equalize_entities_minambient.value * fd)
5181 // fa'/fd' = minambient
5182 // fa'+0.25*fd' = fa+0.25*fd
5184 // fa' = fd' * minambient
5185 // fd'*(0.25+minambient) = fa+0.25*fd
5187 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5188 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5190 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5191 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
5192 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5193 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5198 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5200 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5201 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5205 // adjust brightness and saturation to target
5206 avg[0] = avg[1] = avg[2] = fa / f;
5207 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5208 avg[0] = avg[1] = avg[2] = fd / f;
5209 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5215 VectorSet(ent->modellight_ambient, 1, 1, 1);
5218 // move the light direction into modelspace coordinates for lighting code
5219 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5220 if(VectorLength2(ent->modellight_lightdir) == 0)
5221 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5222 VectorNormalize(ent->modellight_lightdir);
5226 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5229 vec3_t eyemins, eyemaxs;
5230 vec3_t boxmins, boxmaxs;
5233 dp_model_t *model = r_refdef.scene.worldmodel;
5234 static vec3_t positions[] = {
5235 { 0.5f, 0.5f, 0.5f },
5236 { 0.0f, 0.0f, 0.0f },
5237 { 0.0f, 0.0f, 1.0f },
5238 { 0.0f, 1.0f, 0.0f },
5239 { 0.0f, 1.0f, 1.0f },
5240 { 1.0f, 0.0f, 0.0f },
5241 { 1.0f, 0.0f, 1.0f },
5242 { 1.0f, 1.0f, 0.0f },
5243 { 1.0f, 1.0f, 1.0f },
5246 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5250 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5251 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5254 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5257 // expand the eye box a little
5258 eyemins[0] = eye[0] - eyejitter;
5259 eyemaxs[0] = eye[0] + eyejitter;
5260 eyemins[1] = eye[1] - eyejitter;
5261 eyemaxs[1] = eye[1] + eyejitter;
5262 eyemins[2] = eye[2] - eyejitter;
5263 eyemaxs[2] = eye[2] + eyejitter;
5264 // expand the box a little
5265 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5266 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5267 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5268 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5269 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5270 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5272 // return true if eye overlaps enlarged box
5273 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5276 // try specific positions in the box first - note that these can be cached
5277 if (r_cullentities_trace_entityocclusion.integer)
5279 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5281 VectorCopy(eye, start);
5282 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5283 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5284 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5285 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5286 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5287 // not picky - if the trace ended anywhere in the box we're good
5288 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5292 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5295 // try various random positions
5296 for (i = 0; i < numsamples; i++)
5298 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5299 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5300 if (r_cullentities_trace_entityocclusion.integer)
5302 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5303 // not picky - if the trace ended anywhere in the box we're good
5304 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5307 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5315 static void R_View_UpdateEntityVisible (void)
5320 entity_render_t *ent;
5322 if (r_refdef.envmap || r_fb.water.hideplayer)
5323 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5324 else if (chase_active.integer || r_fb.water.renderingscene)
5325 renderimask = RENDER_VIEWMODEL;
5327 renderimask = RENDER_EXTERIORMODEL;
5328 if (!r_drawviewmodel.integer)
5329 renderimask |= RENDER_VIEWMODEL;
5330 if (!r_drawexteriormodel.integer)
5331 renderimask |= RENDER_EXTERIORMODEL;
5332 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5333 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5335 // worldmodel can check visibility
5336 for (i = 0;i < r_refdef.scene.numentities;i++)
5338 ent = r_refdef.scene.entities[i];
5339 if (!(ent->flags & renderimask))
5340 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)))
5341 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))
5342 r_refdef.viewcache.entityvisible[i] = true;
5347 // no worldmodel or it can't check visibility
5348 for (i = 0;i < r_refdef.scene.numentities;i++)
5350 ent = r_refdef.scene.entities[i];
5351 if (!(ent->flags & renderimask))
5352 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)))
5353 r_refdef.viewcache.entityvisible[i] = true;
5356 if (r_cullentities_trace.integer)
5358 for (i = 0;i < r_refdef.scene.numentities;i++)
5360 if (!r_refdef.viewcache.entityvisible[i])
5362 ent = r_refdef.scene.entities[i];
5363 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5365 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5366 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5367 ent->last_trace_visibility = realtime;
5368 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5369 r_refdef.viewcache.entityvisible[i] = 0;
5375 /// only used if skyrendermasked, and normally returns false
5376 static int R_DrawBrushModelsSky (void)
5379 entity_render_t *ent;
5382 for (i = 0;i < r_refdef.scene.numentities;i++)
5384 if (!r_refdef.viewcache.entityvisible[i])
5386 ent = r_refdef.scene.entities[i];
5387 if (!ent->model || !ent->model->DrawSky)
5389 ent->model->DrawSky(ent);
5395 static void R_DrawNoModel(entity_render_t *ent);
5396 static void R_DrawModels(void)
5399 entity_render_t *ent;
5401 for (i = 0;i < r_refdef.scene.numentities;i++)
5403 if (!r_refdef.viewcache.entityvisible[i])
5405 ent = r_refdef.scene.entities[i];
5406 r_refdef.stats[r_stat_entities]++;
5408 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5411 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5412 Con_Printf("R_DrawModels\n");
5413 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]);
5414 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);
5415 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);
5418 if (ent->model && ent->model->Draw != NULL)
5419 ent->model->Draw(ent);
5425 static void R_DrawModelsDepth(void)
5428 entity_render_t *ent;
5430 for (i = 0;i < r_refdef.scene.numentities;i++)
5432 if (!r_refdef.viewcache.entityvisible[i])
5434 ent = r_refdef.scene.entities[i];
5435 if (ent->model && ent->model->DrawDepth != NULL)
5436 ent->model->DrawDepth(ent);
5440 static void R_DrawModelsDebug(void)
5443 entity_render_t *ent;
5445 for (i = 0;i < r_refdef.scene.numentities;i++)
5447 if (!r_refdef.viewcache.entityvisible[i])
5449 ent = r_refdef.scene.entities[i];
5450 if (ent->model && ent->model->DrawDebug != NULL)
5451 ent->model->DrawDebug(ent);
5455 static void R_DrawModelsAddWaterPlanes(void)
5458 entity_render_t *ent;
5460 for (i = 0;i < r_refdef.scene.numentities;i++)
5462 if (!r_refdef.viewcache.entityvisible[i])
5464 ent = r_refdef.scene.entities[i];
5465 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5466 ent->model->DrawAddWaterPlanes(ent);
5470 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}};
5472 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5474 if (r_hdr_irisadaptation.integer)
5479 vec3_t diffusenormal;
5481 vec_t brightness = 0.0f;
5486 VectorCopy(r_refdef.view.forward, forward);
5487 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5489 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5490 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5491 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5492 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5493 d = DotProduct(forward, diffusenormal);
5494 brightness += VectorLength(ambient);
5496 brightness += d * VectorLength(diffuse);
5498 brightness *= 1.0f / c;
5499 brightness += 0.00001f; // make sure it's never zero
5500 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5501 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5502 current = r_hdr_irisadaptation_value.value;
5504 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5505 else if (current > goal)
5506 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5507 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5508 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5510 else if (r_hdr_irisadaptation_value.value != 1.0f)
5511 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5514 static void R_View_SetFrustum(const int *scissor)
5517 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5518 vec3_t forward, left, up, origin, v;
5522 // flipped x coordinates (because x points left here)
5523 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5524 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5526 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5527 switch(vid.renderpath)
5529 case RENDERPATH_D3D9:
5530 case RENDERPATH_D3D10:
5531 case RENDERPATH_D3D11:
5532 // non-flipped y coordinates
5533 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5534 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5536 case RENDERPATH_SOFT:
5537 case RENDERPATH_GL11:
5538 case RENDERPATH_GL13:
5539 case RENDERPATH_GL20:
5540 case RENDERPATH_GLES1:
5541 case RENDERPATH_GLES2:
5542 // non-flipped y coordinates
5543 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5544 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5549 // we can't trust r_refdef.view.forward and friends in reflected scenes
5550 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5553 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5554 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5555 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5556 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5557 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5558 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5559 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5560 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5561 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5562 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5563 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5564 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5568 zNear = r_refdef.nearclip;
5569 nudge = 1.0 - 1.0 / (1<<23);
5570 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5571 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5572 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5573 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5574 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5575 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5576 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5577 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5583 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5584 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5585 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5586 r_refdef.view.frustum[0].dist = m[15] - m[12];
5588 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5589 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5590 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5591 r_refdef.view.frustum[1].dist = m[15] + m[12];
5593 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5594 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5595 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5596 r_refdef.view.frustum[2].dist = m[15] - m[13];
5598 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5599 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5600 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5601 r_refdef.view.frustum[3].dist = m[15] + m[13];
5603 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5604 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5605 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5606 r_refdef.view.frustum[4].dist = m[15] - m[14];
5608 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5609 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5610 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5611 r_refdef.view.frustum[5].dist = m[15] + m[14];
5614 if (r_refdef.view.useperspective)
5616 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5617 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]);
5618 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]);
5619 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]);
5620 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]);
5622 // then the normals from the corners relative to origin
5623 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5624 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5625 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5626 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5628 // in a NORMAL view, forward cross left == up
5629 // in a REFLECTED view, forward cross left == down
5630 // so our cross products above need to be adjusted for a left handed coordinate system
5631 CrossProduct(forward, left, v);
5632 if(DotProduct(v, up) < 0)
5634 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5635 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5636 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5637 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5640 // Leaving those out was a mistake, those were in the old code, and they
5641 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5642 // I couldn't reproduce it after adding those normalizations. --blub
5643 VectorNormalize(r_refdef.view.frustum[0].normal);
5644 VectorNormalize(r_refdef.view.frustum[1].normal);
5645 VectorNormalize(r_refdef.view.frustum[2].normal);
5646 VectorNormalize(r_refdef.view.frustum[3].normal);
5648 // make the corners absolute
5649 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5650 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5651 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5652 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5655 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5657 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5658 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5659 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5660 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5661 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5665 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5666 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5667 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5668 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5669 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5670 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5671 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5672 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5673 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5674 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5676 r_refdef.view.numfrustumplanes = 5;
5678 if (r_refdef.view.useclipplane)
5680 r_refdef.view.numfrustumplanes = 6;
5681 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5684 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5685 PlaneClassify(r_refdef.view.frustum + i);
5687 // LordHavoc: note to all quake engine coders, Quake had a special case
5688 // for 90 degrees which assumed a square view (wrong), so I removed it,
5689 // Quake2 has it disabled as well.
5691 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5692 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5693 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5694 //PlaneClassify(&frustum[0]);
5696 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5697 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5698 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5699 //PlaneClassify(&frustum[1]);
5701 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5702 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5703 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5704 //PlaneClassify(&frustum[2]);
5706 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5707 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5708 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5709 //PlaneClassify(&frustum[3]);
5712 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5713 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5714 //PlaneClassify(&frustum[4]);
5717 static void R_View_UpdateWithScissor(const int *myscissor)
5719 R_Main_ResizeViewCache();
5720 R_View_SetFrustum(myscissor);
5721 R_View_WorldVisibility(r_refdef.view.useclipplane);
5722 R_View_UpdateEntityVisible();
5723 R_View_UpdateEntityLighting();
5726 static void R_View_Update(void)
5728 R_Main_ResizeViewCache();
5729 R_View_SetFrustum(NULL);
5730 R_View_WorldVisibility(r_refdef.view.useclipplane);
5731 R_View_UpdateEntityVisible();
5732 R_View_UpdateEntityLighting();
5735 float viewscalefpsadjusted = 1.0f;
5737 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5739 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5740 scale = bound(0.03125f, scale, 1.0f);
5741 *outwidth = (int)ceil(width * scale);
5742 *outheight = (int)ceil(height * scale);
5745 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5747 const float *customclipplane = NULL;
5749 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5750 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5752 // LordHavoc: couldn't figure out how to make this approach the
5753 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5754 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5755 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5756 dist = r_refdef.view.clipplane.dist;
5757 plane[0] = r_refdef.view.clipplane.normal[0];
5758 plane[1] = r_refdef.view.clipplane.normal[1];
5759 plane[2] = r_refdef.view.clipplane.normal[2];
5761 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5764 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5765 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5767 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5768 if (!r_refdef.view.useperspective)
5769 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);
5770 else if (vid.stencil && r_useinfinitefarclip.integer)
5771 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);
5773 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);
5774 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5775 R_SetViewport(&r_refdef.view.viewport);
5776 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5778 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5779 float screenplane[4];
5780 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5781 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5782 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5783 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5784 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5788 void R_EntityMatrix(const matrix4x4_t *matrix)
5790 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5792 gl_modelmatrixchanged = false;
5793 gl_modelmatrix = *matrix;
5794 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5795 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5796 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5797 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5799 switch(vid.renderpath)
5801 case RENDERPATH_D3D9:
5803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5804 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5807 case RENDERPATH_D3D10:
5808 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5810 case RENDERPATH_D3D11:
5811 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5813 case RENDERPATH_GL11:
5814 case RENDERPATH_GL13:
5815 case RENDERPATH_GLES1:
5817 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5820 case RENDERPATH_SOFT:
5821 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5822 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5824 case RENDERPATH_GL20:
5825 case RENDERPATH_GLES2:
5826 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5827 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5833 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5835 r_viewport_t viewport;
5839 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5840 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);
5841 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5842 R_SetViewport(&viewport);
5843 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5844 GL_Color(1, 1, 1, 1);
5845 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5846 GL_BlendFunc(GL_ONE, GL_ZERO);
5847 GL_ScissorTest(false);
5848 GL_DepthMask(false);
5849 GL_DepthRange(0, 1);
5850 GL_DepthTest(false);
5851 GL_DepthFunc(GL_LEQUAL);
5852 R_EntityMatrix(&identitymatrix);
5853 R_Mesh_ResetTextureState();
5854 GL_PolygonOffset(0, 0);
5855 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5856 switch(vid.renderpath)
5858 case RENDERPATH_GL11:
5859 case RENDERPATH_GL13:
5860 case RENDERPATH_GL20:
5861 case RENDERPATH_GLES1:
5862 case RENDERPATH_GLES2:
5863 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5865 case RENDERPATH_D3D9:
5866 case RENDERPATH_D3D10:
5867 case RENDERPATH_D3D11:
5868 case RENDERPATH_SOFT:
5871 GL_CullFace(GL_NONE);
5876 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5880 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5883 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5887 R_SetupView(true, fbo, depthtexture, colortexture);
5888 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5889 GL_Color(1, 1, 1, 1);
5890 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5891 GL_BlendFunc(GL_ONE, GL_ZERO);
5892 GL_ScissorTest(true);
5894 GL_DepthRange(0, 1);
5896 GL_DepthFunc(GL_LEQUAL);
5897 R_EntityMatrix(&identitymatrix);
5898 R_Mesh_ResetTextureState();
5899 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5900 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5901 switch(vid.renderpath)
5903 case RENDERPATH_GL11:
5904 case RENDERPATH_GL13:
5905 case RENDERPATH_GL20:
5906 case RENDERPATH_GLES1:
5907 case RENDERPATH_GLES2:
5908 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5910 case RENDERPATH_D3D9:
5911 case RENDERPATH_D3D10:
5912 case RENDERPATH_D3D11:
5913 case RENDERPATH_SOFT:
5916 GL_CullFace(r_refdef.view.cullface_back);
5921 R_RenderView_UpdateViewVectors
5924 void R_RenderView_UpdateViewVectors(void)
5926 // break apart the view matrix into vectors for various purposes
5927 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5928 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5929 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5930 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5931 // make an inverted copy of the view matrix for tracking sprites
5932 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5935 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5936 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5938 static void R_Water_StartFrame(void)
5941 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5942 r_waterstate_waterplane_t *p;
5943 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;
5945 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5948 switch(vid.renderpath)
5950 case RENDERPATH_GL20:
5951 case RENDERPATH_D3D9:
5952 case RENDERPATH_D3D10:
5953 case RENDERPATH_D3D11:
5954 case RENDERPATH_SOFT:
5955 case RENDERPATH_GLES2:
5957 case RENDERPATH_GL11:
5958 case RENDERPATH_GL13:
5959 case RENDERPATH_GLES1:
5963 // set waterwidth and waterheight to the water resolution that will be
5964 // used (often less than the screen resolution for faster rendering)
5965 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5967 // calculate desired texture sizes
5968 // can't use water if the card does not support the texture size
5969 if (!r_water.integer || r_showsurfaces.integer)
5970 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5971 else if (vid.support.arb_texture_non_power_of_two)
5973 texturewidth = waterwidth;
5974 textureheight = waterheight;
5975 camerawidth = waterwidth;
5976 cameraheight = waterheight;
5980 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5981 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5982 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5983 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5986 // allocate textures as needed
5987 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))
5989 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5990 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5992 if (p->texture_refraction)
5993 R_FreeTexture(p->texture_refraction);
5994 p->texture_refraction = NULL;
5995 if (p->fbo_refraction)
5996 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5997 p->fbo_refraction = 0;
5998 if (p->texture_reflection)
5999 R_FreeTexture(p->texture_reflection);
6000 p->texture_reflection = NULL;
6001 if (p->fbo_reflection)
6002 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
6003 p->fbo_reflection = 0;
6004 if (p->texture_camera)
6005 R_FreeTexture(p->texture_camera);
6006 p->texture_camera = NULL;
6008 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
6011 memset(&r_fb.water, 0, sizeof(r_fb.water));
6012 r_fb.water.texturewidth = texturewidth;
6013 r_fb.water.textureheight = textureheight;
6014 r_fb.water.camerawidth = camerawidth;
6015 r_fb.water.cameraheight = cameraheight;
6018 if (r_fb.water.texturewidth)
6020 int scaledwidth, scaledheight;
6022 r_fb.water.enabled = true;
6024 // water resolution is usually reduced
6025 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6026 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6027 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
6029 // set up variables that will be used in shader setup
6030 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6031 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6032 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6033 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6036 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
6037 r_fb.water.numwaterplanes = 0;
6040 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
6042 int planeindex, bestplaneindex, vertexindex;
6043 vec3_t mins, maxs, normal, center, v, n;
6044 vec_t planescore, bestplanescore;
6046 r_waterstate_waterplane_t *p;
6047 texture_t *t = R_GetCurrentTexture(surface->texture);
6049 rsurface.texture = t;
6050 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
6051 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
6052 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
6054 // average the vertex normals, find the surface bounds (after deformvertexes)
6055 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
6056 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
6057 VectorCopy(n, normal);
6058 VectorCopy(v, mins);
6059 VectorCopy(v, maxs);
6060 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
6062 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
6063 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
6064 VectorAdd(normal, n, normal);
6065 mins[0] = min(mins[0], v[0]);
6066 mins[1] = min(mins[1], v[1]);
6067 mins[2] = min(mins[2], v[2]);
6068 maxs[0] = max(maxs[0], v[0]);
6069 maxs[1] = max(maxs[1], v[1]);
6070 maxs[2] = max(maxs[2], v[2]);
6072 VectorNormalize(normal);
6073 VectorMAM(0.5f, mins, 0.5f, maxs, center);
6075 VectorCopy(normal, plane.normal);
6076 VectorNormalize(plane.normal);
6077 plane.dist = DotProduct(center, plane.normal);
6078 PlaneClassify(&plane);
6079 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6081 // skip backfaces (except if nocullface is set)
6082 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6084 VectorNegate(plane.normal, plane.normal);
6086 PlaneClassify(&plane);
6090 // find a matching plane if there is one
6091 bestplaneindex = -1;
6092 bestplanescore = 1048576.0f;
6093 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6095 if(p->camera_entity == t->camera_entity)
6097 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6098 if (bestplaneindex < 0 || bestplanescore > planescore)
6100 bestplaneindex = planeindex;
6101 bestplanescore = planescore;
6105 planeindex = bestplaneindex;
6107 // if this surface does not fit any known plane rendered this frame, add one
6108 if (planeindex < 0 || bestplanescore > 0.001f)
6110 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6112 // store the new plane
6113 planeindex = r_fb.water.numwaterplanes++;
6114 p = r_fb.water.waterplanes + planeindex;
6116 // clear materialflags and pvs
6117 p->materialflags = 0;
6118 p->pvsvalid = false;
6119 p->camera_entity = t->camera_entity;
6120 VectorCopy(mins, p->mins);
6121 VectorCopy(maxs, p->maxs);
6125 // We're totally screwed.
6131 // merge mins/maxs when we're adding this surface to the plane
6132 p = r_fb.water.waterplanes + planeindex;
6133 p->mins[0] = min(p->mins[0], mins[0]);
6134 p->mins[1] = min(p->mins[1], mins[1]);
6135 p->mins[2] = min(p->mins[2], mins[2]);
6136 p->maxs[0] = max(p->maxs[0], maxs[0]);
6137 p->maxs[1] = max(p->maxs[1], maxs[1]);
6138 p->maxs[2] = max(p->maxs[2], maxs[2]);
6140 // merge this surface's materialflags into the waterplane
6141 p->materialflags |= t->currentmaterialflags;
6142 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6144 // merge this surface's PVS into the waterplane
6145 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6146 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6148 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6154 extern cvar_t r_drawparticles;
6155 extern cvar_t r_drawdecals;
6157 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6160 r_refdef_view_t originalview;
6161 r_refdef_view_t myview;
6162 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;
6163 r_waterstate_waterplane_t *p;
6165 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;
6168 originalview = r_refdef.view;
6170 // lowquality hack, temporarily shut down some cvars and restore afterwards
6171 qualityreduction = r_water_lowquality.integer;
6172 if (qualityreduction > 0)
6174 if (qualityreduction >= 1)
6176 old_r_shadows = r_shadows.integer;
6177 old_r_worldrtlight = r_shadow_realtime_world.integer;
6178 old_r_dlight = r_shadow_realtime_dlight.integer;
6179 Cvar_SetValueQuick(&r_shadows, 0);
6180 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6181 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6183 if (qualityreduction >= 2)
6185 old_r_dynamic = r_dynamic.integer;
6186 old_r_particles = r_drawparticles.integer;
6187 old_r_decals = r_drawdecals.integer;
6188 Cvar_SetValueQuick(&r_dynamic, 0);
6189 Cvar_SetValueQuick(&r_drawparticles, 0);
6190 Cvar_SetValueQuick(&r_drawdecals, 0);
6194 // make sure enough textures are allocated
6195 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6197 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6199 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6201 if (!p->texture_refraction)
6202 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);
6203 if (!p->texture_refraction)
6207 if (r_fb.water.depthtexture == NULL)
6208 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6209 if (p->fbo_refraction == 0)
6210 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6213 else if (p->materialflags & MATERIALFLAG_CAMERA)
6215 if (!p->texture_camera)
6216 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);
6217 if (!p->texture_camera)
6221 if (r_fb.water.depthtexture == NULL)
6222 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6223 if (p->fbo_camera == 0)
6224 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6228 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6230 if (!p->texture_reflection)
6231 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);
6232 if (!p->texture_reflection)
6236 if (r_fb.water.depthtexture == NULL)
6237 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6238 if (p->fbo_reflection == 0)
6239 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6245 r_refdef.view = originalview;
6246 r_refdef.view.showdebug = false;
6247 r_refdef.view.width = r_fb.water.waterwidth;
6248 r_refdef.view.height = r_fb.water.waterheight;
6249 r_refdef.view.useclipplane = true;
6250 myview = r_refdef.view;
6251 r_fb.water.renderingscene = true;
6252 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6254 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6256 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6258 r_refdef.view = myview;
6259 if(r_water_scissormode.integer)
6261 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6262 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6263 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6266 // render reflected scene and copy into texture
6267 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6268 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6269 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6270 r_refdef.view.clipplane = p->plane;
6271 // reverse the cullface settings for this render
6272 r_refdef.view.cullface_front = GL_FRONT;
6273 r_refdef.view.cullface_back = GL_BACK;
6274 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6276 r_refdef.view.usecustompvs = true;
6278 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6280 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6283 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6284 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6285 R_ClearScreen(r_refdef.fogenabled);
6286 if(r_water_scissormode.integer & 2)
6287 R_View_UpdateWithScissor(myscissor);
6290 R_AnimCache_CacheVisibleEntities();
6291 if(r_water_scissormode.integer & 1)
6292 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6293 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6295 if (!p->fbo_reflection)
6296 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);
6297 r_fb.water.hideplayer = false;
6300 // render the normal view scene and copy into texture
6301 // (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)
6302 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6304 r_refdef.view = myview;
6305 if(r_water_scissormode.integer)
6307 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6308 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6309 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6312 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6314 r_refdef.view.clipplane = p->plane;
6315 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6316 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6318 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6320 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6321 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6322 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6323 R_RenderView_UpdateViewVectors();
6324 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6326 r_refdef.view.usecustompvs = true;
6327 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);
6331 PlaneClassify(&r_refdef.view.clipplane);
6333 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6334 R_ClearScreen(r_refdef.fogenabled);
6335 if(r_water_scissormode.integer & 2)
6336 R_View_UpdateWithScissor(myscissor);
6339 R_AnimCache_CacheVisibleEntities();
6340 if(r_water_scissormode.integer & 1)
6341 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6342 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6344 if (!p->fbo_refraction)
6345 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);
6346 r_fb.water.hideplayer = false;
6348 else if (p->materialflags & MATERIALFLAG_CAMERA)
6350 r_refdef.view = myview;
6352 r_refdef.view.clipplane = p->plane;
6353 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6354 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6356 r_refdef.view.width = r_fb.water.camerawidth;
6357 r_refdef.view.height = r_fb.water.cameraheight;
6358 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6359 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6360 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6361 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6363 if(p->camera_entity)
6365 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6366 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6369 // note: all of the view is used for displaying... so
6370 // there is no use in scissoring
6372 // reverse the cullface settings for this render
6373 r_refdef.view.cullface_front = GL_FRONT;
6374 r_refdef.view.cullface_back = GL_BACK;
6375 // also reverse the view matrix
6376 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
6377 R_RenderView_UpdateViewVectors();
6378 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6380 r_refdef.view.usecustompvs = true;
6381 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);
6384 // camera needs no clipplane
6385 r_refdef.view.useclipplane = false;
6387 PlaneClassify(&r_refdef.view.clipplane);
6389 r_fb.water.hideplayer = false;
6391 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6392 R_ClearScreen(r_refdef.fogenabled);
6394 R_AnimCache_CacheVisibleEntities();
6395 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6398 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);
6399 r_fb.water.hideplayer = false;
6403 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6404 r_fb.water.renderingscene = false;
6405 r_refdef.view = originalview;
6406 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6407 if (!r_fb.water.depthtexture)
6408 R_ClearScreen(r_refdef.fogenabled);
6410 R_AnimCache_CacheVisibleEntities();
6413 r_refdef.view = originalview;
6414 r_fb.water.renderingscene = false;
6415 Cvar_SetValueQuick(&r_water, 0);
6416 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6418 // lowquality hack, restore cvars
6419 if (qualityreduction > 0)
6421 if (qualityreduction >= 1)
6423 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6424 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6425 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6427 if (qualityreduction >= 2)
6429 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6430 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6431 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6436 static void R_Bloom_StartFrame(void)
6439 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6440 int viewwidth, viewheight;
6441 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6442 textype_t textype = TEXTYPE_COLORBUFFER;
6444 switch (vid.renderpath)
6446 case RENDERPATH_GL20:
6447 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6448 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6450 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6451 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6454 case RENDERPATH_GL11:
6455 case RENDERPATH_GL13:
6456 case RENDERPATH_GLES1:
6457 case RENDERPATH_GLES2:
6458 case RENDERPATH_D3D9:
6459 case RENDERPATH_D3D10:
6460 case RENDERPATH_D3D11:
6461 r_fb.usedepthtextures = false;
6463 case RENDERPATH_SOFT:
6464 r_fb.usedepthtextures = true;
6468 if (r_viewscale_fpsscaling.integer)
6470 double actualframetime;
6471 double targetframetime;
6473 actualframetime = r_refdef.lastdrawscreentime;
6474 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6475 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6476 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6477 if (r_viewscale_fpsscaling_stepsize.value > 0)
6478 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6479 viewscalefpsadjusted += adjust;
6480 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6483 viewscalefpsadjusted = 1.0f;
6485 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6487 switch(vid.renderpath)
6489 case RENDERPATH_GL20:
6490 case RENDERPATH_D3D9:
6491 case RENDERPATH_D3D10:
6492 case RENDERPATH_D3D11:
6493 case RENDERPATH_SOFT:
6494 case RENDERPATH_GLES2:
6496 case RENDERPATH_GL11:
6497 case RENDERPATH_GL13:
6498 case RENDERPATH_GLES1:
6502 // set bloomwidth and bloomheight to the bloom resolution that will be
6503 // used (often less than the screen resolution for faster rendering)
6504 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6505 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6506 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6507 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6508 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6510 // calculate desired texture sizes
6511 if (vid.support.arb_texture_non_power_of_two)
6513 screentexturewidth = vid.width;
6514 screentextureheight = vid.height;
6515 bloomtexturewidth = r_fb.bloomwidth;
6516 bloomtextureheight = r_fb.bloomheight;
6520 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6521 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6522 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6523 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6526 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))
6528 Cvar_SetValueQuick(&r_bloom, 0);
6529 Cvar_SetValueQuick(&r_motionblur, 0);
6530 Cvar_SetValueQuick(&r_damageblur, 0);
6533 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6535 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6537 && r_viewscale.value == 1.0f
6538 && !r_viewscale_fpsscaling.integer)
6539 screentexturewidth = screentextureheight = 0;
6540 if (!r_bloom.integer)
6541 bloomtexturewidth = bloomtextureheight = 0;
6543 // allocate textures as needed
6544 if (r_fb.screentexturewidth != screentexturewidth
6545 || r_fb.screentextureheight != screentextureheight
6546 || r_fb.bloomtexturewidth != bloomtexturewidth
6547 || r_fb.bloomtextureheight != bloomtextureheight
6548 || r_fb.textype != textype
6549 || useviewfbo != (r_fb.fbo != 0))
6551 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6553 if (r_fb.bloomtexture[i])
6554 R_FreeTexture(r_fb.bloomtexture[i]);
6555 r_fb.bloomtexture[i] = NULL;
6557 if (r_fb.bloomfbo[i])
6558 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6559 r_fb.bloomfbo[i] = 0;
6563 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6566 if (r_fb.colortexture)
6567 R_FreeTexture(r_fb.colortexture);
6568 r_fb.colortexture = NULL;
6570 if (r_fb.depthtexture)
6571 R_FreeTexture(r_fb.depthtexture);
6572 r_fb.depthtexture = NULL;
6574 if (r_fb.ghosttexture)
6575 R_FreeTexture(r_fb.ghosttexture);
6576 r_fb.ghosttexture = NULL;
6578 r_fb.screentexturewidth = screentexturewidth;
6579 r_fb.screentextureheight = screentextureheight;
6580 r_fb.bloomtexturewidth = bloomtexturewidth;
6581 r_fb.bloomtextureheight = bloomtextureheight;
6582 r_fb.textype = textype;
6584 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6586 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6587 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);
6588 r_fb.ghosttexture_valid = false;
6589 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);
6592 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6593 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6594 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6598 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6600 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6602 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);
6604 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6609 // bloom texture is a different resolution
6610 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6611 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6612 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6613 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6614 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6616 // set up a texcoord array for the full resolution screen image
6617 // (we have to keep this around to copy back during final render)
6618 r_fb.screentexcoord2f[0] = 0;
6619 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6620 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6621 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6622 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6623 r_fb.screentexcoord2f[5] = 0;
6624 r_fb.screentexcoord2f[6] = 0;
6625 r_fb.screentexcoord2f[7] = 0;
6629 for (i = 1;i < 8;i += 2)
6631 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6635 // set up a texcoord array for the reduced resolution bloom image
6636 // (which will be additive blended over the screen image)
6637 r_fb.bloomtexcoord2f[0] = 0;
6638 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6639 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6640 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6641 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6642 r_fb.bloomtexcoord2f[5] = 0;
6643 r_fb.bloomtexcoord2f[6] = 0;
6644 r_fb.bloomtexcoord2f[7] = 0;
6646 switch(vid.renderpath)
6648 case RENDERPATH_GL11:
6649 case RENDERPATH_GL13:
6650 case RENDERPATH_GL20:
6651 case RENDERPATH_SOFT:
6652 case RENDERPATH_GLES1:
6653 case RENDERPATH_GLES2:
6655 case RENDERPATH_D3D9:
6656 case RENDERPATH_D3D10:
6657 case RENDERPATH_D3D11:
6658 for (i = 0;i < 4;i++)
6660 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6661 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6662 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6663 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6668 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6671 r_refdef.view.clear = true;
6674 static void R_Bloom_MakeTexture(void)
6677 float xoffset, yoffset, r, brighten;
6679 float colorscale = r_bloom_colorscale.value;
6681 r_refdef.stats[r_stat_bloom]++;
6684 // this copy is unnecessary since it happens in R_BlendView already
6687 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);
6688 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6692 // scale down screen texture to the bloom texture size
6694 r_fb.bloomindex = 0;
6695 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6696 R_SetViewport(&r_fb.bloomviewport);
6697 GL_CullFace(GL_NONE);
6698 GL_DepthTest(false);
6699 GL_BlendFunc(GL_ONE, GL_ZERO);
6700 GL_Color(colorscale, colorscale, colorscale, 1);
6701 // 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...
6702 switch(vid.renderpath)
6704 case RENDERPATH_GL11:
6705 case RENDERPATH_GL13:
6706 case RENDERPATH_GL20:
6707 case RENDERPATH_GLES1:
6708 case RENDERPATH_GLES2:
6709 case RENDERPATH_SOFT:
6710 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6712 case RENDERPATH_D3D9:
6713 case RENDERPATH_D3D10:
6714 case RENDERPATH_D3D11:
6715 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6718 // TODO: do boxfilter scale-down in shader?
6719 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6720 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6721 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6723 // we now have a properly scaled bloom image
6724 if (!r_fb.bloomfbo[r_fb.bloomindex])
6726 // copy it into the bloom texture
6727 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);
6728 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6731 // multiply bloom image by itself as many times as desired
6732 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6734 intex = r_fb.bloomtexture[r_fb.bloomindex];
6735 r_fb.bloomindex ^= 1;
6736 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6738 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6739 if (!r_fb.bloomfbo[r_fb.bloomindex])
6741 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6742 GL_Color(r,r,r,1); // apply fix factor
6747 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6748 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6749 GL_Color(1,1,1,1); // no fix factor supported here
6751 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6752 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6753 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6754 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6756 if (!r_fb.bloomfbo[r_fb.bloomindex])
6758 // copy the darkened image to a texture
6759 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);
6760 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6764 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6765 brighten = r_bloom_brighten.value;
6766 brighten = sqrt(brighten);
6768 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6770 for (dir = 0;dir < 2;dir++)
6772 intex = r_fb.bloomtexture[r_fb.bloomindex];
6773 r_fb.bloomindex ^= 1;
6774 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6775 // blend on at multiple vertical offsets to achieve a vertical blur
6776 // TODO: do offset blends using GLSL
6777 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6778 GL_BlendFunc(GL_ONE, GL_ZERO);
6779 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6780 for (x = -range;x <= range;x++)
6782 if (!dir){xoffset = 0;yoffset = x;}
6783 else {xoffset = x;yoffset = 0;}
6784 xoffset /= (float)r_fb.bloomtexturewidth;
6785 yoffset /= (float)r_fb.bloomtextureheight;
6786 // compute a texcoord array with the specified x and y offset
6787 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6788 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6789 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6790 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6791 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6792 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6793 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6794 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6795 // this r value looks like a 'dot' particle, fading sharply to
6796 // black at the edges
6797 // (probably not realistic but looks good enough)
6798 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6799 //r = brighten/(range*2+1);
6800 r = brighten / (range * 2 + 1);
6802 r *= (1 - x*x/(float)(range*range));
6803 GL_Color(r, r, r, 1);
6804 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6805 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6806 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6807 GL_BlendFunc(GL_ONE, GL_ONE);
6810 if (!r_fb.bloomfbo[r_fb.bloomindex])
6812 // copy the vertically or horizontally blurred bloom view to a texture
6813 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);
6814 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6819 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6821 unsigned int permutation;
6822 float uservecs[4][4];
6824 R_EntityMatrix(&identitymatrix);
6826 switch (vid.renderpath)
6828 case RENDERPATH_GL20:
6829 case RENDERPATH_D3D9:
6830 case RENDERPATH_D3D10:
6831 case RENDERPATH_D3D11:
6832 case RENDERPATH_SOFT:
6833 case RENDERPATH_GLES2:
6835 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6836 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6837 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6838 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6839 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6841 if (r_fb.colortexture)
6845 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);
6846 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6849 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6851 // declare variables
6852 float blur_factor, blur_mouseaccel, blur_velocity;
6853 static float blur_average;
6854 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6856 // set a goal for the factoring
6857 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6858 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6859 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6860 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6861 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6862 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6864 // from the goal, pick an averaged value between goal and last value
6865 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6866 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6868 // enforce minimum amount of blur
6869 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6871 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6873 // calculate values into a standard alpha
6874 cl.motionbluralpha = 1 - exp(-
6876 (r_motionblur.value * blur_factor / 80)
6878 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6881 max(0.0001, cl.time - cl.oldtime) // fps independent
6884 // randomization for the blur value to combat persistent ghosting
6885 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6886 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6889 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6890 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6892 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6893 GL_Color(1, 1, 1, cl.motionbluralpha);
6894 switch(vid.renderpath)
6896 case RENDERPATH_GL11:
6897 case RENDERPATH_GL13:
6898 case RENDERPATH_GL20:
6899 case RENDERPATH_GLES1:
6900 case RENDERPATH_GLES2:
6901 case RENDERPATH_SOFT:
6902 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6904 case RENDERPATH_D3D9:
6905 case RENDERPATH_D3D10:
6906 case RENDERPATH_D3D11:
6907 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6910 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6911 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6912 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6915 // updates old view angles for next pass
6916 VectorCopy(cl.viewangles, blur_oldangles);
6918 // copy view into the ghost texture
6919 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);
6920 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6921 r_fb.ghosttexture_valid = true;
6926 // no r_fb.colortexture means we're rendering to the real fb
6927 // we may still have to do view tint...
6928 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6930 // apply a color tint to the whole view
6931 R_ResetViewRendering2D(0, NULL, NULL);
6932 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6933 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6934 R_SetupShader_Generic_NoTexture(false, true);
6935 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6936 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6938 break; // no screen processing, no bloom, skip it
6941 if (r_fb.bloomtexture[0])
6943 // make the bloom texture
6944 R_Bloom_MakeTexture();
6947 #if _MSC_VER >= 1400
6948 #define sscanf sscanf_s
6950 memset(uservecs, 0, sizeof(uservecs));
6951 if (r_glsl_postprocess_uservec1_enable.integer)
6952 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6953 if (r_glsl_postprocess_uservec2_enable.integer)
6954 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6955 if (r_glsl_postprocess_uservec3_enable.integer)
6956 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6957 if (r_glsl_postprocess_uservec4_enable.integer)
6958 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6960 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6961 GL_Color(1, 1, 1, 1);
6962 GL_BlendFunc(GL_ONE, GL_ZERO);
6964 switch(vid.renderpath)
6966 case RENDERPATH_GL20:
6967 case RENDERPATH_GLES2:
6968 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6969 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6970 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6971 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6972 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6973 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]);
6974 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6975 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]);
6976 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]);
6977 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]);
6978 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]);
6979 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6980 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6981 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);
6983 case RENDERPATH_D3D9:
6985 // 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...
6986 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6987 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6988 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6989 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6990 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6991 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6992 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6993 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6994 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6995 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6996 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6997 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6998 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6999 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7002 case RENDERPATH_D3D10:
7003 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7005 case RENDERPATH_D3D11:
7006 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7008 case RENDERPATH_SOFT:
7009 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
7010 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
7011 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
7012 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
7013 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7014 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7015 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
7016 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
7017 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
7018 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
7019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
7020 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
7021 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7022 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7027 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7028 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
7030 case RENDERPATH_GL11:
7031 case RENDERPATH_GL13:
7032 case RENDERPATH_GLES1:
7033 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7035 // apply a color tint to the whole view
7036 R_ResetViewRendering2D(0, NULL, NULL);
7037 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7038 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
7039 R_SetupShader_Generic_NoTexture(false, true);
7040 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7041 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7047 matrix4x4_t r_waterscrollmatrix;
7049 void R_UpdateFog(void)
7052 if (gamemode == GAME_NEHAHRA)
7054 if (gl_fogenable.integer)
7056 r_refdef.oldgl_fogenable = true;
7057 r_refdef.fog_density = gl_fogdensity.value;
7058 r_refdef.fog_red = gl_fogred.value;
7059 r_refdef.fog_green = gl_foggreen.value;
7060 r_refdef.fog_blue = gl_fogblue.value;
7061 r_refdef.fog_alpha = 1;
7062 r_refdef.fog_start = 0;
7063 r_refdef.fog_end = gl_skyclip.value;
7064 r_refdef.fog_height = 1<<30;
7065 r_refdef.fog_fadedepth = 128;
7067 else if (r_refdef.oldgl_fogenable)
7069 r_refdef.oldgl_fogenable = false;
7070 r_refdef.fog_density = 0;
7071 r_refdef.fog_red = 0;
7072 r_refdef.fog_green = 0;
7073 r_refdef.fog_blue = 0;
7074 r_refdef.fog_alpha = 0;
7075 r_refdef.fog_start = 0;
7076 r_refdef.fog_end = 0;
7077 r_refdef.fog_height = 1<<30;
7078 r_refdef.fog_fadedepth = 128;
7083 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7084 r_refdef.fog_start = max(0, r_refdef.fog_start);
7085 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7087 if (r_refdef.fog_density && r_drawfog.integer)
7089 r_refdef.fogenabled = true;
7090 // this is the point where the fog reaches 0.9986 alpha, which we
7091 // consider a good enough cutoff point for the texture
7092 // (0.9986 * 256 == 255.6)
7093 if (r_fog_exp2.integer)
7094 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7096 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7097 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7098 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7099 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7100 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7101 R_BuildFogHeightTexture();
7102 // fog color was already set
7103 // update the fog texture
7104 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)
7105 R_BuildFogTexture();
7106 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7107 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7110 r_refdef.fogenabled = false;
7113 if (r_refdef.fog_density)
7115 r_refdef.fogcolor[0] = r_refdef.fog_red;
7116 r_refdef.fogcolor[1] = r_refdef.fog_green;
7117 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7119 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7120 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7121 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7122 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7126 VectorCopy(r_refdef.fogcolor, fogvec);
7127 // color.rgb *= ContrastBoost * SceneBrightness;
7128 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7129 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7130 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7131 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7136 void R_UpdateVariables(void)
7140 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7142 r_refdef.farclip = r_farclip_base.value;
7143 if (r_refdef.scene.worldmodel)
7144 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7145 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7147 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7148 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7149 r_refdef.polygonfactor = 0;
7150 r_refdef.polygonoffset = 0;
7151 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7152 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7154 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7155 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7156 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7157 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7158 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7159 if (FAKELIGHT_ENABLED)
7161 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7163 else if (r_refdef.scene.worldmodel)
7165 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7167 if (r_showsurfaces.integer)
7169 r_refdef.scene.rtworld = false;
7170 r_refdef.scene.rtworldshadows = false;
7171 r_refdef.scene.rtdlight = false;
7172 r_refdef.scene.rtdlightshadows = false;
7173 r_refdef.lightmapintensity = 0;
7176 r_gpuskeletal = false;
7177 switch(vid.renderpath)
7179 case RENDERPATH_GL20:
7180 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7181 case RENDERPATH_D3D9:
7182 case RENDERPATH_D3D10:
7183 case RENDERPATH_D3D11:
7184 case RENDERPATH_SOFT:
7185 case RENDERPATH_GLES2:
7186 if(v_glslgamma.integer && !vid_gammatables_trivial)
7188 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7190 // build GLSL gamma texture
7191 #define RAMPWIDTH 256
7192 unsigned short ramp[RAMPWIDTH * 3];
7193 unsigned char rampbgr[RAMPWIDTH][4];
7196 r_texture_gammaramps_serial = vid_gammatables_serial;
7198 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7199 for(i = 0; i < RAMPWIDTH; ++i)
7201 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7202 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7203 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7206 if (r_texture_gammaramps)
7208 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7212 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7218 // remove GLSL gamma texture
7221 case RENDERPATH_GL11:
7222 case RENDERPATH_GL13:
7223 case RENDERPATH_GLES1:
7228 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7229 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7235 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7236 if( scenetype != r_currentscenetype ) {
7237 // store the old scenetype
7238 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7239 r_currentscenetype = scenetype;
7240 // move in the new scene
7241 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7250 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7252 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7253 if( scenetype == r_currentscenetype ) {
7254 return &r_refdef.scene;
7256 return &r_scenes_store[ scenetype ];
7260 static int R_SortEntities_Compare(const void *ap, const void *bp)
7262 const entity_render_t *a = *(const entity_render_t **)ap;
7263 const entity_render_t *b = *(const entity_render_t **)bp;
7266 if(a->model < b->model)
7268 if(a->model > b->model)
7272 // TODO possibly calculate the REAL skinnum here first using
7274 if(a->skinnum < b->skinnum)
7276 if(a->skinnum > b->skinnum)
7279 // everything we compared is equal
7282 static void R_SortEntities(void)
7284 // below or equal 2 ents, sorting never gains anything
7285 if(r_refdef.scene.numentities <= 2)
7288 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7296 int dpsoftrast_test;
7297 extern cvar_t r_shadow_bouncegrid;
7298 void R_RenderView(void)
7300 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7302 rtexture_t *depthtexture;
7303 rtexture_t *colortexture;
7305 dpsoftrast_test = r_test.integer;
7307 if (r_timereport_active)
7308 R_TimeReport("start");
7309 r_textureframe++; // used only by R_GetCurrentTexture
7310 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7312 if(R_CompileShader_CheckStaticParms())
7315 if (!r_drawentities.integer)
7316 r_refdef.scene.numentities = 0;
7317 else if (r_sortentities.integer)
7320 R_AnimCache_ClearCache();
7322 /* adjust for stereo display */
7323 if(R_Stereo_Active())
7325 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);
7326 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7329 if (r_refdef.view.isoverlay)
7331 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7332 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7333 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7334 R_TimeReport("depthclear");
7336 r_refdef.view.showdebug = false;
7338 r_fb.water.enabled = false;
7339 r_fb.water.numwaterplanes = 0;
7341 R_RenderScene(0, NULL, NULL);
7343 r_refdef.view.matrix = originalmatrix;
7349 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7351 r_refdef.view.matrix = originalmatrix;
7355 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7357 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7358 // in sRGB fallback, behave similar to true sRGB: convert this
7359 // value from linear to sRGB
7360 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7362 R_RenderView_UpdateViewVectors();
7364 R_Shadow_UpdateWorldLightSelection();
7366 R_Bloom_StartFrame();
7368 // apply bloom brightness offset
7369 if(r_fb.bloomtexture[0])
7370 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7372 R_Water_StartFrame();
7374 // now we probably have an fbo to render into
7376 depthtexture = r_fb.depthtexture;
7377 colortexture = r_fb.colortexture;
7380 if (r_timereport_active)
7381 R_TimeReport("viewsetup");
7383 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7385 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7387 R_ClearScreen(r_refdef.fogenabled);
7388 if (r_timereport_active)
7389 R_TimeReport("viewclear");
7391 r_refdef.view.clear = true;
7393 r_refdef.view.showdebug = true;
7396 if (r_timereport_active)
7397 R_TimeReport("visibility");
7399 R_AnimCache_CacheVisibleEntities();
7400 if (r_timereport_active)
7401 R_TimeReport("animcache");
7403 R_Shadow_UpdateBounceGridTexture();
7404 if (r_timereport_active && r_shadow_bouncegrid.integer)
7405 R_TimeReport("bouncegrid");
7407 r_fb.water.numwaterplanes = 0;
7408 if (r_fb.water.enabled)
7409 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7411 R_RenderScene(fbo, depthtexture, colortexture);
7412 r_fb.water.numwaterplanes = 0;
7414 R_BlendView(fbo, depthtexture, colortexture);
7415 if (r_timereport_active)
7416 R_TimeReport("blendview");
7418 GL_Scissor(0, 0, vid.width, vid.height);
7419 GL_ScissorTest(false);
7421 r_refdef.view.matrix = originalmatrix;
7426 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7428 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7430 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7431 if (r_timereport_active)
7432 R_TimeReport("waterworld");
7435 // don't let sound skip if going slow
7436 if (r_refdef.scene.extraupdate)
7439 R_DrawModelsAddWaterPlanes();
7440 if (r_timereport_active)
7441 R_TimeReport("watermodels");
7443 if (r_fb.water.numwaterplanes)
7445 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7446 if (r_timereport_active)
7447 R_TimeReport("waterscenes");
7451 extern cvar_t cl_locs_show;
7452 static void R_DrawLocs(void);
7453 static void R_DrawEntityBBoxes(void);
7454 static void R_DrawModelDecals(void);
7455 extern cvar_t cl_decals_newsystem;
7456 extern qboolean r_shadow_usingdeferredprepass;
7457 extern int r_shadow_shadowmapatlas_modelshadows_size;
7458 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7460 qboolean shadowmapping = false;
7462 if (r_timereport_active)
7463 R_TimeReport("beginscene");
7465 r_refdef.stats[r_stat_renders]++;
7469 // don't let sound skip if going slow
7470 if (r_refdef.scene.extraupdate)
7473 R_MeshQueue_BeginScene();
7477 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);
7479 if (r_timereport_active)
7480 R_TimeReport("skystartframe");
7482 if (cl.csqc_vidvars.drawworld)
7484 // don't let sound skip if going slow
7485 if (r_refdef.scene.extraupdate)
7488 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7490 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7491 if (r_timereport_active)
7492 R_TimeReport("worldsky");
7495 if (R_DrawBrushModelsSky() && r_timereport_active)
7496 R_TimeReport("bmodelsky");
7498 if (skyrendermasked && skyrenderlater)
7500 // we have to force off the water clipping plane while rendering sky
7501 R_SetupView(false, fbo, depthtexture, colortexture);
7503 R_SetupView(true, fbo, depthtexture, colortexture);
7504 if (r_timereport_active)
7505 R_TimeReport("sky");
7509 R_Shadow_PrepareModelShadows();
7510 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7511 if (r_timereport_active)
7512 R_TimeReport("preparelights");
7514 // render all the shadowmaps that will be used for this view
7515 shadowmapping = R_Shadow_ShadowMappingEnabled();
7516 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7518 R_Shadow_DrawShadowMaps();
7519 if (r_timereport_active)
7520 R_TimeReport("shadowmaps");
7523 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7524 if (r_shadow_usingdeferredprepass)
7525 R_Shadow_DrawPrepass();
7527 // now we begin the forward pass of the view render
7528 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7530 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7531 if (r_timereport_active)
7532 R_TimeReport("worlddepth");
7534 if (r_depthfirst.integer >= 2)
7536 R_DrawModelsDepth();
7537 if (r_timereport_active)
7538 R_TimeReport("modeldepth");
7541 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7543 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7544 if (r_timereport_active)
7545 R_TimeReport("world");
7548 // don't let sound skip if going slow
7549 if (r_refdef.scene.extraupdate)
7553 if (r_timereport_active)
7554 R_TimeReport("models");
7556 // don't let sound skip if going slow
7557 if (r_refdef.scene.extraupdate)
7560 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7562 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7563 R_Shadow_DrawModelShadows();
7564 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7565 // don't let sound skip if going slow
7566 if (r_refdef.scene.extraupdate)
7570 if (!r_shadow_usingdeferredprepass)
7572 R_Shadow_DrawLights();
7573 if (r_timereport_active)
7574 R_TimeReport("rtlights");
7577 // don't let sound skip if going slow
7578 if (r_refdef.scene.extraupdate)
7581 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7583 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7584 R_Shadow_DrawModelShadows();
7585 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7586 // don't let sound skip if going slow
7587 if (r_refdef.scene.extraupdate)
7591 if (cl.csqc_vidvars.drawworld)
7593 if (cl_decals_newsystem.integer)
7595 R_DrawModelDecals();
7596 if (r_timereport_active)
7597 R_TimeReport("modeldecals");
7602 if (r_timereport_active)
7603 R_TimeReport("decals");
7607 if (r_timereport_active)
7608 R_TimeReport("particles");
7611 if (r_timereport_active)
7612 R_TimeReport("explosions");
7614 R_DrawLightningBeams();
7615 if (r_timereport_active)
7616 R_TimeReport("lightning");
7620 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7622 if (r_refdef.view.showdebug)
7624 if (cl_locs_show.integer)
7627 if (r_timereport_active)
7628 R_TimeReport("showlocs");
7631 if (r_drawportals.integer)
7634 if (r_timereport_active)
7635 R_TimeReport("portals");
7638 if (r_showbboxes.value > 0)
7640 R_DrawEntityBBoxes();
7641 if (r_timereport_active)
7642 R_TimeReport("bboxes");
7646 if (r_transparent.integer)
7648 R_MeshQueue_RenderTransparent();
7649 if (r_timereport_active)
7650 R_TimeReport("drawtrans");
7653 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))
7655 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7656 if (r_timereport_active)
7657 R_TimeReport("worlddebug");
7658 R_DrawModelsDebug();
7659 if (r_timereport_active)
7660 R_TimeReport("modeldebug");
7663 if (cl.csqc_vidvars.drawworld)
7665 R_Shadow_DrawCoronas();
7666 if (r_timereport_active)
7667 R_TimeReport("coronas");
7672 GL_DepthTest(false);
7673 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7674 GL_Color(1, 1, 1, 1);
7675 qglBegin(GL_POLYGON);
7676 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7677 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7678 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7679 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7681 qglBegin(GL_POLYGON);
7682 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]);
7683 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]);
7684 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]);
7685 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]);
7687 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7691 // don't let sound skip if going slow
7692 if (r_refdef.scene.extraupdate)
7696 static const unsigned short bboxelements[36] =
7706 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7709 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7711 RSurf_ActiveWorldEntity();
7713 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7714 GL_DepthMask(false);
7715 GL_DepthRange(0, 1);
7716 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7717 // R_Mesh_ResetTextureState();
7719 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7720 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7721 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7722 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7723 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7724 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7725 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7726 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7727 R_FillColors(color4f, 8, cr, cg, cb, ca);
7728 if (r_refdef.fogenabled)
7730 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7732 f1 = RSurf_FogVertex(v);
7734 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7735 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7736 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7739 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7740 R_Mesh_ResetTextureState();
7741 R_SetupShader_Generic_NoTexture(false, false);
7742 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7745 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7747 prvm_prog_t *prog = SVVM_prog;
7750 prvm_edict_t *edict;
7752 // this function draws bounding boxes of server entities
7756 GL_CullFace(GL_NONE);
7757 R_SetupShader_Generic_NoTexture(false, false);
7759 for (i = 0;i < numsurfaces;i++)
7761 edict = PRVM_EDICT_NUM(surfacelist[i]);
7762 switch ((int)PRVM_serveredictfloat(edict, solid))
7764 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7765 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7766 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7767 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7768 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7769 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7770 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7772 color[3] *= r_showbboxes.value;
7773 color[3] = bound(0, color[3], 1);
7774 GL_DepthTest(!r_showdisabledepthtest.integer);
7775 GL_CullFace(r_refdef.view.cullface_front);
7776 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7780 static void R_DrawEntityBBoxes(void)
7783 prvm_edict_t *edict;
7785 prvm_prog_t *prog = SVVM_prog;
7787 // this function draws bounding boxes of server entities
7791 for (i = 0;i < prog->num_edicts;i++)
7793 edict = PRVM_EDICT_NUM(i);
7794 if (edict->priv.server->free)
7796 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7797 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7799 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7801 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7802 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7806 static const int nomodelelement3i[24] =
7818 static const unsigned short nomodelelement3s[24] =
7830 static const float nomodelvertex3f[6*3] =
7840 static const float nomodelcolor4f[6*4] =
7842 0.0f, 0.0f, 0.5f, 1.0f,
7843 0.0f, 0.0f, 0.5f, 1.0f,
7844 0.0f, 0.5f, 0.0f, 1.0f,
7845 0.0f, 0.5f, 0.0f, 1.0f,
7846 0.5f, 0.0f, 0.0f, 1.0f,
7847 0.5f, 0.0f, 0.0f, 1.0f
7850 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7856 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);
7858 // this is only called once per entity so numsurfaces is always 1, and
7859 // surfacelist is always {0}, so this code does not handle batches
7861 if (rsurface.ent_flags & RENDER_ADDITIVE)
7863 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7864 GL_DepthMask(false);
7866 else if (rsurface.colormod[3] < 1)
7868 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7869 GL_DepthMask(false);
7873 GL_BlendFunc(GL_ONE, GL_ZERO);
7876 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7877 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7878 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7879 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7880 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7881 for (i = 0, c = color4f;i < 6;i++, c += 4)
7883 c[0] *= rsurface.colormod[0];
7884 c[1] *= rsurface.colormod[1];
7885 c[2] *= rsurface.colormod[2];
7886 c[3] *= rsurface.colormod[3];
7888 if (r_refdef.fogenabled)
7890 for (i = 0, c = color4f;i < 6;i++, c += 4)
7892 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7894 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7895 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7896 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7899 // R_Mesh_ResetTextureState();
7900 R_SetupShader_Generic_NoTexture(false, false);
7901 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7902 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7905 void R_DrawNoModel(entity_render_t *ent)
7908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7909 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7910 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7912 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7915 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7917 vec3_t right1, right2, diff, normal;
7919 VectorSubtract (org2, org1, normal);
7921 // calculate 'right' vector for start
7922 VectorSubtract (r_refdef.view.origin, org1, diff);
7923 CrossProduct (normal, diff, right1);
7924 VectorNormalize (right1);
7926 // calculate 'right' vector for end
7927 VectorSubtract (r_refdef.view.origin, org2, diff);
7928 CrossProduct (normal, diff, right2);
7929 VectorNormalize (right2);
7931 vert[ 0] = org1[0] + width * right1[0];
7932 vert[ 1] = org1[1] + width * right1[1];
7933 vert[ 2] = org1[2] + width * right1[2];
7934 vert[ 3] = org1[0] - width * right1[0];
7935 vert[ 4] = org1[1] - width * right1[1];
7936 vert[ 5] = org1[2] - width * right1[2];
7937 vert[ 6] = org2[0] - width * right2[0];
7938 vert[ 7] = org2[1] - width * right2[1];
7939 vert[ 8] = org2[2] - width * right2[2];
7940 vert[ 9] = org2[0] + width * right2[0];
7941 vert[10] = org2[1] + width * right2[1];
7942 vert[11] = org2[2] + width * right2[2];
7945 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)
7947 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7948 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7949 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7950 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7951 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7952 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7953 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7954 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7955 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7956 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7957 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7958 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7961 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7966 VectorSet(v, x, y, z);
7967 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7968 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7970 if (i == mesh->numvertices)
7972 if (mesh->numvertices < mesh->maxvertices)
7974 VectorCopy(v, vertex3f);
7975 mesh->numvertices++;
7977 return mesh->numvertices;
7983 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7987 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7988 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7989 e = mesh->element3i + mesh->numtriangles * 3;
7990 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7992 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7993 if (mesh->numtriangles < mesh->maxtriangles)
7998 mesh->numtriangles++;
8000 element[1] = element[2];
8004 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8008 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8009 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8010 e = mesh->element3i + mesh->numtriangles * 3;
8011 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8013 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8014 if (mesh->numtriangles < mesh->maxtriangles)
8019 mesh->numtriangles++;
8021 element[1] = element[2];
8025 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8026 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8028 int planenum, planenum2;
8031 mplane_t *plane, *plane2;
8033 double temppoints[2][256*3];
8034 // figure out how large a bounding box we need to properly compute this brush
8036 for (w = 0;w < numplanes;w++)
8037 maxdist = max(maxdist, fabs(planes[w].dist));
8038 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8039 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8040 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8044 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8045 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8047 if (planenum2 == planenum)
8049 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);
8052 if (tempnumpoints < 3)
8054 // generate elements forming a triangle fan for this polygon
8055 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8059 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)
8061 texturelayer_t *layer;
8062 layer = t->currentlayers + t->currentnumlayers++;
8064 layer->depthmask = depthmask;
8065 layer->blendfunc1 = blendfunc1;
8066 layer->blendfunc2 = blendfunc2;
8067 layer->texture = texture;
8068 layer->texmatrix = *matrix;
8069 layer->color[0] = r;
8070 layer->color[1] = g;
8071 layer->color[2] = b;
8072 layer->color[3] = a;
8075 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
8077 if(parms[0] == 0 && parms[1] == 0)
8079 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8080 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8085 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8088 index = parms[2] + rsurface.shadertime * parms[3];
8089 index -= floor(index);
8090 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8093 case Q3WAVEFUNC_NONE:
8094 case Q3WAVEFUNC_NOISE:
8095 case Q3WAVEFUNC_COUNT:
8098 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8099 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8100 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8101 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8102 case Q3WAVEFUNC_TRIANGLE:
8104 f = index - floor(index);
8117 f = parms[0] + parms[1] * f;
8118 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8119 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8123 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8130 matrix4x4_t matrix, temp;
8131 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8132 // it's better to have one huge fixup every 9 hours than gradual
8133 // degradation over time which looks consistently bad after many hours.
8135 // tcmod scroll in particular suffers from this degradation which can't be
8136 // effectively worked around even with floor() tricks because we don't
8137 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8138 // a workaround involving floor() would be incorrect anyway...
8139 shadertime = rsurface.shadertime;
8140 if (shadertime >= 32768.0f)
8141 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8142 switch(tcmod->tcmod)
8146 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8147 matrix = r_waterscrollmatrix;
8149 matrix = identitymatrix;
8151 case Q3TCMOD_ENTITYTRANSLATE:
8152 // this is used in Q3 to allow the gamecode to control texcoord
8153 // scrolling on the entity, which is not supported in darkplaces yet.
8154 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8156 case Q3TCMOD_ROTATE:
8157 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8158 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8159 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8162 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8164 case Q3TCMOD_SCROLL:
8165 // this particular tcmod is a "bug for bug" compatible one with regards to
8166 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8167 // specifically did the wrapping and so we must mimic that...
8168 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8169 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8170 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8172 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8173 w = (int) tcmod->parms[0];
8174 h = (int) tcmod->parms[1];
8175 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8177 idx = (int) floor(f * w * h);
8178 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8180 case Q3TCMOD_STRETCH:
8181 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8182 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8184 case Q3TCMOD_TRANSFORM:
8185 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8186 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8187 VectorSet(tcmat + 6, 0 , 0 , 1);
8188 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8189 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8191 case Q3TCMOD_TURBULENT:
8192 // this is handled in the RSurf_PrepareVertices function
8193 matrix = identitymatrix;
8197 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8200 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8202 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8203 char name[MAX_QPATH];
8204 skinframe_t *skinframe;
8205 unsigned char pixels[296*194];
8206 strlcpy(cache->name, skinname, sizeof(cache->name));
8207 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8208 if (developer_loading.integer)
8209 Con_Printf("loading %s\n", name);
8210 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8211 if (!skinframe || !skinframe->base)
8214 fs_offset_t filesize;
8216 f = FS_LoadFile(name, tempmempool, true, &filesize);
8219 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8220 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8224 cache->skinframe = skinframe;
8227 texture_t *R_GetCurrentTexture(texture_t *t)
8230 const entity_render_t *ent = rsurface.entity;
8231 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8232 q3shaderinfo_layer_tcmod_t *tcmod;
8234 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8235 return t->currentframe;
8236 t->update_lastrenderframe = r_textureframe;
8237 t->update_lastrenderentity = (void *)ent;
8239 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8240 t->camera_entity = ent->entitynumber;
8242 t->camera_entity = 0;
8244 // switch to an alternate material if this is a q1bsp animated material
8246 texture_t *texture = t;
8247 int s = rsurface.ent_skinnum;
8248 if ((unsigned int)s >= (unsigned int)model->numskins)
8250 if (model->skinscenes)
8252 if (model->skinscenes[s].framecount > 1)
8253 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8255 s = model->skinscenes[s].firstframe;
8258 t = t + s * model->num_surfaces;
8261 // use an alternate animation if the entity's frame is not 0,
8262 // and only if the texture has an alternate animation
8263 if (t->animated == 2) // q2bsp
8264 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8265 else if (rsurface.ent_alttextures && t->anim_total[1])
8266 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8268 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8270 texture->currentframe = t;
8273 // update currentskinframe to be a qw skin or animation frame
8274 if (rsurface.ent_qwskin >= 0)
8276 i = rsurface.ent_qwskin;
8277 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8279 r_qwskincache_size = cl.maxclients;
8281 Mem_Free(r_qwskincache);
8282 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8284 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8285 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8286 t->currentskinframe = r_qwskincache[i].skinframe;
8287 if (t->materialshaderpass && t->currentskinframe == NULL)
8288 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8290 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8291 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8292 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8293 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8295 t->currentmaterialflags = t->basematerialflags;
8296 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8297 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8298 t->currentalpha *= r_wateralpha.value;
8299 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8300 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8301 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8302 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8303 if (!(rsurface.ent_flags & RENDER_LIGHT))
8304 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8305 else if (FAKELIGHT_ENABLED)
8307 // no modellight if using fakelight for the map
8309 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8311 // pick a model lighting mode
8312 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8313 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8315 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8317 if (rsurface.ent_flags & RENDER_ADDITIVE)
8318 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8319 else if (t->currentalpha < 1)
8320 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8321 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8322 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8323 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8324 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8325 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8326 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8327 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8328 if (t->backgroundshaderpass)
8329 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8330 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8332 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8333 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8336 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8337 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8339 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8340 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8342 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8343 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8345 // there is no tcmod
8346 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8348 t->currenttexmatrix = r_waterscrollmatrix;
8349 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8351 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8353 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8354 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8357 if (t->materialshaderpass)
8358 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8359 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8361 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8362 if (t->currentskinframe->qpixels)
8363 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8364 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8365 if (!t->basetexture)
8366 t->basetexture = r_texture_notexture;
8367 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8368 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8369 t->nmaptexture = t->currentskinframe->nmap;
8370 if (!t->nmaptexture)
8371 t->nmaptexture = r_texture_blanknormalmap;
8372 t->glosstexture = r_texture_black;
8373 t->glowtexture = t->currentskinframe->glow;
8374 t->fogtexture = t->currentskinframe->fog;
8375 t->reflectmasktexture = t->currentskinframe->reflect;
8376 if (t->backgroundshaderpass)
8378 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8379 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8380 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8381 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8382 t->backgroundglosstexture = r_texture_black;
8383 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8384 if (!t->backgroundnmaptexture)
8385 t->backgroundnmaptexture = r_texture_blanknormalmap;
8386 // make sure that if glow is going to be used, both textures are not NULL
8387 if (!t->backgroundglowtexture && t->glowtexture)
8388 t->backgroundglowtexture = r_texture_black;
8389 if (!t->glowtexture && t->backgroundglowtexture)
8390 t->glowtexture = r_texture_black;
8394 t->backgroundbasetexture = r_texture_white;
8395 t->backgroundnmaptexture = r_texture_blanknormalmap;
8396 t->backgroundglosstexture = r_texture_black;
8397 t->backgroundglowtexture = NULL;
8399 t->specularpower = r_shadow_glossexponent.value;
8400 // TODO: store reference values for these in the texture?
8401 t->specularscale = 0;
8402 if (r_shadow_gloss.integer > 0)
8404 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8406 if (r_shadow_glossintensity.value > 0)
8408 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8409 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8410 t->specularscale = r_shadow_glossintensity.value;
8413 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8415 t->glosstexture = r_texture_white;
8416 t->backgroundglosstexture = r_texture_white;
8417 t->specularscale = r_shadow_gloss2intensity.value;
8418 t->specularpower = r_shadow_gloss2exponent.value;
8421 t->specularscale *= t->specularscalemod;
8422 t->specularpower *= t->specularpowermod;
8423 t->rtlightambient = 0;
8425 // lightmaps mode looks bad with dlights using actual texturing, so turn
8426 // off the colormap and glossmap, but leave the normalmap on as it still
8427 // accurately represents the shading involved
8428 if (gl_lightmaps.integer)
8430 t->basetexture = r_texture_grey128;
8431 t->pantstexture = r_texture_black;
8432 t->shirttexture = r_texture_black;
8433 if (gl_lightmaps.integer < 2)
8434 t->nmaptexture = r_texture_blanknormalmap;
8435 t->glosstexture = r_texture_black;
8436 t->glowtexture = NULL;
8437 t->fogtexture = NULL;
8438 t->reflectmasktexture = NULL;
8439 t->backgroundbasetexture = NULL;
8440 if (gl_lightmaps.integer < 2)
8441 t->backgroundnmaptexture = r_texture_blanknormalmap;
8442 t->backgroundglosstexture = r_texture_black;
8443 t->backgroundglowtexture = NULL;
8444 t->specularscale = 0;
8445 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8448 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8449 VectorClear(t->dlightcolor);
8450 t->currentnumlayers = 0;
8451 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8453 int blendfunc1, blendfunc2;
8455 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8457 blendfunc1 = GL_SRC_ALPHA;
8458 blendfunc2 = GL_ONE;
8460 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8462 blendfunc1 = GL_SRC_ALPHA;
8463 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8465 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8467 blendfunc1 = t->customblendfunc[0];
8468 blendfunc2 = t->customblendfunc[1];
8472 blendfunc1 = GL_ONE;
8473 blendfunc2 = GL_ZERO;
8475 // don't colormod evilblend textures
8476 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8477 VectorSet(t->lightmapcolor, 1, 1, 1);
8478 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8479 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8481 // fullbright is not affected by r_refdef.lightmapintensity
8482 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]);
8483 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8484 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]);
8485 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8486 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]);
8490 vec3_t ambientcolor;
8492 // set the color tint used for lights affecting this surface
8493 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8495 // q3bsp has no lightmap updates, so the lightstylevalue that
8496 // would normally be baked into the lightmap must be
8497 // applied to the color
8498 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8499 if (model->type == mod_brushq3)
8500 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8501 colorscale *= r_refdef.lightmapintensity;
8502 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8503 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8504 // basic lit geometry
8505 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]);
8506 // add pants/shirt if needed
8507 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8508 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]);
8509 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8510 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]);
8511 // now add ambient passes if needed
8512 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8514 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]);
8515 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8516 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]);
8517 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8518 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]);
8521 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8522 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]);
8523 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8525 // if this is opaque use alpha blend which will darken the earlier
8528 // if this is an alpha blended material, all the earlier passes
8529 // were darkened by fog already, so we only need to add the fog
8530 // color ontop through the fog mask texture
8532 // if this is an additive blended material, all the earlier passes
8533 // were darkened by fog already, and we should not add fog color
8534 // (because the background was not darkened, there is no fog color
8535 // that was lost behind it).
8536 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]);
8543 rsurfacestate_t rsurface;
8545 void RSurf_ActiveWorldEntity(void)
8547 dp_model_t *model = r_refdef.scene.worldmodel;
8548 //if (rsurface.entity == r_refdef.scene.worldentity)
8550 rsurface.entity = r_refdef.scene.worldentity;
8551 rsurface.skeleton = NULL;
8552 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8553 rsurface.ent_skinnum = 0;
8554 rsurface.ent_qwskin = -1;
8555 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8556 rsurface.shadertime = r_refdef.scene.time;
8557 rsurface.matrix = identitymatrix;
8558 rsurface.inversematrix = identitymatrix;
8559 rsurface.matrixscale = 1;
8560 rsurface.inversematrixscale = 1;
8561 R_EntityMatrix(&identitymatrix);
8562 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8563 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8564 rsurface.fograngerecip = r_refdef.fograngerecip;
8565 rsurface.fogheightfade = r_refdef.fogheightfade;
8566 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8567 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8568 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8569 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8570 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8571 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8572 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8573 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8574 rsurface.colormod[3] = 1;
8575 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);
8576 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8577 rsurface.frameblend[0].lerp = 1;
8578 rsurface.ent_alttextures = false;
8579 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8580 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8581 rsurface.entityskeletaltransform3x4 = NULL;
8582 rsurface.entityskeletaltransform3x4buffer = NULL;
8583 rsurface.entityskeletaltransform3x4offset = 0;
8584 rsurface.entityskeletaltransform3x4size = 0;;
8585 rsurface.entityskeletalnumtransforms = 0;
8586 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8587 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8588 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8589 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8590 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8591 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8592 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8593 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8594 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8595 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8596 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8597 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8598 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8599 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8600 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8601 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8602 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8603 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8604 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8605 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8606 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8607 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8608 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8609 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8610 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8611 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8612 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8613 rsurface.modelelement3i = model->surfmesh.data_element3i;
8614 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8615 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8616 rsurface.modelelement3s = model->surfmesh.data_element3s;
8617 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8618 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8619 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8620 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8621 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8622 rsurface.modelsurfaces = model->data_surfaces;
8623 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8624 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8625 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8626 rsurface.modelgeneratedvertex = false;
8627 rsurface.batchgeneratedvertex = false;
8628 rsurface.batchfirstvertex = 0;
8629 rsurface.batchnumvertices = 0;
8630 rsurface.batchfirsttriangle = 0;
8631 rsurface.batchnumtriangles = 0;
8632 rsurface.batchvertex3f = NULL;
8633 rsurface.batchvertex3f_vertexbuffer = NULL;
8634 rsurface.batchvertex3f_bufferoffset = 0;
8635 rsurface.batchsvector3f = NULL;
8636 rsurface.batchsvector3f_vertexbuffer = NULL;
8637 rsurface.batchsvector3f_bufferoffset = 0;
8638 rsurface.batchtvector3f = NULL;
8639 rsurface.batchtvector3f_vertexbuffer = NULL;
8640 rsurface.batchtvector3f_bufferoffset = 0;
8641 rsurface.batchnormal3f = NULL;
8642 rsurface.batchnormal3f_vertexbuffer = NULL;
8643 rsurface.batchnormal3f_bufferoffset = 0;
8644 rsurface.batchlightmapcolor4f = NULL;
8645 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8646 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8647 rsurface.batchtexcoordtexture2f = NULL;
8648 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8649 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8650 rsurface.batchtexcoordlightmap2f = NULL;
8651 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8652 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8653 rsurface.batchskeletalindex4ub = NULL;
8654 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8655 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8656 rsurface.batchskeletalweight4ub = NULL;
8657 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8658 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8659 rsurface.batchvertexmesh = NULL;
8660 rsurface.batchvertexmesh_vertexbuffer = NULL;
8661 rsurface.batchvertexmesh_bufferoffset = 0;
8662 rsurface.batchelement3i = NULL;
8663 rsurface.batchelement3i_indexbuffer = NULL;
8664 rsurface.batchelement3i_bufferoffset = 0;
8665 rsurface.batchelement3s = NULL;
8666 rsurface.batchelement3s_indexbuffer = NULL;
8667 rsurface.batchelement3s_bufferoffset = 0;
8668 rsurface.passcolor4f = NULL;
8669 rsurface.passcolor4f_vertexbuffer = NULL;
8670 rsurface.passcolor4f_bufferoffset = 0;
8671 rsurface.forcecurrenttextureupdate = false;
8674 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8676 dp_model_t *model = ent->model;
8677 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8679 rsurface.entity = (entity_render_t *)ent;
8680 rsurface.skeleton = ent->skeleton;
8681 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8682 rsurface.ent_skinnum = ent->skinnum;
8683 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;
8684 rsurface.ent_flags = ent->flags;
8685 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8686 rsurface.matrix = ent->matrix;
8687 rsurface.inversematrix = ent->inversematrix;
8688 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8689 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8690 R_EntityMatrix(&rsurface.matrix);
8691 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8692 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8693 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8694 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8695 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8696 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8697 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8698 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8699 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8700 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8701 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8702 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8703 rsurface.colormod[3] = ent->alpha;
8704 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8705 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8706 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8707 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8708 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8709 if (ent->model->brush.submodel && !prepass)
8711 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8712 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8714 // if the animcache code decided it should use the shader path, skip the deform step
8715 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8716 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8717 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8718 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8719 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8720 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8722 if (ent->animcache_vertex3f)
8724 r_refdef.stats[r_stat_batch_entitycache_count]++;
8725 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8726 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8727 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8728 rsurface.modelvertex3f = ent->animcache_vertex3f;
8729 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8730 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8731 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8732 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8733 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8734 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8735 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8736 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8737 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8738 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8739 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8740 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8741 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8742 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8744 else if (wanttangents)
8746 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8747 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8748 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8749 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8750 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8751 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8752 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8753 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8754 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8755 rsurface.modelvertexmesh = NULL;
8756 rsurface.modelvertexmesh_vertexbuffer = NULL;
8757 rsurface.modelvertexmesh_bufferoffset = 0;
8758 rsurface.modelvertex3f_vertexbuffer = NULL;
8759 rsurface.modelvertex3f_bufferoffset = 0;
8760 rsurface.modelvertex3f_vertexbuffer = 0;
8761 rsurface.modelvertex3f_bufferoffset = 0;
8762 rsurface.modelsvector3f_vertexbuffer = 0;
8763 rsurface.modelsvector3f_bufferoffset = 0;
8764 rsurface.modeltvector3f_vertexbuffer = 0;
8765 rsurface.modeltvector3f_bufferoffset = 0;
8766 rsurface.modelnormal3f_vertexbuffer = 0;
8767 rsurface.modelnormal3f_bufferoffset = 0;
8769 else if (wantnormals)
8771 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8772 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8773 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8774 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8775 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8776 rsurface.modelsvector3f = NULL;
8777 rsurface.modeltvector3f = NULL;
8778 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8779 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8780 rsurface.modelvertexmesh = NULL;
8781 rsurface.modelvertexmesh_vertexbuffer = NULL;
8782 rsurface.modelvertexmesh_bufferoffset = 0;
8783 rsurface.modelvertex3f_vertexbuffer = NULL;
8784 rsurface.modelvertex3f_bufferoffset = 0;
8785 rsurface.modelvertex3f_vertexbuffer = 0;
8786 rsurface.modelvertex3f_bufferoffset = 0;
8787 rsurface.modelsvector3f_vertexbuffer = 0;
8788 rsurface.modelsvector3f_bufferoffset = 0;
8789 rsurface.modeltvector3f_vertexbuffer = 0;
8790 rsurface.modeltvector3f_bufferoffset = 0;
8791 rsurface.modelnormal3f_vertexbuffer = 0;
8792 rsurface.modelnormal3f_bufferoffset = 0;
8796 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8797 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8798 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8799 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8800 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8801 rsurface.modelsvector3f = NULL;
8802 rsurface.modeltvector3f = NULL;
8803 rsurface.modelnormal3f = NULL;
8804 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8805 rsurface.modelvertexmesh = NULL;
8806 rsurface.modelvertexmesh_vertexbuffer = NULL;
8807 rsurface.modelvertexmesh_bufferoffset = 0;
8808 rsurface.modelvertex3f_vertexbuffer = NULL;
8809 rsurface.modelvertex3f_bufferoffset = 0;
8810 rsurface.modelvertex3f_vertexbuffer = 0;
8811 rsurface.modelvertex3f_bufferoffset = 0;
8812 rsurface.modelsvector3f_vertexbuffer = 0;
8813 rsurface.modelsvector3f_bufferoffset = 0;
8814 rsurface.modeltvector3f_vertexbuffer = 0;
8815 rsurface.modeltvector3f_bufferoffset = 0;
8816 rsurface.modelnormal3f_vertexbuffer = 0;
8817 rsurface.modelnormal3f_bufferoffset = 0;
8819 rsurface.modelgeneratedvertex = true;
8823 if (rsurface.entityskeletaltransform3x4)
8825 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8826 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8827 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8828 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8832 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8833 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8834 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8835 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8837 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8838 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8839 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8840 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8841 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8842 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8843 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8844 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8845 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8846 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8847 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8848 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8849 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8850 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8851 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8852 rsurface.modelgeneratedvertex = false;
8854 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8855 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8856 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8857 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8858 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8859 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8860 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8861 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8862 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8863 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8864 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8865 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8866 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8867 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8868 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8869 rsurface.modelelement3i = model->surfmesh.data_element3i;
8870 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8871 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8872 rsurface.modelelement3s = model->surfmesh.data_element3s;
8873 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8874 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8875 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8876 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8877 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8878 rsurface.modelsurfaces = model->data_surfaces;
8879 rsurface.batchgeneratedvertex = false;
8880 rsurface.batchfirstvertex = 0;
8881 rsurface.batchnumvertices = 0;
8882 rsurface.batchfirsttriangle = 0;
8883 rsurface.batchnumtriangles = 0;
8884 rsurface.batchvertex3f = NULL;
8885 rsurface.batchvertex3f_vertexbuffer = NULL;
8886 rsurface.batchvertex3f_bufferoffset = 0;
8887 rsurface.batchsvector3f = NULL;
8888 rsurface.batchsvector3f_vertexbuffer = NULL;
8889 rsurface.batchsvector3f_bufferoffset = 0;
8890 rsurface.batchtvector3f = NULL;
8891 rsurface.batchtvector3f_vertexbuffer = NULL;
8892 rsurface.batchtvector3f_bufferoffset = 0;
8893 rsurface.batchnormal3f = NULL;
8894 rsurface.batchnormal3f_vertexbuffer = NULL;
8895 rsurface.batchnormal3f_bufferoffset = 0;
8896 rsurface.batchlightmapcolor4f = NULL;
8897 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8898 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8899 rsurface.batchtexcoordtexture2f = NULL;
8900 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8901 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8902 rsurface.batchtexcoordlightmap2f = NULL;
8903 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8904 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8905 rsurface.batchskeletalindex4ub = NULL;
8906 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8907 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8908 rsurface.batchskeletalweight4ub = NULL;
8909 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8910 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8911 rsurface.batchvertexmesh = NULL;
8912 rsurface.batchvertexmesh_vertexbuffer = NULL;
8913 rsurface.batchvertexmesh_bufferoffset = 0;
8914 rsurface.batchelement3i = NULL;
8915 rsurface.batchelement3i_indexbuffer = NULL;
8916 rsurface.batchelement3i_bufferoffset = 0;
8917 rsurface.batchelement3s = NULL;
8918 rsurface.batchelement3s_indexbuffer = NULL;
8919 rsurface.batchelement3s_bufferoffset = 0;
8920 rsurface.passcolor4f = NULL;
8921 rsurface.passcolor4f_vertexbuffer = NULL;
8922 rsurface.passcolor4f_bufferoffset = 0;
8923 rsurface.forcecurrenttextureupdate = false;
8926 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)
8928 rsurface.entity = r_refdef.scene.worldentity;
8929 rsurface.skeleton = NULL;
8930 rsurface.ent_skinnum = 0;
8931 rsurface.ent_qwskin = -1;
8932 rsurface.ent_flags = entflags;
8933 rsurface.shadertime = r_refdef.scene.time - shadertime;
8934 rsurface.modelnumvertices = numvertices;
8935 rsurface.modelnumtriangles = numtriangles;
8936 rsurface.matrix = *matrix;
8937 rsurface.inversematrix = *inversematrix;
8938 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8939 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8940 R_EntityMatrix(&rsurface.matrix);
8941 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8942 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8943 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8944 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8945 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8946 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8947 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8948 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8949 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8950 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8951 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8952 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8953 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);
8954 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8955 rsurface.frameblend[0].lerp = 1;
8956 rsurface.ent_alttextures = false;
8957 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8958 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8959 rsurface.entityskeletaltransform3x4 = NULL;
8960 rsurface.entityskeletaltransform3x4buffer = NULL;
8961 rsurface.entityskeletaltransform3x4offset = 0;
8962 rsurface.entityskeletaltransform3x4size = 0;
8963 rsurface.entityskeletalnumtransforms = 0;
8964 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8965 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8966 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8967 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8970 rsurface.modelvertex3f = (float *)vertex3f;
8971 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8972 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8973 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8975 else if (wantnormals)
8977 rsurface.modelvertex3f = (float *)vertex3f;
8978 rsurface.modelsvector3f = NULL;
8979 rsurface.modeltvector3f = NULL;
8980 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8984 rsurface.modelvertex3f = (float *)vertex3f;
8985 rsurface.modelsvector3f = NULL;
8986 rsurface.modeltvector3f = NULL;
8987 rsurface.modelnormal3f = NULL;
8989 rsurface.modelvertexmesh = NULL;
8990 rsurface.modelvertexmesh_vertexbuffer = NULL;
8991 rsurface.modelvertexmesh_bufferoffset = 0;
8992 rsurface.modelvertex3f_vertexbuffer = 0;
8993 rsurface.modelvertex3f_bufferoffset = 0;
8994 rsurface.modelsvector3f_vertexbuffer = 0;
8995 rsurface.modelsvector3f_bufferoffset = 0;
8996 rsurface.modeltvector3f_vertexbuffer = 0;
8997 rsurface.modeltvector3f_bufferoffset = 0;
8998 rsurface.modelnormal3f_vertexbuffer = 0;
8999 rsurface.modelnormal3f_bufferoffset = 0;
9000 rsurface.modelgeneratedvertex = true;
9001 rsurface.modellightmapcolor4f = (float *)color4f;
9002 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9003 rsurface.modellightmapcolor4f_bufferoffset = 0;
9004 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
9005 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9006 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9007 rsurface.modeltexcoordlightmap2f = NULL;
9008 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9009 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9010 rsurface.modelskeletalindex4ub = NULL;
9011 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
9012 rsurface.modelskeletalindex4ub_bufferoffset = 0;
9013 rsurface.modelskeletalweight4ub = NULL;
9014 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
9015 rsurface.modelskeletalweight4ub_bufferoffset = 0;
9016 rsurface.modelelement3i = (int *)element3i;
9017 rsurface.modelelement3i_indexbuffer = NULL;
9018 rsurface.modelelement3i_bufferoffset = 0;
9019 rsurface.modelelement3s = (unsigned short *)element3s;
9020 rsurface.modelelement3s_indexbuffer = NULL;
9021 rsurface.modelelement3s_bufferoffset = 0;
9022 rsurface.modellightmapoffsets = NULL;
9023 rsurface.modelsurfaces = NULL;
9024 rsurface.batchgeneratedvertex = false;
9025 rsurface.batchfirstvertex = 0;
9026 rsurface.batchnumvertices = 0;
9027 rsurface.batchfirsttriangle = 0;
9028 rsurface.batchnumtriangles = 0;
9029 rsurface.batchvertex3f = NULL;
9030 rsurface.batchvertex3f_vertexbuffer = NULL;
9031 rsurface.batchvertex3f_bufferoffset = 0;
9032 rsurface.batchsvector3f = NULL;
9033 rsurface.batchsvector3f_vertexbuffer = NULL;
9034 rsurface.batchsvector3f_bufferoffset = 0;
9035 rsurface.batchtvector3f = NULL;
9036 rsurface.batchtvector3f_vertexbuffer = NULL;
9037 rsurface.batchtvector3f_bufferoffset = 0;
9038 rsurface.batchnormal3f = NULL;
9039 rsurface.batchnormal3f_vertexbuffer = NULL;
9040 rsurface.batchnormal3f_bufferoffset = 0;
9041 rsurface.batchlightmapcolor4f = NULL;
9042 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9043 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9044 rsurface.batchtexcoordtexture2f = NULL;
9045 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9046 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9047 rsurface.batchtexcoordlightmap2f = NULL;
9048 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9049 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9050 rsurface.batchskeletalindex4ub = NULL;
9051 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9052 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9053 rsurface.batchskeletalweight4ub = NULL;
9054 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9055 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9056 rsurface.batchvertexmesh = NULL;
9057 rsurface.batchvertexmesh_vertexbuffer = NULL;
9058 rsurface.batchvertexmesh_bufferoffset = 0;
9059 rsurface.batchelement3i = NULL;
9060 rsurface.batchelement3i_indexbuffer = NULL;
9061 rsurface.batchelement3i_bufferoffset = 0;
9062 rsurface.batchelement3s = NULL;
9063 rsurface.batchelement3s_indexbuffer = NULL;
9064 rsurface.batchelement3s_bufferoffset = 0;
9065 rsurface.passcolor4f = NULL;
9066 rsurface.passcolor4f_vertexbuffer = NULL;
9067 rsurface.passcolor4f_bufferoffset = 0;
9068 rsurface.forcecurrenttextureupdate = true;
9070 if (rsurface.modelnumvertices && rsurface.modelelement3i)
9072 if ((wantnormals || wanttangents) && !normal3f)
9074 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9075 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9077 if (wanttangents && !svector3f)
9079 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9080 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9081 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9086 float RSurf_FogPoint(const float *v)
9088 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9089 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9090 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9091 float FogHeightFade = r_refdef.fogheightfade;
9093 unsigned int fogmasktableindex;
9094 if (r_refdef.fogplaneviewabove)
9095 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9097 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9098 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9099 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9102 float RSurf_FogVertex(const float *v)
9104 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9105 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9106 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9107 float FogHeightFade = rsurface.fogheightfade;
9109 unsigned int fogmasktableindex;
9110 if (r_refdef.fogplaneviewabove)
9111 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9113 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9114 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9115 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9118 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9121 for (i = 0;i < numelements;i++)
9122 outelement3i[i] = inelement3i[i] + adjust;
9125 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9126 extern cvar_t gl_vbo;
9127 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9135 int surfacefirsttriangle;
9136 int surfacenumtriangles;
9137 int surfacefirstvertex;
9138 int surfaceendvertex;
9139 int surfacenumvertices;
9140 int batchnumsurfaces = texturenumsurfaces;
9141 int batchnumvertices;
9142 int batchnumtriangles;
9146 qboolean dynamicvertex;
9149 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9152 q3shaderinfo_deform_t *deform;
9153 const msurface_t *surface, *firstsurface;
9154 r_vertexmesh_t *vertexmesh;
9155 if (!texturenumsurfaces)
9157 // find vertex range of this surface batch
9159 firstsurface = texturesurfacelist[0];
9160 firsttriangle = firstsurface->num_firsttriangle;
9161 batchnumvertices = 0;
9162 batchnumtriangles = 0;
9163 firstvertex = endvertex = firstsurface->num_firstvertex;
9164 for (i = 0;i < texturenumsurfaces;i++)
9166 surface = texturesurfacelist[i];
9167 if (surface != firstsurface + i)
9169 surfacefirstvertex = surface->num_firstvertex;
9170 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9171 surfacenumvertices = surface->num_vertices;
9172 surfacenumtriangles = surface->num_triangles;
9173 if (firstvertex > surfacefirstvertex)
9174 firstvertex = surfacefirstvertex;
9175 if (endvertex < surfaceendvertex)
9176 endvertex = surfaceendvertex;
9177 batchnumvertices += surfacenumvertices;
9178 batchnumtriangles += surfacenumtriangles;
9181 r_refdef.stats[r_stat_batch_batches]++;
9183 r_refdef.stats[r_stat_batch_withgaps]++;
9184 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9185 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9186 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9188 // we now know the vertex range used, and if there are any gaps in it
9189 rsurface.batchfirstvertex = firstvertex;
9190 rsurface.batchnumvertices = endvertex - firstvertex;
9191 rsurface.batchfirsttriangle = firsttriangle;
9192 rsurface.batchnumtriangles = batchnumtriangles;
9194 // this variable holds flags for which properties have been updated that
9195 // may require regenerating vertexmesh array...
9198 // check if any dynamic vertex processing must occur
9199 dynamicvertex = false;
9201 // a cvar to force the dynamic vertex path to be taken, for debugging
9202 if (r_batch_debugdynamicvertexpath.integer)
9206 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9207 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9208 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9209 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9211 dynamicvertex = true;
9214 // if there is a chance of animated vertex colors, it's a dynamic batch
9215 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9219 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9220 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9221 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9222 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9224 dynamicvertex = true;
9225 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9228 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9230 switch (deform->deform)
9233 case Q3DEFORM_PROJECTIONSHADOW:
9234 case Q3DEFORM_TEXT0:
9235 case Q3DEFORM_TEXT1:
9236 case Q3DEFORM_TEXT2:
9237 case Q3DEFORM_TEXT3:
9238 case Q3DEFORM_TEXT4:
9239 case Q3DEFORM_TEXT5:
9240 case Q3DEFORM_TEXT6:
9241 case Q3DEFORM_TEXT7:
9244 case Q3DEFORM_AUTOSPRITE:
9247 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9248 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9249 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9250 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9252 dynamicvertex = true;
9253 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9254 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9256 case Q3DEFORM_AUTOSPRITE2:
9259 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9260 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9261 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9262 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9264 dynamicvertex = true;
9265 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9266 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9268 case Q3DEFORM_NORMAL:
9271 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9272 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9273 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9274 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9276 dynamicvertex = true;
9277 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9278 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9281 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9282 break; // if wavefunc is a nop, ignore this transform
9285 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9286 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9287 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9288 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9290 dynamicvertex = true;
9291 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9292 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9294 case Q3DEFORM_BULGE:
9297 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9298 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9299 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9300 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9302 dynamicvertex = true;
9303 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9304 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9307 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9308 break; // if wavefunc is a nop, ignore this transform
9311 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9312 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9313 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9314 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9316 dynamicvertex = true;
9317 batchneed |= BATCHNEED_ARRAY_VERTEX;
9318 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9322 if (rsurface.texture->materialshaderpass)
9324 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9327 case Q3TCGEN_TEXTURE:
9329 case Q3TCGEN_LIGHTMAP:
9332 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9333 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9334 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9335 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9337 dynamicvertex = true;
9338 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9339 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9341 case Q3TCGEN_VECTOR:
9344 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9345 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9346 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9347 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9349 dynamicvertex = true;
9350 batchneed |= BATCHNEED_ARRAY_VERTEX;
9351 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9353 case Q3TCGEN_ENVIRONMENT:
9356 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9357 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9358 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9359 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9361 dynamicvertex = true;
9362 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9363 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9366 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9370 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9371 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9372 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9373 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9375 dynamicvertex = true;
9376 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9377 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9381 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9385 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9386 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9387 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9388 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9390 dynamicvertex = true;
9391 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9394 // when the model data has no vertex buffer (dynamic mesh), we need to
9396 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9397 batchneed |= BATCHNEED_NOGAPS;
9399 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9400 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9401 // we ensure this by treating the vertex batch as dynamic...
9402 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9406 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9407 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9408 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9409 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9411 dynamicvertex = true;
9416 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9417 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9418 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9419 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9420 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9421 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9422 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9423 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9426 // if needsupdate, we have to do a dynamic vertex batch for sure
9427 if (needsupdate & batchneed)
9431 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9432 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9433 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9434 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9436 dynamicvertex = true;
9439 // see if we need to build vertexmesh from arrays
9440 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9444 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9445 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9446 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9447 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9449 dynamicvertex = true;
9452 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9453 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9454 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9456 rsurface.batchvertex3f = rsurface.modelvertex3f;
9457 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9458 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9459 rsurface.batchsvector3f = rsurface.modelsvector3f;
9460 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9461 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9462 rsurface.batchtvector3f = rsurface.modeltvector3f;
9463 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9464 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9465 rsurface.batchnormal3f = rsurface.modelnormal3f;
9466 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9467 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9468 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9469 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9470 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9471 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9472 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9473 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9474 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9475 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9476 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9477 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9478 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9479 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9480 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9481 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9482 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9483 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9484 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9485 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9486 rsurface.batchelement3i = rsurface.modelelement3i;
9487 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9488 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9489 rsurface.batchelement3s = rsurface.modelelement3s;
9490 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9491 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9492 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9493 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9494 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9495 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9496 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9498 // if any dynamic vertex processing has to occur in software, we copy the
9499 // entire surface list together before processing to rebase the vertices
9500 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9502 // if any gaps exist and we do not have a static vertex buffer, we have to
9503 // copy the surface list together to avoid wasting upload bandwidth on the
9504 // vertices in the gaps.
9506 // if gaps exist and we have a static vertex buffer, we can choose whether
9507 // to combine the index buffer ranges into one dynamic index buffer or
9508 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9510 // in many cases the batch is reduced to one draw call.
9512 rsurface.batchmultidraw = false;
9513 rsurface.batchmultidrawnumsurfaces = 0;
9514 rsurface.batchmultidrawsurfacelist = NULL;
9518 // static vertex data, just set pointers...
9519 rsurface.batchgeneratedvertex = false;
9520 // if there are gaps, we want to build a combined index buffer,
9521 // otherwise use the original static buffer with an appropriate offset
9524 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9525 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9526 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9527 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9528 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9530 rsurface.batchmultidraw = true;
9531 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9532 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9535 // build a new triangle elements array for this batch
9536 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9537 rsurface.batchfirsttriangle = 0;
9539 for (i = 0;i < texturenumsurfaces;i++)
9541 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9542 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9543 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9544 numtriangles += surfacenumtriangles;
9546 rsurface.batchelement3i_indexbuffer = NULL;
9547 rsurface.batchelement3i_bufferoffset = 0;
9548 rsurface.batchelement3s = NULL;
9549 rsurface.batchelement3s_indexbuffer = NULL;
9550 rsurface.batchelement3s_bufferoffset = 0;
9551 if (endvertex <= 65536)
9553 // make a 16bit (unsigned short) index array if possible
9554 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9555 for (i = 0;i < numtriangles*3;i++)
9556 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9558 // upload buffer data for the copytriangles batch
9559 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9561 if (rsurface.batchelement3s)
9562 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9563 else if (rsurface.batchelement3i)
9564 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9569 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9570 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9571 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9572 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9577 // something needs software processing, do it for real...
9578 // we only directly handle separate array data in this case and then
9579 // generate interleaved data if needed...
9580 rsurface.batchgeneratedvertex = true;
9581 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9582 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9583 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9584 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9586 // now copy the vertex data into a combined array and make an index array
9587 // (this is what Quake3 does all the time)
9588 // we also apply any skeletal animation here that would have been done in
9589 // the vertex shader, because most of the dynamic vertex animation cases
9590 // need actual vertex positions and normals
9591 //if (dynamicvertex)
9593 rsurface.batchvertexmesh = NULL;
9594 rsurface.batchvertexmesh_vertexbuffer = NULL;
9595 rsurface.batchvertexmesh_bufferoffset = 0;
9596 rsurface.batchvertex3f = NULL;
9597 rsurface.batchvertex3f_vertexbuffer = NULL;
9598 rsurface.batchvertex3f_bufferoffset = 0;
9599 rsurface.batchsvector3f = NULL;
9600 rsurface.batchsvector3f_vertexbuffer = NULL;
9601 rsurface.batchsvector3f_bufferoffset = 0;
9602 rsurface.batchtvector3f = NULL;
9603 rsurface.batchtvector3f_vertexbuffer = NULL;
9604 rsurface.batchtvector3f_bufferoffset = 0;
9605 rsurface.batchnormal3f = NULL;
9606 rsurface.batchnormal3f_vertexbuffer = NULL;
9607 rsurface.batchnormal3f_bufferoffset = 0;
9608 rsurface.batchlightmapcolor4f = NULL;
9609 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9610 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9611 rsurface.batchtexcoordtexture2f = NULL;
9612 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9613 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9614 rsurface.batchtexcoordlightmap2f = NULL;
9615 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9616 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9617 rsurface.batchskeletalindex4ub = NULL;
9618 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9619 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9620 rsurface.batchskeletalweight4ub = NULL;
9621 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9622 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9623 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9624 rsurface.batchelement3i_indexbuffer = NULL;
9625 rsurface.batchelement3i_bufferoffset = 0;
9626 rsurface.batchelement3s = NULL;
9627 rsurface.batchelement3s_indexbuffer = NULL;
9628 rsurface.batchelement3s_bufferoffset = 0;
9629 rsurface.batchskeletaltransform3x4buffer = NULL;
9630 rsurface.batchskeletaltransform3x4offset = 0;
9631 rsurface.batchskeletaltransform3x4size = 0;
9632 // we'll only be setting up certain arrays as needed
9633 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9634 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9635 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9636 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9637 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9638 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9639 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9641 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9642 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9644 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9645 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9646 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9647 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9648 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9649 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9650 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9652 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9653 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9657 for (i = 0;i < texturenumsurfaces;i++)
9659 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9660 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9661 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9662 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9663 // copy only the data requested
9664 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9665 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9666 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9668 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9670 if (rsurface.batchvertex3f)
9671 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9673 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9675 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9677 if (rsurface.modelnormal3f)
9678 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9680 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9682 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9684 if (rsurface.modelsvector3f)
9686 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9687 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9691 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9692 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9695 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9697 if (rsurface.modellightmapcolor4f)
9698 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9700 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9702 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9704 if (rsurface.modeltexcoordtexture2f)
9705 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9707 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9709 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9711 if (rsurface.modeltexcoordlightmap2f)
9712 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9714 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9716 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9718 if (rsurface.modelskeletalindex4ub)
9720 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9721 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9725 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9726 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9727 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9728 for (j = 0;j < surfacenumvertices;j++)
9733 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9734 numvertices += surfacenumvertices;
9735 numtriangles += surfacenumtriangles;
9738 // generate a 16bit index array as well if possible
9739 // (in general, dynamic batches fit)
9740 if (numvertices <= 65536)
9742 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9743 for (i = 0;i < numtriangles*3;i++)
9744 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9747 // since we've copied everything, the batch now starts at 0
9748 rsurface.batchfirstvertex = 0;
9749 rsurface.batchnumvertices = batchnumvertices;
9750 rsurface.batchfirsttriangle = 0;
9751 rsurface.batchnumtriangles = batchnumtriangles;
9754 // apply skeletal animation that would have been done in the vertex shader
9755 if (rsurface.batchskeletaltransform3x4)
9757 const unsigned char *si;
9758 const unsigned char *sw;
9760 const float *b = rsurface.batchskeletaltransform3x4;
9761 float *vp, *vs, *vt, *vn;
9763 float m[3][4], n[3][4];
9764 float tp[3], ts[3], tt[3], tn[3];
9765 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9766 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9767 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9768 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9769 si = rsurface.batchskeletalindex4ub;
9770 sw = rsurface.batchskeletalweight4ub;
9771 vp = rsurface.batchvertex3f;
9772 vs = rsurface.batchsvector3f;
9773 vt = rsurface.batchtvector3f;
9774 vn = rsurface.batchnormal3f;
9775 memset(m[0], 0, sizeof(m));
9776 memset(n[0], 0, sizeof(n));
9777 for (i = 0;i < batchnumvertices;i++)
9779 t[0] = b + si[0]*12;
9782 // common case - only one matrix
9796 else if (sw[2] + sw[3])
9799 t[1] = b + si[1]*12;
9800 t[2] = b + si[2]*12;
9801 t[3] = b + si[3]*12;
9802 w[0] = sw[0] * (1.0f / 255.0f);
9803 w[1] = sw[1] * (1.0f / 255.0f);
9804 w[2] = sw[2] * (1.0f / 255.0f);
9805 w[3] = sw[3] * (1.0f / 255.0f);
9806 // blend the matrices
9807 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9808 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9809 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9810 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9811 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9812 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9813 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9814 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9815 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9816 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9817 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9818 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9823 t[1] = b + si[1]*12;
9824 w[0] = sw[0] * (1.0f / 255.0f);
9825 w[1] = sw[1] * (1.0f / 255.0f);
9826 // blend the matrices
9827 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9828 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9829 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9830 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9831 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9832 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9833 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9834 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9835 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9836 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9837 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9838 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9842 // modify the vertex
9844 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9845 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9846 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9850 // the normal transformation matrix is a set of cross products...
9851 CrossProduct(m[1], m[2], n[0]);
9852 CrossProduct(m[2], m[0], n[1]);
9853 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9855 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9856 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9857 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9858 VectorNormalize(vn);
9863 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9864 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9865 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9866 VectorNormalize(vs);
9869 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9870 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9871 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9872 VectorNormalize(vt);
9877 rsurface.batchskeletaltransform3x4 = NULL;
9878 rsurface.batchskeletalnumtransforms = 0;
9881 // q1bsp surfaces rendered in vertex color mode have to have colors
9882 // calculated based on lightstyles
9883 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9885 // generate color arrays for the surfaces in this list
9890 const unsigned char *lm;
9891 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9892 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9893 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9895 for (i = 0;i < texturenumsurfaces;i++)
9897 surface = texturesurfacelist[i];
9898 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9899 surfacenumvertices = surface->num_vertices;
9900 if (surface->lightmapinfo->samples)
9902 for (j = 0;j < surfacenumvertices;j++)
9904 lm = surface->lightmapinfo->samples + offsets[j];
9905 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9906 VectorScale(lm, scale, c);
9907 if (surface->lightmapinfo->styles[1] != 255)
9909 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9911 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9912 VectorMA(c, scale, lm, c);
9913 if (surface->lightmapinfo->styles[2] != 255)
9916 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9917 VectorMA(c, scale, lm, c);
9918 if (surface->lightmapinfo->styles[3] != 255)
9921 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9922 VectorMA(c, scale, lm, c);
9929 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);
9935 for (j = 0;j < surfacenumvertices;j++)
9937 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9944 // if vertices are deformed (sprite flares and things in maps, possibly
9945 // water waves, bulges and other deformations), modify the copied vertices
9947 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9950 switch (deform->deform)
9953 case Q3DEFORM_PROJECTIONSHADOW:
9954 case Q3DEFORM_TEXT0:
9955 case Q3DEFORM_TEXT1:
9956 case Q3DEFORM_TEXT2:
9957 case Q3DEFORM_TEXT3:
9958 case Q3DEFORM_TEXT4:
9959 case Q3DEFORM_TEXT5:
9960 case Q3DEFORM_TEXT6:
9961 case Q3DEFORM_TEXT7:
9964 case Q3DEFORM_AUTOSPRITE:
9965 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9966 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9967 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9968 VectorNormalize(newforward);
9969 VectorNormalize(newright);
9970 VectorNormalize(newup);
9971 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9972 // rsurface.batchvertex3f_vertexbuffer = NULL;
9973 // rsurface.batchvertex3f_bufferoffset = 0;
9974 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9975 // rsurface.batchsvector3f_vertexbuffer = NULL;
9976 // rsurface.batchsvector3f_bufferoffset = 0;
9977 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9978 // rsurface.batchtvector3f_vertexbuffer = NULL;
9979 // rsurface.batchtvector3f_bufferoffset = 0;
9980 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9981 // rsurface.batchnormal3f_vertexbuffer = NULL;
9982 // rsurface.batchnormal3f_bufferoffset = 0;
9983 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9984 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9985 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9986 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9987 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);
9988 // a single autosprite surface can contain multiple sprites...
9989 for (j = 0;j < batchnumvertices - 3;j += 4)
9991 VectorClear(center);
9992 for (i = 0;i < 4;i++)
9993 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9994 VectorScale(center, 0.25f, center);
9995 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9996 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9997 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9998 for (i = 0;i < 4;i++)
10000 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10001 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
10004 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
10005 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10006 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);
10008 case Q3DEFORM_AUTOSPRITE2:
10009 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10010 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10012 VectorNormalize(newforward);
10013 VectorNormalize(newright);
10014 VectorNormalize(newup);
10015 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10016 // rsurface.batchvertex3f_vertexbuffer = NULL;
10017 // rsurface.batchvertex3f_bufferoffset = 0;
10019 const float *v1, *v2;
10029 memset(shortest, 0, sizeof(shortest));
10030 // a single autosprite surface can contain multiple sprites...
10031 for (j = 0;j < batchnumvertices - 3;j += 4)
10033 VectorClear(center);
10034 for (i = 0;i < 4;i++)
10035 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10036 VectorScale(center, 0.25f, center);
10037 // find the two shortest edges, then use them to define the
10038 // axis vectors for rotating around the central axis
10039 for (i = 0;i < 6;i++)
10041 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10042 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10043 l = VectorDistance2(v1, v2);
10044 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10045 if (v1[2] != v2[2])
10046 l += (1.0f / 1024.0f);
10047 if (shortest[0].length2 > l || i == 0)
10049 shortest[1] = shortest[0];
10050 shortest[0].length2 = l;
10051 shortest[0].v1 = v1;
10052 shortest[0].v2 = v2;
10054 else if (shortest[1].length2 > l || i == 1)
10056 shortest[1].length2 = l;
10057 shortest[1].v1 = v1;
10058 shortest[1].v2 = v2;
10061 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10062 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10063 // this calculates the right vector from the shortest edge
10064 // and the up vector from the edge midpoints
10065 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10066 VectorNormalize(right);
10067 VectorSubtract(end, start, up);
10068 VectorNormalize(up);
10069 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10070 VectorSubtract(rsurface.localvieworigin, center, forward);
10071 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10072 VectorNegate(forward, forward);
10073 VectorReflect(forward, 0, up, forward);
10074 VectorNormalize(forward);
10075 CrossProduct(up, forward, newright);
10076 VectorNormalize(newright);
10077 // rotate the quad around the up axis vector, this is made
10078 // especially easy by the fact we know the quad is flat,
10079 // so we only have to subtract the center position and
10080 // measure distance along the right vector, and then
10081 // multiply that by the newright vector and add back the
10083 // we also need to subtract the old position to undo the
10084 // displacement from the center, which we do with a
10085 // DotProduct, the subtraction/addition of center is also
10086 // optimized into DotProducts here
10087 l = DotProduct(right, center);
10088 for (i = 0;i < 4;i++)
10090 v1 = rsurface.batchvertex3f + 3*(j+i);
10091 f = DotProduct(right, v1) - l;
10092 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10096 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10098 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10099 // rsurface.batchnormal3f_vertexbuffer = NULL;
10100 // rsurface.batchnormal3f_bufferoffset = 0;
10101 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10103 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10105 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10106 // rsurface.batchsvector3f_vertexbuffer = NULL;
10107 // rsurface.batchsvector3f_bufferoffset = 0;
10108 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10109 // rsurface.batchtvector3f_vertexbuffer = NULL;
10110 // rsurface.batchtvector3f_bufferoffset = 0;
10111 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);
10114 case Q3DEFORM_NORMAL:
10115 // deform the normals to make reflections wavey
10116 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10117 rsurface.batchnormal3f_vertexbuffer = NULL;
10118 rsurface.batchnormal3f_bufferoffset = 0;
10119 for (j = 0;j < batchnumvertices;j++)
10122 float *normal = rsurface.batchnormal3f + 3*j;
10123 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10124 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10125 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10126 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10127 VectorNormalize(normal);
10129 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10131 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10132 // rsurface.batchsvector3f_vertexbuffer = NULL;
10133 // rsurface.batchsvector3f_bufferoffset = 0;
10134 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10135 // rsurface.batchtvector3f_vertexbuffer = NULL;
10136 // rsurface.batchtvector3f_bufferoffset = 0;
10137 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);
10140 case Q3DEFORM_WAVE:
10141 // deform vertex array to make wavey water and flags and such
10142 waveparms[0] = deform->waveparms[0];
10143 waveparms[1] = deform->waveparms[1];
10144 waveparms[2] = deform->waveparms[2];
10145 waveparms[3] = deform->waveparms[3];
10146 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10147 break; // if wavefunc is a nop, don't make a dynamic vertex array
10148 // this is how a divisor of vertex influence on deformation
10149 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10150 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10151 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10152 // rsurface.batchvertex3f_vertexbuffer = NULL;
10153 // rsurface.batchvertex3f_bufferoffset = 0;
10154 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10155 // rsurface.batchnormal3f_vertexbuffer = NULL;
10156 // rsurface.batchnormal3f_bufferoffset = 0;
10157 for (j = 0;j < batchnumvertices;j++)
10159 // if the wavefunc depends on time, evaluate it per-vertex
10162 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10163 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10165 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10167 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10168 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10169 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10171 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10172 // rsurface.batchsvector3f_vertexbuffer = NULL;
10173 // rsurface.batchsvector3f_bufferoffset = 0;
10174 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10175 // rsurface.batchtvector3f_vertexbuffer = NULL;
10176 // rsurface.batchtvector3f_bufferoffset = 0;
10177 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);
10180 case Q3DEFORM_BULGE:
10181 // deform vertex array to make the surface have moving bulges
10182 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10183 // rsurface.batchvertex3f_vertexbuffer = NULL;
10184 // rsurface.batchvertex3f_bufferoffset = 0;
10185 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10186 // rsurface.batchnormal3f_vertexbuffer = NULL;
10187 // rsurface.batchnormal3f_bufferoffset = 0;
10188 for (j = 0;j < batchnumvertices;j++)
10190 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10191 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10193 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10194 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10195 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10197 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10198 // rsurface.batchsvector3f_vertexbuffer = NULL;
10199 // rsurface.batchsvector3f_bufferoffset = 0;
10200 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10201 // rsurface.batchtvector3f_vertexbuffer = NULL;
10202 // rsurface.batchtvector3f_bufferoffset = 0;
10203 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);
10206 case Q3DEFORM_MOVE:
10207 // deform vertex array
10208 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10209 break; // if wavefunc is a nop, don't make a dynamic vertex array
10210 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10211 VectorScale(deform->parms, scale, waveparms);
10212 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10213 // rsurface.batchvertex3f_vertexbuffer = NULL;
10214 // rsurface.batchvertex3f_bufferoffset = 0;
10215 for (j = 0;j < batchnumvertices;j++)
10216 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10221 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
10223 // generate texcoords based on the chosen texcoord source
10224 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
10227 case Q3TCGEN_TEXTURE:
10229 case Q3TCGEN_LIGHTMAP:
10230 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10231 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10232 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10233 if (rsurface.batchtexcoordlightmap2f)
10234 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10236 case Q3TCGEN_VECTOR:
10237 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10238 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10239 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10240 for (j = 0;j < batchnumvertices;j++)
10242 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10243 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10246 case Q3TCGEN_ENVIRONMENT:
10247 // make environment reflections using a spheremap
10248 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10249 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10250 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10251 for (j = 0;j < batchnumvertices;j++)
10253 // identical to Q3A's method, but executed in worldspace so
10254 // carried models can be shiny too
10256 float viewer[3], d, reflected[3], worldreflected[3];
10258 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10259 // VectorNormalize(viewer);
10261 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10263 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10264 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10265 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10266 // note: this is proportinal to viewer, so we can normalize later
10268 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10269 VectorNormalize(worldreflected);
10271 // note: this sphere map only uses world x and z!
10272 // so positive and negative y will LOOK THE SAME.
10273 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10274 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10278 // the only tcmod that needs software vertex processing is turbulent, so
10279 // check for it here and apply the changes if needed
10280 // and we only support that as the first one
10281 // (handling a mixture of turbulent and other tcmods would be problematic
10282 // without punting it entirely to a software path)
10283 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10285 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10286 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10287 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10288 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10289 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10290 for (j = 0;j < batchnumvertices;j++)
10292 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);
10293 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10298 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10300 // convert the modified arrays to vertex structs
10301 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10302 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10303 // rsurface.batchvertexmesh_bufferoffset = 0;
10304 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10305 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10306 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10307 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10308 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10309 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10310 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10312 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10314 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10315 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10318 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10319 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10320 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10321 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10322 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10323 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10324 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10325 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10326 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10327 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10329 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10331 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10332 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10337 // upload buffer data for the dynamic batch
10338 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10340 if (rsurface.batchvertexmesh)
10341 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10344 if (rsurface.batchvertex3f)
10345 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10346 if (rsurface.batchsvector3f)
10347 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10348 if (rsurface.batchtvector3f)
10349 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10350 if (rsurface.batchnormal3f)
10351 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10352 if (rsurface.batchlightmapcolor4f)
10353 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10354 if (rsurface.batchtexcoordtexture2f)
10355 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10356 if (rsurface.batchtexcoordlightmap2f)
10357 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10358 if (rsurface.batchskeletalindex4ub)
10359 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10360 if (rsurface.batchskeletalweight4ub)
10361 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10363 if (rsurface.batchelement3s)
10364 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10365 else if (rsurface.batchelement3i)
10366 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10370 void RSurf_DrawBatch(void)
10372 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10373 // through the pipeline, killing it earlier in the pipeline would have
10374 // per-surface overhead rather than per-batch overhead, so it's best to
10375 // reject it here, before it hits glDraw.
10376 if (rsurface.batchnumtriangles == 0)
10379 // batch debugging code
10380 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10386 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10387 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10390 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10392 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10394 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10395 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);
10402 if (rsurface.batchmultidraw)
10404 // issue multiple draws rather than copying index data
10405 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10406 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10407 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10408 for (i = 0;i < numsurfaces;)
10410 // combine consecutive surfaces as one draw
10411 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10412 if (surfacelist[j] != surfacelist[k] + 1)
10414 firstvertex = surfacelist[i]->num_firstvertex;
10415 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10416 firsttriangle = surfacelist[i]->num_firsttriangle;
10417 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10418 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);
10424 // there is only one consecutive run of index data (may have been combined)
10425 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);
10429 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10431 // pick the closest matching water plane
10432 int planeindex, vertexindex, bestplaneindex = -1;
10436 r_waterstate_waterplane_t *p;
10437 qboolean prepared = false;
10439 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10441 if(p->camera_entity != rsurface.texture->camera_entity)
10446 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10448 if(rsurface.batchnumvertices == 0)
10451 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10453 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10454 d += fabs(PlaneDiff(vert, &p->plane));
10456 if (bestd > d || bestplaneindex < 0)
10459 bestplaneindex = planeindex;
10462 return bestplaneindex;
10463 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10464 // this situation though, as it might be better to render single larger
10465 // batches with useless stuff (backface culled for example) than to
10466 // render multiple smaller batches
10469 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10472 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10473 rsurface.passcolor4f_vertexbuffer = 0;
10474 rsurface.passcolor4f_bufferoffset = 0;
10475 for (i = 0;i < rsurface.batchnumvertices;i++)
10476 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10479 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10486 if (rsurface.passcolor4f)
10488 // generate color arrays
10489 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10490 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10491 rsurface.passcolor4f_vertexbuffer = 0;
10492 rsurface.passcolor4f_bufferoffset = 0;
10493 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)
10495 f = RSurf_FogVertex(v);
10504 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10505 rsurface.passcolor4f_vertexbuffer = 0;
10506 rsurface.passcolor4f_bufferoffset = 0;
10507 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10509 f = RSurf_FogVertex(v);
10518 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10525 if (!rsurface.passcolor4f)
10527 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10528 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10529 rsurface.passcolor4f_vertexbuffer = 0;
10530 rsurface.passcolor4f_bufferoffset = 0;
10531 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)
10533 f = RSurf_FogVertex(v);
10534 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10535 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10536 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10541 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10546 if (!rsurface.passcolor4f)
10548 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10549 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10550 rsurface.passcolor4f_vertexbuffer = 0;
10551 rsurface.passcolor4f_bufferoffset = 0;
10552 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10561 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10566 if (!rsurface.passcolor4f)
10568 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10569 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10570 rsurface.passcolor4f_vertexbuffer = 0;
10571 rsurface.passcolor4f_bufferoffset = 0;
10572 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10574 c2[0] = c[0] + r_refdef.scene.ambient;
10575 c2[1] = c[1] + r_refdef.scene.ambient;
10576 c2[2] = c[2] + r_refdef.scene.ambient;
10581 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10584 rsurface.passcolor4f = NULL;
10585 rsurface.passcolor4f_vertexbuffer = 0;
10586 rsurface.passcolor4f_bufferoffset = 0;
10587 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10588 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10589 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10590 GL_Color(r, g, b, a);
10591 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10592 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10593 R_Mesh_TexMatrix(0, NULL);
10597 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10599 // TODO: optimize applyfog && applycolor case
10600 // just apply fog if necessary, and tint the fog color array if necessary
10601 rsurface.passcolor4f = NULL;
10602 rsurface.passcolor4f_vertexbuffer = 0;
10603 rsurface.passcolor4f_bufferoffset = 0;
10604 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10605 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10606 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10607 GL_Color(r, g, b, a);
10611 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10614 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10615 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10616 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10617 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10618 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10619 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10620 GL_Color(r, g, b, a);
10624 static void RSurf_DrawBatch_GL11_ClampColor(void)
10629 if (!rsurface.passcolor4f)
10631 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10633 c2[0] = bound(0.0f, c1[0], 1.0f);
10634 c2[1] = bound(0.0f, c1[1], 1.0f);
10635 c2[2] = bound(0.0f, c1[2], 1.0f);
10636 c2[3] = bound(0.0f, c1[3], 1.0f);
10640 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10650 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10651 rsurface.passcolor4f_vertexbuffer = 0;
10652 rsurface.passcolor4f_bufferoffset = 0;
10653 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)
10655 f = -DotProduct(r_refdef.view.forward, n);
10657 f = f * 0.85 + 0.15; // work around so stuff won't get black
10658 f *= r_refdef.lightmapintensity;
10659 Vector4Set(c, f, f, f, 1);
10663 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10665 RSurf_DrawBatch_GL11_ApplyFakeLight();
10666 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10667 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10668 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10669 GL_Color(r, g, b, a);
10673 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10681 vec3_t ambientcolor;
10682 vec3_t diffusecolor;
10686 VectorCopy(rsurface.modellight_lightdir, lightdir);
10687 f = 0.5f * r_refdef.lightmapintensity;
10688 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10689 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10690 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10691 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10692 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10693 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10695 if (VectorLength2(diffusecolor) > 0)
10697 // q3-style directional shading
10698 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10699 rsurface.passcolor4f_vertexbuffer = 0;
10700 rsurface.passcolor4f_bufferoffset = 0;
10701 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)
10703 if ((f = DotProduct(n, lightdir)) > 0)
10704 VectorMA(ambientcolor, f, diffusecolor, c);
10706 VectorCopy(ambientcolor, c);
10713 *applycolor = false;
10717 *r = ambientcolor[0];
10718 *g = ambientcolor[1];
10719 *b = ambientcolor[2];
10720 rsurface.passcolor4f = NULL;
10721 rsurface.passcolor4f_vertexbuffer = 0;
10722 rsurface.passcolor4f_bufferoffset = 0;
10726 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10728 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10729 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10730 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10731 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10732 GL_Color(r, g, b, a);
10736 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10744 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10745 rsurface.passcolor4f_vertexbuffer = 0;
10746 rsurface.passcolor4f_bufferoffset = 0;
10748 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10750 f = 1 - RSurf_FogVertex(v);
10758 void RSurf_SetupDepthAndCulling(void)
10760 // submodels are biased to avoid z-fighting with world surfaces that they
10761 // may be exactly overlapping (avoids z-fighting artifacts on certain
10762 // doors and things in Quake maps)
10763 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10764 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10765 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10766 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10769 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10771 // transparent sky would be ridiculous
10772 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10774 R_SetupShader_Generic_NoTexture(false, false);
10775 skyrenderlater = true;
10776 RSurf_SetupDepthAndCulling();
10777 GL_DepthMask(true);
10778 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10779 // skymasking on them, and Quake3 never did sky masking (unlike
10780 // software Quake and software Quake2), so disable the sky masking
10781 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10782 // and skymasking also looks very bad when noclipping outside the
10783 // level, so don't use it then either.
10784 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10786 R_Mesh_ResetTextureState();
10787 if (skyrendermasked)
10789 R_SetupShader_DepthOrShadow(false, false, false);
10790 // depth-only (masking)
10791 GL_ColorMask(0,0,0,0);
10792 // just to make sure that braindead drivers don't draw
10793 // anything despite that colormask...
10794 GL_BlendFunc(GL_ZERO, GL_ONE);
10795 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10796 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10800 R_SetupShader_Generic_NoTexture(false, false);
10802 GL_BlendFunc(GL_ONE, GL_ZERO);
10803 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10804 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10805 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10808 if (skyrendermasked)
10809 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10811 R_Mesh_ResetTextureState();
10812 GL_Color(1, 1, 1, 1);
10815 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10816 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10817 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10819 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10823 // render screenspace normalmap to texture
10824 GL_DepthMask(true);
10825 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10830 // bind lightmap texture
10832 // water/refraction/reflection/camera surfaces have to be handled specially
10833 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10835 int start, end, startplaneindex;
10836 for (start = 0;start < texturenumsurfaces;start = end)
10838 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10839 if(startplaneindex < 0)
10841 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10842 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10846 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10848 // now that we have a batch using the same planeindex, render it
10849 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10851 // render water or distortion background
10852 GL_DepthMask(true);
10853 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);
10855 // blend surface on top
10856 GL_DepthMask(false);
10857 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10860 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10862 // render surface with reflection texture as input
10863 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10864 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);
10871 // render surface batch normally
10872 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10873 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);
10877 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10879 // OpenGL 1.3 path - anything not completely ancient
10880 qboolean applycolor;
10883 const texturelayer_t *layer;
10884 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);
10885 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10887 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10890 int layertexrgbscale;
10891 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10893 if (layerindex == 0)
10894 GL_AlphaTest(true);
10897 GL_AlphaTest(false);
10898 GL_DepthFunc(GL_EQUAL);
10901 GL_DepthMask(layer->depthmask && writedepth);
10902 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10903 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10905 layertexrgbscale = 4;
10906 VectorScale(layer->color, 0.25f, layercolor);
10908 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10910 layertexrgbscale = 2;
10911 VectorScale(layer->color, 0.5f, layercolor);
10915 layertexrgbscale = 1;
10916 VectorScale(layer->color, 1.0f, layercolor);
10918 layercolor[3] = layer->color[3];
10919 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10920 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10921 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10922 switch (layer->type)
10924 case TEXTURELAYERTYPE_LITTEXTURE:
10925 // single-pass lightmapped texture with 2x rgbscale
10926 R_Mesh_TexBind(0, r_texture_white);
10927 R_Mesh_TexMatrix(0, NULL);
10928 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10929 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10930 R_Mesh_TexBind(1, layer->texture);
10931 R_Mesh_TexMatrix(1, &layer->texmatrix);
10932 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10933 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10934 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10935 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10936 else if (FAKELIGHT_ENABLED)
10937 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10938 else if (rsurface.uselightmaptexture)
10939 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10941 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10943 case TEXTURELAYERTYPE_TEXTURE:
10944 // singletexture unlit texture with transparency support
10945 R_Mesh_TexBind(0, layer->texture);
10946 R_Mesh_TexMatrix(0, &layer->texmatrix);
10947 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10948 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10949 R_Mesh_TexBind(1, 0);
10950 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10951 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10953 case TEXTURELAYERTYPE_FOG:
10954 // singletexture fogging
10955 if (layer->texture)
10957 R_Mesh_TexBind(0, layer->texture);
10958 R_Mesh_TexMatrix(0, &layer->texmatrix);
10959 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10960 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10964 R_Mesh_TexBind(0, 0);
10965 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10967 R_Mesh_TexBind(1, 0);
10968 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10969 // generate a color array for the fog pass
10970 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10971 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10975 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10978 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10980 GL_DepthFunc(GL_LEQUAL);
10981 GL_AlphaTest(false);
10985 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10987 // OpenGL 1.1 - crusty old voodoo path
10990 const texturelayer_t *layer;
10991 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);
10992 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10994 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10996 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10998 if (layerindex == 0)
10999 GL_AlphaTest(true);
11002 GL_AlphaTest(false);
11003 GL_DepthFunc(GL_EQUAL);
11006 GL_DepthMask(layer->depthmask && writedepth);
11007 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11008 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11009 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11010 switch (layer->type)
11012 case TEXTURELAYERTYPE_LITTEXTURE:
11013 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
11015 // two-pass lit texture with 2x rgbscale
11016 // first the lightmap pass
11017 R_Mesh_TexBind(0, r_texture_white);
11018 R_Mesh_TexMatrix(0, NULL);
11019 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11020 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11022 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11023 else if (FAKELIGHT_ENABLED)
11024 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
11025 else if (rsurface.uselightmaptexture)
11026 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11028 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11029 // then apply the texture to it
11030 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11031 R_Mesh_TexBind(0, layer->texture);
11032 R_Mesh_TexMatrix(0, &layer->texmatrix);
11033 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11034 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11035 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);
11039 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11040 R_Mesh_TexBind(0, layer->texture);
11041 R_Mesh_TexMatrix(0, &layer->texmatrix);
11042 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11043 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11044 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11045 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);
11046 else if (FAKELIGHT_ENABLED)
11047 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);
11049 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);
11052 case TEXTURELAYERTYPE_TEXTURE:
11053 // singletexture unlit texture with transparency support
11054 R_Mesh_TexBind(0, layer->texture);
11055 R_Mesh_TexMatrix(0, &layer->texmatrix);
11056 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11057 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11058 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);
11060 case TEXTURELAYERTYPE_FOG:
11061 // singletexture fogging
11062 if (layer->texture)
11064 R_Mesh_TexBind(0, layer->texture);
11065 R_Mesh_TexMatrix(0, &layer->texmatrix);
11066 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11067 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11071 R_Mesh_TexBind(0, 0);
11072 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11074 // generate a color array for the fog pass
11075 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11076 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11080 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11083 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11085 GL_DepthFunc(GL_LEQUAL);
11086 GL_AlphaTest(false);
11090 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11094 r_vertexgeneric_t *batchvertex;
11097 // R_Mesh_ResetTextureState();
11098 R_SetupShader_Generic_NoTexture(false, false);
11100 if(rsurface.texture && rsurface.texture->currentskinframe)
11102 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11103 c[3] *= rsurface.texture->currentalpha;
11113 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11115 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11116 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11117 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11120 // brighten it up (as texture value 127 means "unlit")
11121 c[0] *= 2 * r_refdef.view.colorscale;
11122 c[1] *= 2 * r_refdef.view.colorscale;
11123 c[2] *= 2 * r_refdef.view.colorscale;
11125 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11126 c[3] *= r_wateralpha.value;
11128 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11130 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11131 GL_DepthMask(false);
11133 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11135 GL_BlendFunc(GL_ONE, GL_ONE);
11136 GL_DepthMask(false);
11138 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11140 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11141 GL_DepthMask(false);
11143 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11145 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11146 GL_DepthMask(false);
11150 GL_BlendFunc(GL_ONE, GL_ZERO);
11151 GL_DepthMask(writedepth);
11154 if (r_showsurfaces.integer == 3)
11156 rsurface.passcolor4f = NULL;
11158 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11160 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11162 rsurface.passcolor4f = NULL;
11163 rsurface.passcolor4f_vertexbuffer = 0;
11164 rsurface.passcolor4f_bufferoffset = 0;
11166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11168 qboolean applycolor = true;
11171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11173 r_refdef.lightmapintensity = 1;
11174 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11175 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11177 else if (FAKELIGHT_ENABLED)
11179 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11181 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11182 RSurf_DrawBatch_GL11_ApplyFakeLight();
11183 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11187 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11189 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11190 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11191 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11194 if(!rsurface.passcolor4f)
11195 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11197 RSurf_DrawBatch_GL11_ApplyAmbient();
11198 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11199 if(r_refdef.fogenabled)
11200 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11201 RSurf_DrawBatch_GL11_ClampColor();
11203 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11204 R_SetupShader_Generic_NoTexture(false, false);
11207 else if (!r_refdef.view.showdebug)
11209 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11210 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11211 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11213 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11214 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11216 R_Mesh_PrepareVertices_Generic_Unlock();
11219 else if (r_showsurfaces.integer == 4)
11221 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11222 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11223 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11225 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11226 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11227 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11229 R_Mesh_PrepareVertices_Generic_Unlock();
11232 else if (r_showsurfaces.integer == 2)
11235 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11236 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11237 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11239 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11240 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11241 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11242 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11243 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11244 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11245 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11247 R_Mesh_PrepareVertices_Generic_Unlock();
11248 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11252 int texturesurfaceindex;
11254 const msurface_t *surface;
11255 float surfacecolor4f[4];
11256 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11257 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11259 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11261 surface = texturesurfacelist[texturesurfaceindex];
11262 k = (int)(((size_t)surface) / sizeof(msurface_t));
11263 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11264 for (j = 0;j < surface->num_vertices;j++)
11266 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11267 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11271 R_Mesh_PrepareVertices_Generic_Unlock();
11276 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11279 RSurf_SetupDepthAndCulling();
11280 if (r_showsurfaces.integer)
11282 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11285 switch (vid.renderpath)
11287 case RENDERPATH_GL20:
11288 case RENDERPATH_D3D9:
11289 case RENDERPATH_D3D10:
11290 case RENDERPATH_D3D11:
11291 case RENDERPATH_SOFT:
11292 case RENDERPATH_GLES2:
11293 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11295 case RENDERPATH_GL13:
11296 case RENDERPATH_GLES1:
11297 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11299 case RENDERPATH_GL11:
11300 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11306 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11309 RSurf_SetupDepthAndCulling();
11310 if (r_showsurfaces.integer)
11312 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11315 switch (vid.renderpath)
11317 case RENDERPATH_GL20:
11318 case RENDERPATH_D3D9:
11319 case RENDERPATH_D3D10:
11320 case RENDERPATH_D3D11:
11321 case RENDERPATH_SOFT:
11322 case RENDERPATH_GLES2:
11323 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11325 case RENDERPATH_GL13:
11326 case RENDERPATH_GLES1:
11327 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11329 case RENDERPATH_GL11:
11330 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11336 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11339 int texturenumsurfaces, endsurface;
11340 texture_t *texture;
11341 const msurface_t *surface;
11342 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11344 // if the model is static it doesn't matter what value we give for
11345 // wantnormals and wanttangents, so this logic uses only rules applicable
11346 // to a model, knowing that they are meaningless otherwise
11347 if (ent == r_refdef.scene.worldentity)
11348 RSurf_ActiveWorldEntity();
11349 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11350 RSurf_ActiveModelEntity(ent, false, false, false);
11353 switch (vid.renderpath)
11355 case RENDERPATH_GL20:
11356 case RENDERPATH_D3D9:
11357 case RENDERPATH_D3D10:
11358 case RENDERPATH_D3D11:
11359 case RENDERPATH_SOFT:
11360 case RENDERPATH_GLES2:
11361 RSurf_ActiveModelEntity(ent, true, true, false);
11363 case RENDERPATH_GL11:
11364 case RENDERPATH_GL13:
11365 case RENDERPATH_GLES1:
11366 RSurf_ActiveModelEntity(ent, true, false, false);
11371 if (r_transparentdepthmasking.integer)
11373 qboolean setup = false;
11374 for (i = 0;i < numsurfaces;i = j)
11377 surface = rsurface.modelsurfaces + surfacelist[i];
11378 texture = surface->texture;
11379 rsurface.texture = R_GetCurrentTexture(texture);
11380 rsurface.lightmaptexture = NULL;
11381 rsurface.deluxemaptexture = NULL;
11382 rsurface.uselightmaptexture = false;
11383 // scan ahead until we find a different texture
11384 endsurface = min(i + 1024, numsurfaces);
11385 texturenumsurfaces = 0;
11386 texturesurfacelist[texturenumsurfaces++] = surface;
11387 for (;j < endsurface;j++)
11389 surface = rsurface.modelsurfaces + surfacelist[j];
11390 if (texture != surface->texture)
11392 texturesurfacelist[texturenumsurfaces++] = surface;
11394 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11396 // render the range of surfaces as depth
11400 GL_ColorMask(0,0,0,0);
11402 GL_DepthTest(true);
11403 GL_BlendFunc(GL_ONE, GL_ZERO);
11404 GL_DepthMask(true);
11405 // R_Mesh_ResetTextureState();
11407 RSurf_SetupDepthAndCulling();
11408 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11409 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11410 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11414 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11417 for (i = 0;i < numsurfaces;i = j)
11420 surface = rsurface.modelsurfaces + surfacelist[i];
11421 texture = surface->texture;
11422 rsurface.texture = R_GetCurrentTexture(texture);
11423 // scan ahead until we find a different texture
11424 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11425 texturenumsurfaces = 0;
11426 texturesurfacelist[texturenumsurfaces++] = surface;
11427 if(FAKELIGHT_ENABLED)
11429 rsurface.lightmaptexture = NULL;
11430 rsurface.deluxemaptexture = NULL;
11431 rsurface.uselightmaptexture = false;
11432 for (;j < endsurface;j++)
11434 surface = rsurface.modelsurfaces + surfacelist[j];
11435 if (texture != surface->texture)
11437 texturesurfacelist[texturenumsurfaces++] = surface;
11442 rsurface.lightmaptexture = surface->lightmaptexture;
11443 rsurface.deluxemaptexture = surface->deluxemaptexture;
11444 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11445 for (;j < endsurface;j++)
11447 surface = rsurface.modelsurfaces + surfacelist[j];
11448 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11450 texturesurfacelist[texturenumsurfaces++] = surface;
11453 // render the range of surfaces
11454 if (ent == r_refdef.scene.worldentity)
11455 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11457 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11459 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11462 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11464 // transparent surfaces get pushed off into the transparent queue
11465 int surfacelistindex;
11466 const msurface_t *surface;
11467 vec3_t tempcenter, center;
11468 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11470 surface = texturesurfacelist[surfacelistindex];
11471 if (r_transparent_sortsurfacesbynearest.integer)
11473 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11474 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11475 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11479 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11480 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11481 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11483 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11484 if (rsurface.entity->transparent_offset) // transparent offset
11486 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11487 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11488 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11490 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);
11494 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11496 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11498 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11500 RSurf_SetupDepthAndCulling();
11501 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11502 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11503 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11507 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11511 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11514 if (!rsurface.texture->currentnumlayers)
11516 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11517 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11519 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11521 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11522 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11523 else if (!rsurface.texture->currentnumlayers)
11525 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11527 // in the deferred case, transparent surfaces were queued during prepass
11528 if (!r_shadow_usingdeferredprepass)
11529 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11533 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11534 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11539 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11542 texture_t *texture;
11543 R_FrameData_SetMark();
11544 // break the surface list down into batches by texture and use of lightmapping
11545 for (i = 0;i < numsurfaces;i = j)
11548 // texture is the base texture pointer, rsurface.texture is the
11549 // current frame/skin the texture is directing us to use (for example
11550 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11551 // use skin 1 instead)
11552 texture = surfacelist[i]->texture;
11553 rsurface.texture = R_GetCurrentTexture(texture);
11554 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11556 // if this texture is not the kind we want, skip ahead to the next one
11557 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11561 if(FAKELIGHT_ENABLED || depthonly || prepass)
11563 rsurface.lightmaptexture = NULL;
11564 rsurface.deluxemaptexture = NULL;
11565 rsurface.uselightmaptexture = false;
11566 // simply scan ahead until we find a different texture or lightmap state
11567 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11572 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11573 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11574 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11575 // simply scan ahead until we find a different texture or lightmap state
11576 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11579 // render the range of surfaces
11580 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11582 R_FrameData_ReturnToMark();
11585 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11589 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11592 if (!rsurface.texture->currentnumlayers)
11594 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11595 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11597 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11599 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11600 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11601 else if (!rsurface.texture->currentnumlayers)
11603 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11605 // in the deferred case, transparent surfaces were queued during prepass
11606 if (!r_shadow_usingdeferredprepass)
11607 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11611 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11612 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11617 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11620 texture_t *texture;
11621 R_FrameData_SetMark();
11622 // break the surface list down into batches by texture and use of lightmapping
11623 for (i = 0;i < numsurfaces;i = j)
11626 // texture is the base texture pointer, rsurface.texture is the
11627 // current frame/skin the texture is directing us to use (for example
11628 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11629 // use skin 1 instead)
11630 texture = surfacelist[i]->texture;
11631 rsurface.texture = R_GetCurrentTexture(texture);
11632 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11634 // if this texture is not the kind we want, skip ahead to the next one
11635 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11639 if(FAKELIGHT_ENABLED || depthonly || prepass)
11641 rsurface.lightmaptexture = NULL;
11642 rsurface.deluxemaptexture = NULL;
11643 rsurface.uselightmaptexture = false;
11644 // simply scan ahead until we find a different texture or lightmap state
11645 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11650 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11651 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11652 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11653 // simply scan ahead until we find a different texture or lightmap state
11654 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11657 // render the range of surfaces
11658 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11660 R_FrameData_ReturnToMark();
11663 float locboxvertex3f[6*4*3] =
11665 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11666 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11667 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11668 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11669 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11670 1,0,0, 0,0,0, 0,1,0, 1,1,0
11673 unsigned short locboxelements[6*2*3] =
11678 12,13,14, 12,14,15,
11679 16,17,18, 16,18,19,
11683 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11686 cl_locnode_t *loc = (cl_locnode_t *)ent;
11688 float vertex3f[6*4*3];
11690 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11691 GL_DepthMask(false);
11692 GL_DepthRange(0, 1);
11693 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11694 GL_DepthTest(true);
11695 GL_CullFace(GL_NONE);
11696 R_EntityMatrix(&identitymatrix);
11698 // R_Mesh_ResetTextureState();
11700 i = surfacelist[0];
11701 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11702 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11703 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11704 surfacelist[0] < 0 ? 0.5f : 0.125f);
11706 if (VectorCompare(loc->mins, loc->maxs))
11708 VectorSet(size, 2, 2, 2);
11709 VectorMA(loc->mins, -0.5f, size, mins);
11713 VectorCopy(loc->mins, mins);
11714 VectorSubtract(loc->maxs, loc->mins, size);
11717 for (i = 0;i < 6*4*3;)
11718 for (j = 0;j < 3;j++, i++)
11719 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11721 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11722 R_SetupShader_Generic_NoTexture(false, false);
11723 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11726 void R_DrawLocs(void)
11729 cl_locnode_t *loc, *nearestloc;
11731 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11732 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11734 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11735 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11739 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11741 if (decalsystem->decals)
11742 Mem_Free(decalsystem->decals);
11743 memset(decalsystem, 0, sizeof(*decalsystem));
11746 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11749 tridecal_t *decals;
11752 // expand or initialize the system
11753 if (decalsystem->maxdecals <= decalsystem->numdecals)
11755 decalsystem_t old = *decalsystem;
11756 qboolean useshortelements;
11757 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11758 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11759 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)));
11760 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11761 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11762 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11763 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11764 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11765 if (decalsystem->numdecals)
11766 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11768 Mem_Free(old.decals);
11769 for (i = 0;i < decalsystem->maxdecals*3;i++)
11770 decalsystem->element3i[i] = i;
11771 if (useshortelements)
11772 for (i = 0;i < decalsystem->maxdecals*3;i++)
11773 decalsystem->element3s[i] = i;
11776 // grab a decal and search for another free slot for the next one
11777 decals = decalsystem->decals;
11778 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11779 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11781 decalsystem->freedecal = i;
11782 if (decalsystem->numdecals <= i)
11783 decalsystem->numdecals = i + 1;
11785 // initialize the decal
11787 decal->triangleindex = triangleindex;
11788 decal->surfaceindex = surfaceindex;
11789 decal->decalsequence = decalsequence;
11790 decal->color4f[0][0] = c0[0];
11791 decal->color4f[0][1] = c0[1];
11792 decal->color4f[0][2] = c0[2];
11793 decal->color4f[0][3] = 1;
11794 decal->color4f[1][0] = c1[0];
11795 decal->color4f[1][1] = c1[1];
11796 decal->color4f[1][2] = c1[2];
11797 decal->color4f[1][3] = 1;
11798 decal->color4f[2][0] = c2[0];
11799 decal->color4f[2][1] = c2[1];
11800 decal->color4f[2][2] = c2[2];
11801 decal->color4f[2][3] = 1;
11802 decal->vertex3f[0][0] = v0[0];
11803 decal->vertex3f[0][1] = v0[1];
11804 decal->vertex3f[0][2] = v0[2];
11805 decal->vertex3f[1][0] = v1[0];
11806 decal->vertex3f[1][1] = v1[1];
11807 decal->vertex3f[1][2] = v1[2];
11808 decal->vertex3f[2][0] = v2[0];
11809 decal->vertex3f[2][1] = v2[1];
11810 decal->vertex3f[2][2] = v2[2];
11811 decal->texcoord2f[0][0] = t0[0];
11812 decal->texcoord2f[0][1] = t0[1];
11813 decal->texcoord2f[1][0] = t1[0];
11814 decal->texcoord2f[1][1] = t1[1];
11815 decal->texcoord2f[2][0] = t2[0];
11816 decal->texcoord2f[2][1] = t2[1];
11817 TriangleNormal(v0, v1, v2, decal->plane);
11818 VectorNormalize(decal->plane);
11819 decal->plane[3] = DotProduct(v0, decal->plane);
11822 extern cvar_t cl_decals_bias;
11823 extern cvar_t cl_decals_models;
11824 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11825 // baseparms, parms, temps
11826 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11831 const float *vertex3f;
11832 const float *normal3f;
11834 float points[2][9][3];
11841 e = rsurface.modelelement3i + 3*triangleindex;
11843 vertex3f = rsurface.modelvertex3f;
11844 normal3f = rsurface.modelnormal3f;
11848 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11850 index = 3*e[cornerindex];
11851 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11856 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11858 index = 3*e[cornerindex];
11859 VectorCopy(vertex3f + index, v[cornerindex]);
11864 //TriangleNormal(v[0], v[1], v[2], normal);
11865 //if (DotProduct(normal, localnormal) < 0.0f)
11867 // clip by each of the box planes formed from the projection matrix
11868 // if anything survives, we emit the decal
11869 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]);
11872 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]);
11875 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]);
11878 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]);
11881 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]);
11884 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]);
11887 // some part of the triangle survived, so we have to accept it...
11890 // dynamic always uses the original triangle
11892 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11894 index = 3*e[cornerindex];
11895 VectorCopy(vertex3f + index, v[cornerindex]);
11898 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11900 // convert vertex positions to texcoords
11901 Matrix4x4_Transform(projection, v[cornerindex], temp);
11902 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11903 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11904 // calculate distance fade from the projection origin
11905 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11906 f = bound(0.0f, f, 1.0f);
11907 c[cornerindex][0] = r * f;
11908 c[cornerindex][1] = g * f;
11909 c[cornerindex][2] = b * f;
11910 c[cornerindex][3] = 1.0f;
11911 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11914 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);
11916 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11917 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);
11919 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11921 matrix4x4_t projection;
11922 decalsystem_t *decalsystem;
11925 const msurface_t *surface;
11926 const msurface_t *surfaces;
11927 const int *surfacelist;
11928 const texture_t *texture;
11930 int numsurfacelist;
11931 int surfacelistindex;
11934 float localorigin[3];
11935 float localnormal[3];
11936 float localmins[3];
11937 float localmaxs[3];
11940 float planes[6][4];
11943 int bih_triangles_count;
11944 int bih_triangles[256];
11945 int bih_surfaces[256];
11947 decalsystem = &ent->decalsystem;
11948 model = ent->model;
11949 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11951 R_DecalSystem_Reset(&ent->decalsystem);
11955 if (!model->brush.data_leafs && !cl_decals_models.integer)
11957 if (decalsystem->model)
11958 R_DecalSystem_Reset(decalsystem);
11962 if (decalsystem->model != model)
11963 R_DecalSystem_Reset(decalsystem);
11964 decalsystem->model = model;
11966 RSurf_ActiveModelEntity(ent, true, false, false);
11968 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11969 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11970 VectorNormalize(localnormal);
11971 localsize = worldsize*rsurface.inversematrixscale;
11972 localmins[0] = localorigin[0] - localsize;
11973 localmins[1] = localorigin[1] - localsize;
11974 localmins[2] = localorigin[2] - localsize;
11975 localmaxs[0] = localorigin[0] + localsize;
11976 localmaxs[1] = localorigin[1] + localsize;
11977 localmaxs[2] = localorigin[2] + localsize;
11979 //VectorCopy(localnormal, planes[4]);
11980 //VectorVectors(planes[4], planes[2], planes[0]);
11981 AnglesFromVectors(angles, localnormal, NULL, false);
11982 AngleVectors(angles, planes[0], planes[2], planes[4]);
11983 VectorNegate(planes[0], planes[1]);
11984 VectorNegate(planes[2], planes[3]);
11985 VectorNegate(planes[4], planes[5]);
11986 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11987 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11988 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11989 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11990 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11991 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11996 matrix4x4_t forwardprojection;
11997 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11998 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12003 float projectionvector[4][3];
12004 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12005 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12006 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12007 projectionvector[0][0] = planes[0][0] * ilocalsize;
12008 projectionvector[0][1] = planes[1][0] * ilocalsize;
12009 projectionvector[0][2] = planes[2][0] * ilocalsize;
12010 projectionvector[1][0] = planes[0][1] * ilocalsize;
12011 projectionvector[1][1] = planes[1][1] * ilocalsize;
12012 projectionvector[1][2] = planes[2][1] * ilocalsize;
12013 projectionvector[2][0] = planes[0][2] * ilocalsize;
12014 projectionvector[2][1] = planes[1][2] * ilocalsize;
12015 projectionvector[2][2] = planes[2][2] * ilocalsize;
12016 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12017 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12018 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12019 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12023 dynamic = model->surfmesh.isanimated;
12024 numsurfacelist = model->nummodelsurfaces;
12025 surfacelist = model->sortedmodelsurfaces;
12026 surfaces = model->data_surfaces;
12029 bih_triangles_count = -1;
12032 if(model->render_bih.numleafs)
12033 bih = &model->render_bih;
12034 else if(model->collision_bih.numleafs)
12035 bih = &model->collision_bih;
12038 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12039 if(bih_triangles_count == 0)
12041 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12043 if(bih_triangles_count > 0)
12045 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12047 surfaceindex = bih_surfaces[triangleindex];
12048 surface = surfaces + surfaceindex;
12049 texture = surface->texture;
12050 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12052 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12054 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12059 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12061 surfaceindex = surfacelist[surfacelistindex];
12062 surface = surfaces + surfaceindex;
12063 // check cull box first because it rejects more than any other check
12064 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12066 // skip transparent surfaces
12067 texture = surface->texture;
12068 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12070 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12072 numtriangles = surface->num_triangles;
12073 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12074 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12079 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12080 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
12082 int renderentityindex;
12083 float worldmins[3];
12084 float worldmaxs[3];
12085 entity_render_t *ent;
12087 if (!cl_decals_newsystem.integer)
12090 worldmins[0] = worldorigin[0] - worldsize;
12091 worldmins[1] = worldorigin[1] - worldsize;
12092 worldmins[2] = worldorigin[2] - worldsize;
12093 worldmaxs[0] = worldorigin[0] + worldsize;
12094 worldmaxs[1] = worldorigin[1] + worldsize;
12095 worldmaxs[2] = worldorigin[2] + worldsize;
12097 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12099 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12101 ent = r_refdef.scene.entities[renderentityindex];
12102 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12105 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12109 typedef struct r_decalsystem_splatqueue_s
12111 vec3_t worldorigin;
12112 vec3_t worldnormal;
12116 unsigned int decalsequence;
12118 r_decalsystem_splatqueue_t;
12120 int r_decalsystem_numqueued = 0;
12121 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12123 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)
12125 r_decalsystem_splatqueue_t *queue;
12127 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12130 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12131 VectorCopy(worldorigin, queue->worldorigin);
12132 VectorCopy(worldnormal, queue->worldnormal);
12133 Vector4Set(queue->color, r, g, b, a);
12134 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12135 queue->worldsize = worldsize;
12136 queue->decalsequence = cl.decalsequence++;
12139 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12142 r_decalsystem_splatqueue_t *queue;
12144 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12145 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);
12146 r_decalsystem_numqueued = 0;
12149 extern cvar_t cl_decals_max;
12150 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12153 decalsystem_t *decalsystem = &ent->decalsystem;
12155 unsigned int killsequence;
12160 if (!decalsystem->numdecals)
12163 if (r_showsurfaces.integer)
12166 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12168 R_DecalSystem_Reset(decalsystem);
12172 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12173 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12175 if (decalsystem->lastupdatetime)
12176 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12179 decalsystem->lastupdatetime = r_refdef.scene.time;
12180 numdecals = decalsystem->numdecals;
12182 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12184 if (decal->color4f[0][3])
12186 decal->lived += frametime;
12187 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12189 memset(decal, 0, sizeof(*decal));
12190 if (decalsystem->freedecal > i)
12191 decalsystem->freedecal = i;
12195 decal = decalsystem->decals;
12196 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12199 // collapse the array by shuffling the tail decals into the gaps
12202 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12203 decalsystem->freedecal++;
12204 if (decalsystem->freedecal == numdecals)
12206 decal[decalsystem->freedecal] = decal[--numdecals];
12209 decalsystem->numdecals = numdecals;
12211 if (numdecals <= 0)
12213 // if there are no decals left, reset decalsystem
12214 R_DecalSystem_Reset(decalsystem);
12218 extern skinframe_t *decalskinframe;
12219 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12222 decalsystem_t *decalsystem = &ent->decalsystem;
12231 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12234 numdecals = decalsystem->numdecals;
12238 if (r_showsurfaces.integer)
12241 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12243 R_DecalSystem_Reset(decalsystem);
12247 // if the model is static it doesn't matter what value we give for
12248 // wantnormals and wanttangents, so this logic uses only rules applicable
12249 // to a model, knowing that they are meaningless otherwise
12250 if (ent == r_refdef.scene.worldentity)
12251 RSurf_ActiveWorldEntity();
12253 RSurf_ActiveModelEntity(ent, false, false, false);
12255 decalsystem->lastupdatetime = r_refdef.scene.time;
12257 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12259 // update vertex positions for animated models
12260 v3f = decalsystem->vertex3f;
12261 c4f = decalsystem->color4f;
12262 t2f = decalsystem->texcoord2f;
12263 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12265 if (!decal->color4f[0][3])
12268 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12272 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12275 // update color values for fading decals
12276 if (decal->lived >= cl_decals_time.value)
12277 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12281 c4f[ 0] = decal->color4f[0][0] * alpha;
12282 c4f[ 1] = decal->color4f[0][1] * alpha;
12283 c4f[ 2] = decal->color4f[0][2] * alpha;
12285 c4f[ 4] = decal->color4f[1][0] * alpha;
12286 c4f[ 5] = decal->color4f[1][1] * alpha;
12287 c4f[ 6] = decal->color4f[1][2] * alpha;
12289 c4f[ 8] = decal->color4f[2][0] * alpha;
12290 c4f[ 9] = decal->color4f[2][1] * alpha;
12291 c4f[10] = decal->color4f[2][2] * alpha;
12294 t2f[0] = decal->texcoord2f[0][0];
12295 t2f[1] = decal->texcoord2f[0][1];
12296 t2f[2] = decal->texcoord2f[1][0];
12297 t2f[3] = decal->texcoord2f[1][1];
12298 t2f[4] = decal->texcoord2f[2][0];
12299 t2f[5] = decal->texcoord2f[2][1];
12301 // update vertex positions for animated models
12302 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12304 e = rsurface.modelelement3i + 3*decal->triangleindex;
12305 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12306 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12307 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12311 VectorCopy(decal->vertex3f[0], v3f);
12312 VectorCopy(decal->vertex3f[1], v3f + 3);
12313 VectorCopy(decal->vertex3f[2], v3f + 6);
12316 if (r_refdef.fogenabled)
12318 alpha = RSurf_FogVertex(v3f);
12319 VectorScale(c4f, alpha, c4f);
12320 alpha = RSurf_FogVertex(v3f + 3);
12321 VectorScale(c4f + 4, alpha, c4f + 4);
12322 alpha = RSurf_FogVertex(v3f + 6);
12323 VectorScale(c4f + 8, alpha, c4f + 8);
12334 r_refdef.stats[r_stat_drawndecals] += numtris;
12336 // now render the decals all at once
12337 // (this assumes they all use one particle font texture!)
12338 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);
12339 // R_Mesh_ResetTextureState();
12340 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12341 GL_DepthMask(false);
12342 GL_DepthRange(0, 1);
12343 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12344 GL_DepthTest(true);
12345 GL_CullFace(GL_NONE);
12346 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12347 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12348 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12352 static void R_DrawModelDecals(void)
12356 // fade faster when there are too many decals
12357 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12358 for (i = 0;i < r_refdef.scene.numentities;i++)
12359 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12361 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12362 for (i = 0;i < r_refdef.scene.numentities;i++)
12363 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12364 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12366 R_DecalSystem_ApplySplatEntitiesQueue();
12368 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12369 for (i = 0;i < r_refdef.scene.numentities;i++)
12370 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12372 r_refdef.stats[r_stat_totaldecals] += numdecals;
12374 if (r_showsurfaces.integer)
12377 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12379 for (i = 0;i < r_refdef.scene.numentities;i++)
12381 if (!r_refdef.viewcache.entityvisible[i])
12383 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12384 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12388 extern cvar_t mod_collision_bih;
12389 static void R_DrawDebugModel(void)
12391 entity_render_t *ent = rsurface.entity;
12392 int i, j, flagsmask;
12393 const msurface_t *surface;
12394 dp_model_t *model = ent->model;
12396 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12399 if (r_showoverdraw.value > 0)
12401 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12402 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12403 R_SetupShader_Generic_NoTexture(false, false);
12404 GL_DepthTest(false);
12405 GL_DepthMask(false);
12406 GL_DepthRange(0, 1);
12407 GL_BlendFunc(GL_ONE, GL_ONE);
12408 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12410 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12412 rsurface.texture = R_GetCurrentTexture(surface->texture);
12413 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12415 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12416 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12417 if (!rsurface.texture->currentlayers->depthmask)
12418 GL_Color(c, 0, 0, 1.0f);
12419 else if (ent == r_refdef.scene.worldentity)
12420 GL_Color(c, c, c, 1.0f);
12422 GL_Color(0, c, 0, 1.0f);
12423 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12427 rsurface.texture = NULL;
12430 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12432 // R_Mesh_ResetTextureState();
12433 R_SetupShader_Generic_NoTexture(false, false);
12434 GL_DepthRange(0, 1);
12435 GL_DepthTest(!r_showdisabledepthtest.integer);
12436 GL_DepthMask(false);
12437 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12439 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12443 qboolean cullbox = false;
12444 const q3mbrush_t *brush;
12445 const bih_t *bih = &model->collision_bih;
12446 const bih_leaf_t *bihleaf;
12447 float vertex3f[3][3];
12448 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12449 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12451 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12453 switch (bihleaf->type)
12456 brush = model->brush.data_brushes + bihleaf->itemindex;
12457 if (brush->colbrushf && brush->colbrushf->numtriangles)
12459 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);
12460 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12461 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12464 case BIH_COLLISIONTRIANGLE:
12465 triangleindex = bihleaf->itemindex;
12466 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12467 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12468 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12469 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);
12470 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12471 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12473 case BIH_RENDERTRIANGLE:
12474 triangleindex = bihleaf->itemindex;
12475 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12476 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12477 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12478 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);
12479 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12480 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12486 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12489 if (r_showtris.integer && qglPolygonMode)
12491 if (r_showdisabledepthtest.integer)
12493 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12494 GL_DepthMask(false);
12498 GL_BlendFunc(GL_ONE, GL_ZERO);
12499 GL_DepthMask(true);
12501 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12502 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12504 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12506 rsurface.texture = R_GetCurrentTexture(surface->texture);
12507 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12509 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12510 if (!rsurface.texture->currentlayers->depthmask)
12511 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12512 else if (ent == r_refdef.scene.worldentity)
12513 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12515 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12516 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12520 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12521 rsurface.texture = NULL;
12524 if (r_shownormals.value != 0 && qglBegin)
12528 if (r_showdisabledepthtest.integer)
12530 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12531 GL_DepthMask(false);
12535 GL_BlendFunc(GL_ONE, GL_ZERO);
12536 GL_DepthMask(true);
12538 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12540 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12542 rsurface.texture = R_GetCurrentTexture(surface->texture);
12543 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12545 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12546 qglBegin(GL_LINES);
12547 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12549 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12551 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12552 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12553 qglVertex3f(v[0], v[1], v[2]);
12554 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12555 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12556 qglVertex3f(v[0], v[1], v[2]);
12559 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12561 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12563 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12564 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12565 qglVertex3f(v[0], v[1], v[2]);
12566 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12567 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12568 qglVertex3f(v[0], v[1], v[2]);
12571 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12573 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12575 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12576 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12577 qglVertex3f(v[0], v[1], v[2]);
12578 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12579 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12580 qglVertex3f(v[0], v[1], v[2]);
12583 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12585 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12587 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12588 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12589 qglVertex3f(v[0], v[1], v[2]);
12590 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12591 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12592 qglVertex3f(v[0], v[1], v[2]);
12599 rsurface.texture = NULL;
12604 int r_maxsurfacelist = 0;
12605 const msurface_t **r_surfacelist = NULL;
12606 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12608 int i, j, endj, flagsmask;
12609 dp_model_t *model = r_refdef.scene.worldmodel;
12610 msurface_t *surfaces;
12611 unsigned char *update;
12612 int numsurfacelist = 0;
12616 if (r_maxsurfacelist < model->num_surfaces)
12618 r_maxsurfacelist = model->num_surfaces;
12620 Mem_Free((msurface_t**)r_surfacelist);
12621 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12624 RSurf_ActiveWorldEntity();
12626 surfaces = model->data_surfaces;
12627 update = model->brushq1.lightmapupdateflags;
12629 // update light styles on this submodel
12630 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12632 model_brush_lightstyleinfo_t *style;
12633 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12635 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12637 int *list = style->surfacelist;
12638 style->value = r_refdef.scene.lightstylevalue[style->style];
12639 for (j = 0;j < style->numsurfaces;j++)
12640 update[list[j]] = true;
12645 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12649 R_DrawDebugModel();
12650 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12654 rsurface.lightmaptexture = NULL;
12655 rsurface.deluxemaptexture = NULL;
12656 rsurface.uselightmaptexture = false;
12657 rsurface.texture = NULL;
12658 rsurface.rtlight = NULL;
12659 numsurfacelist = 0;
12660 // add visible surfaces to draw list
12661 for (i = 0;i < model->nummodelsurfaces;i++)
12663 j = model->sortedmodelsurfaces[i];
12664 if (r_refdef.viewcache.world_surfacevisible[j])
12665 r_surfacelist[numsurfacelist++] = surfaces + j;
12667 // update lightmaps if needed
12668 if (model->brushq1.firstrender)
12670 model->brushq1.firstrender = false;
12671 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12673 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12677 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12678 if (r_refdef.viewcache.world_surfacevisible[j])
12680 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12682 // don't do anything if there were no surfaces
12683 if (!numsurfacelist)
12685 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12688 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12690 // add to stats if desired
12691 if (r_speeds.integer && !skysurfaces && !depthonly)
12693 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12694 for (j = 0;j < numsurfacelist;j++)
12695 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12698 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12701 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12703 int i, j, endj, flagsmask;
12704 dp_model_t *model = ent->model;
12705 msurface_t *surfaces;
12706 unsigned char *update;
12707 int numsurfacelist = 0;
12711 if (r_maxsurfacelist < model->num_surfaces)
12713 r_maxsurfacelist = model->num_surfaces;
12715 Mem_Free((msurface_t **)r_surfacelist);
12716 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12719 // if the model is static it doesn't matter what value we give for
12720 // wantnormals and wanttangents, so this logic uses only rules applicable
12721 // to a model, knowing that they are meaningless otherwise
12722 if (ent == r_refdef.scene.worldentity)
12723 RSurf_ActiveWorldEntity();
12724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12725 RSurf_ActiveModelEntity(ent, false, false, false);
12727 RSurf_ActiveModelEntity(ent, true, true, true);
12728 else if (depthonly)
12730 switch (vid.renderpath)
12732 case RENDERPATH_GL20:
12733 case RENDERPATH_D3D9:
12734 case RENDERPATH_D3D10:
12735 case RENDERPATH_D3D11:
12736 case RENDERPATH_SOFT:
12737 case RENDERPATH_GLES2:
12738 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12740 case RENDERPATH_GL11:
12741 case RENDERPATH_GL13:
12742 case RENDERPATH_GLES1:
12743 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12749 switch (vid.renderpath)
12751 case RENDERPATH_GL20:
12752 case RENDERPATH_D3D9:
12753 case RENDERPATH_D3D10:
12754 case RENDERPATH_D3D11:
12755 case RENDERPATH_SOFT:
12756 case RENDERPATH_GLES2:
12757 RSurf_ActiveModelEntity(ent, true, true, false);
12759 case RENDERPATH_GL11:
12760 case RENDERPATH_GL13:
12761 case RENDERPATH_GLES1:
12762 RSurf_ActiveModelEntity(ent, true, false, false);
12767 surfaces = model->data_surfaces;
12768 update = model->brushq1.lightmapupdateflags;
12770 // update light styles
12771 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12773 model_brush_lightstyleinfo_t *style;
12774 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12776 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12778 int *list = style->surfacelist;
12779 style->value = r_refdef.scene.lightstylevalue[style->style];
12780 for (j = 0;j < style->numsurfaces;j++)
12781 update[list[j]] = true;
12786 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12790 R_DrawDebugModel();
12791 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12795 rsurface.lightmaptexture = NULL;
12796 rsurface.deluxemaptexture = NULL;
12797 rsurface.uselightmaptexture = false;
12798 rsurface.texture = NULL;
12799 rsurface.rtlight = NULL;
12800 numsurfacelist = 0;
12801 // add visible surfaces to draw list
12802 for (i = 0;i < model->nummodelsurfaces;i++)
12803 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12804 // don't do anything if there were no surfaces
12805 if (!numsurfacelist)
12807 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12810 // update lightmaps if needed
12814 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12819 R_BuildLightMap(ent, surfaces + j);
12824 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12826 // add to stats if desired
12827 if (r_speeds.integer && !skysurfaces && !depthonly)
12829 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12830 for (j = 0;j < numsurfacelist;j++)
12831 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12834 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12837 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12839 static texture_t texture;
12840 static msurface_t surface;
12841 const msurface_t *surfacelist = &surface;
12843 // fake enough texture and surface state to render this geometry
12845 texture.update_lastrenderframe = -1; // regenerate this texture
12846 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12847 texture.basealpha = 1.0f;
12848 texture.currentskinframe = skinframe;
12849 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12850 texture.offsetmapping = OFFSETMAPPING_OFF;
12851 texture.offsetscale = 1;
12852 texture.specularscalemod = 1;
12853 texture.specularpowermod = 1;
12854 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12855 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12856 // JUST GREP FOR "specularscalemod = 1".
12858 surface.texture = &texture;
12859 surface.num_triangles = numtriangles;
12860 surface.num_firsttriangle = firsttriangle;
12861 surface.num_vertices = numvertices;
12862 surface.num_firstvertex = firstvertex;
12865 rsurface.texture = R_GetCurrentTexture(surface.texture);
12866 rsurface.lightmaptexture = NULL;
12867 rsurface.deluxemaptexture = NULL;
12868 rsurface.uselightmaptexture = false;
12869 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12872 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)
12874 static msurface_t surface;
12875 const msurface_t *surfacelist = &surface;
12877 // fake enough texture and surface state to render this geometry
12878 surface.texture = texture;
12879 surface.num_triangles = numtriangles;
12880 surface.num_firsttriangle = firsttriangle;
12881 surface.num_vertices = numvertices;
12882 surface.num_firstvertex = firstvertex;
12885 rsurface.texture = R_GetCurrentTexture(surface.texture);
12886 rsurface.lightmaptexture = NULL;
12887 rsurface.deluxemaptexture = NULL;
12888 rsurface.uselightmaptexture = false;
12889 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);