2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (vid.support.arb_uniform_buffer_object)
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340 // clear the uniform block bindings
1341 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1342 // bind the uniform blocks in use
1344 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1345 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1347 // we're done compiling and setting up the shader, at least until it is used
1349 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1352 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1356 Mem_Free(sourcestring);
1359 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1361 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1362 if (r_glsl_permutation != perm)
1364 r_glsl_permutation = perm;
1365 if (!r_glsl_permutation->program)
1367 if (!r_glsl_permutation->compiled)
1369 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1370 R_GLSL_CompilePermutation(perm, mode, permutation);
1372 if (!r_glsl_permutation->program)
1374 // remove features until we find a valid permutation
1376 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1378 // reduce i more quickly whenever it would not remove any bits
1379 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1380 if (!(permutation & j))
1383 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1384 if (!r_glsl_permutation->compiled)
1385 R_GLSL_CompilePermutation(perm, mode, permutation);
1386 if (r_glsl_permutation->program)
1389 if (i >= SHADERPERMUTATION_COUNT)
1391 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1392 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1393 qglUseProgram(0);CHECKGLERROR
1394 return; // no bit left to clear, entire mode is broken
1399 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1401 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1402 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1403 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1407 void R_GLSL_Restart_f(void)
1409 unsigned int i, limit;
1410 switch(vid.renderpath)
1412 case RENDERPATH_GL20:
1413 case RENDERPATH_GLES2:
1415 r_glsl_permutation_t *p;
1416 r_glsl_permutation = NULL;
1417 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1418 for (i = 0;i < limit;i++)
1420 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1422 GL_Backend_FreeProgram(p->program);
1423 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1426 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1432 static void R_GLSL_DumpShader_f(void)
1434 int i, language, mode, dupe;
1436 shadermodeinfo_t *modeinfo;
1439 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1441 modeinfo = shadermodeinfo[language];
1442 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1444 // don't dump the same file multiple times (most or all shaders come from the same file)
1445 for (dupe = mode - 1;dupe >= 0;dupe--)
1446 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1450 text = modeinfo[mode].builtinstring;
1453 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1456 FS_Print(file, "/* The engine may define the following macros:\n");
1457 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1458 for (i = 0;i < SHADERMODE_COUNT;i++)
1459 FS_Print(file, modeinfo[i].pretext);
1460 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1461 FS_Print(file, shaderpermutationinfo[i].pretext);
1462 FS_Print(file, "*/\n");
1463 FS_Print(file, text);
1465 Con_Printf("%s written\n", modeinfo[mode].filename);
1468 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1473 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1475 dpuint64 permutation = 0;
1476 if (r_trippy.integer && !notrippy)
1477 permutation |= SHADERPERMUTATION_TRIPPY;
1478 permutation |= SHADERPERMUTATION_VIEWTINT;
1480 permutation |= SHADERPERMUTATION_DIFFUSE;
1482 permutation |= SHADERPERMUTATION_SPECULAR;
1483 if (texturemode == GL_MODULATE)
1484 permutation |= SHADERPERMUTATION_COLORMAPPING;
1485 else if (texturemode == GL_ADD)
1486 permutation |= SHADERPERMUTATION_GLOW;
1487 else if (texturemode == GL_DECAL)
1488 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1489 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1490 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1491 if (suppresstexalpha)
1492 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1494 texturemode = GL_MODULATE;
1495 if (vid.allowalphatocoverage)
1496 GL_AlphaToCoverage(false);
1497 switch (vid.renderpath)
1499 case RENDERPATH_GL20:
1500 case RENDERPATH_GLES2:
1501 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1502 if (r_glsl_permutation->tex_Texture_First >= 0)
1503 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1504 if (r_glsl_permutation->tex_Texture_Second >= 0)
1505 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1506 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1507 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1512 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1514 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1517 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1519 dpuint64 permutation = 0;
1520 if (r_trippy.integer && !notrippy)
1521 permutation |= SHADERPERMUTATION_TRIPPY;
1523 permutation |= SHADERPERMUTATION_DEPTHRGB;
1525 permutation |= SHADERPERMUTATION_SKELETAL;
1527 if (vid.allowalphatocoverage)
1528 GL_AlphaToCoverage(false);
1529 switch (vid.renderpath)
1531 case RENDERPATH_GL20:
1532 case RENDERPATH_GLES2:
1533 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1534 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1535 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);
1541 #define BLENDFUNC_ALLOWS_COLORMOD 1
1542 #define BLENDFUNC_ALLOWS_FOG 2
1543 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1544 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1545 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1546 static int R_BlendFuncFlags(int src, int dst)
1550 // a blendfunc allows colormod if:
1551 // a) it can never keep the destination pixel invariant, or
1552 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1553 // this is to prevent unintended side effects from colormod
1555 // a blendfunc allows fog if:
1556 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1557 // this is to prevent unintended side effects from fog
1559 // these checks are the output of fogeval.pl
1561 r |= BLENDFUNC_ALLOWS_COLORMOD;
1562 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1563 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1570 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1571 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1572 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1574 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1575 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1576 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1577 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1578 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1579 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1580 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1581 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1582 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1587 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1589 // select a permutation of the lighting shader appropriate to this
1590 // combination of texture, entity, light source, and fogging, only use the
1591 // minimum features necessary to avoid wasting rendering time in the
1592 // fragment shader on features that are not being used
1593 dpuint64 permutation = 0;
1594 unsigned int mode = 0;
1596 texture_t *t = rsurface.texture;
1598 matrix4x4_t tempmatrix;
1599 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1600 if (r_trippy.integer && !notrippy)
1601 permutation |= SHADERPERMUTATION_TRIPPY;
1602 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1603 permutation |= SHADERPERMUTATION_ALPHAKILL;
1604 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1605 permutation |= SHADERPERMUTATION_OCCLUDE;
1606 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1607 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1608 if (rsurfacepass == RSURFPASS_BACKGROUND)
1610 // distorted background
1611 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1613 mode = SHADERMODE_WATER;
1614 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1615 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1616 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1618 // this is the right thing to do for wateralpha
1619 GL_BlendFunc(GL_ONE, GL_ZERO);
1620 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1624 // this is the right thing to do for entity alpha
1625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1626 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1629 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1631 mode = SHADERMODE_REFRACTION;
1632 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1633 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1634 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1635 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1639 mode = SHADERMODE_GENERIC;
1640 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1641 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1642 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1644 if (vid.allowalphatocoverage)
1645 GL_AlphaToCoverage(false);
1647 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1649 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1651 switch(t->offsetmapping)
1653 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1654 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1656 case OFFSETMAPPING_OFF: break;
1659 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1660 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1661 // normalmap (deferred prepass), may use alpha test on diffuse
1662 mode = SHADERMODE_DEFERREDGEOMETRY;
1663 GL_BlendFunc(GL_ONE, GL_ZERO);
1664 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1665 if (vid.allowalphatocoverage)
1666 GL_AlphaToCoverage(false);
1668 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1670 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1672 switch(t->offsetmapping)
1674 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1675 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1676 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1677 case OFFSETMAPPING_OFF: break;
1680 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1682 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1683 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1685 mode = SHADERMODE_LIGHTSOURCE;
1686 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1687 permutation |= SHADERPERMUTATION_CUBEFILTER;
1688 if (VectorLength2(rtlightdiffuse) > 0)
1689 permutation |= SHADERPERMUTATION_DIFFUSE;
1690 if (VectorLength2(rtlightspecular) > 0)
1691 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1692 if (r_refdef.fogenabled)
1693 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1694 if (t->colormapping)
1695 permutation |= SHADERPERMUTATION_COLORMAPPING;
1696 if (r_shadow_usingshadowmap2d)
1698 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1699 if(r_shadow_shadowmapvsdct)
1700 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1702 if (r_shadow_shadowmap2ddepthbuffer)
1703 permutation |= SHADERPERMUTATION_DEPTHRGB;
1705 if (t->reflectmasktexture)
1706 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1708 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1709 if (vid.allowalphatocoverage)
1710 GL_AlphaToCoverage(false);
1712 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1714 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1716 switch(t->offsetmapping)
1718 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1719 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1720 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1721 case OFFSETMAPPING_OFF: break;
1724 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1725 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1726 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1727 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1728 // directional model lighting
1729 mode = SHADERMODE_LIGHTDIRECTION;
1730 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1731 permutation |= SHADERPERMUTATION_GLOW;
1732 if (VectorLength2(t->render_modellight_diffuse))
1733 permutation |= SHADERPERMUTATION_DIFFUSE;
1734 if (VectorLength2(t->render_modellight_specular) > 0)
1735 permutation |= SHADERPERMUTATION_SPECULAR;
1736 if (r_refdef.fogenabled)
1737 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1738 if (t->colormapping)
1739 permutation |= SHADERPERMUTATION_COLORMAPPING;
1740 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1742 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1743 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1745 if (r_shadow_shadowmap2ddepthbuffer)
1746 permutation |= SHADERPERMUTATION_DEPTHRGB;
1748 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1749 permutation |= SHADERPERMUTATION_REFLECTION;
1750 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1751 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1752 if (t->reflectmasktexture)
1753 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1754 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1756 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1757 if (r_shadow_bouncegrid_state.directional)
1758 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1760 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1761 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1762 // when using alphatocoverage, we don't need alphakill
1763 if (vid.allowalphatocoverage)
1765 if (r_transparent_alphatocoverage.integer)
1767 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1768 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1771 GL_AlphaToCoverage(false);
1776 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1778 switch(t->offsetmapping)
1780 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1781 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1782 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1783 case OFFSETMAPPING_OFF: break;
1786 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1787 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1788 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1789 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1791 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1792 permutation |= SHADERPERMUTATION_GLOW;
1793 if (r_refdef.fogenabled)
1794 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1795 if (t->colormapping)
1796 permutation |= SHADERPERMUTATION_COLORMAPPING;
1797 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1799 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1800 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1802 if (r_shadow_shadowmap2ddepthbuffer)
1803 permutation |= SHADERPERMUTATION_DEPTHRGB;
1805 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1806 permutation |= SHADERPERMUTATION_REFLECTION;
1807 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1808 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1809 if (t->reflectmasktexture)
1810 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1811 if (FAKELIGHT_ENABLED)
1813 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1814 mode = SHADERMODE_FAKELIGHT;
1815 permutation |= SHADERPERMUTATION_DIFFUSE;
1816 if (VectorLength2(t->render_lightmap_specular) > 0)
1817 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1819 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1821 // deluxemapping (light direction texture)
1822 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1823 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1825 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1826 permutation |= SHADERPERMUTATION_DIFFUSE;
1827 if (VectorLength2(t->render_lightmap_specular) > 0)
1828 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1830 else if (r_glsl_deluxemapping.integer >= 2)
1832 // fake deluxemapping (uniform light direction in tangentspace)
1833 if (rsurface.uselightmaptexture)
1834 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1836 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1837 permutation |= SHADERPERMUTATION_DIFFUSE;
1838 if (VectorLength2(t->render_lightmap_specular) > 0)
1839 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1841 else if (rsurface.uselightmaptexture)
1843 // ordinary lightmapping (q1bsp, q3bsp)
1844 mode = SHADERMODE_LIGHTMAP;
1848 // ordinary vertex coloring (q3bsp)
1849 mode = SHADERMODE_VERTEXCOLOR;
1851 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1853 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1854 if (r_shadow_bouncegrid_state.directional)
1855 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1857 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1858 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1859 // when using alphatocoverage, we don't need alphakill
1860 if (vid.allowalphatocoverage)
1862 if (r_transparent_alphatocoverage.integer)
1864 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1865 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1868 GL_AlphaToCoverage(false);
1871 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1872 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1873 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1874 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1875 switch(vid.renderpath)
1877 case RENDERPATH_GL20:
1878 case RENDERPATH_GLES2:
1879 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);
1880 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1881 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1882 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1883 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1884 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1885 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1886 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1887 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1888 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1889 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1890 // this has to be after RSurf_PrepareVerticesForBatch
1891 if (rsurface.batchskeletaltransform3x4buffer)
1892 permutation |= SHADERPERMUTATION_SKELETAL;
1893 R_SetupShader_SetPermutationGLSL(mode, permutation);
1894 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1895 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);
1897 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1898 if (mode == SHADERMODE_LIGHTSOURCE)
1900 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1901 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1902 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1903 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1904 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1905 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1907 // additive passes are only darkened by fog, not tinted
1908 if (r_glsl_permutation->loc_FogColor >= 0)
1909 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1910 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1914 if (mode == SHADERMODE_FLATCOLOR)
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1918 else if (mode == SHADERMODE_LIGHTDIRECTION)
1920 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1921 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1922 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1923 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1924 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1925 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1926 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1930 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1931 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1932 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1933 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1934 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1936 // additive passes are only darkened by fog, not tinted
1937 if (r_glsl_permutation->loc_FogColor >= 0)
1939 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1940 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1942 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1944 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1945 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]);
1946 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]);
1947 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1948 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1949 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1950 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1951 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1952 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1954 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1955 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1956 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1957 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1959 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]);
1960 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]);
1964 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]);
1965 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]);
1968 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1969 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1970 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1971 if (r_glsl_permutation->loc_Color_Pants >= 0)
1973 if (t->pantstexture)
1974 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1976 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1978 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1980 if (t->shirttexture)
1981 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1983 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1985 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]);
1986 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1987 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1988 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1989 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1990 r_glsl_offsetmapping_scale.value*t->offsetscale,
1991 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1992 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1993 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1995 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);
1996 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1997 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]);
1998 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1999 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);}
2000 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2002 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2003 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2004 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2005 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2006 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2007 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2008 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2009 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2010 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2011 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2012 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2013 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2014 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2015 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2016 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2017 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2018 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2019 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2020 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2021 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2022 if (rsurfacepass == RSURFPASS_BACKGROUND)
2024 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2025 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2026 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2030 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2032 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2033 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2034 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2035 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2037 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2038 if (rsurface.rtlight)
2040 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2041 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2044 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2050 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2052 // select a permutation of the lighting shader appropriate to this
2053 // combination of texture, entity, light source, and fogging, only use the
2054 // minimum features necessary to avoid wasting rendering time in the
2055 // fragment shader on features that are not being used
2056 dpuint64 permutation = 0;
2057 unsigned int mode = 0;
2058 const float *lightcolorbase = rtlight->currentcolor;
2059 float ambientscale = rtlight->ambientscale;
2060 float diffusescale = rtlight->diffusescale;
2061 float specularscale = rtlight->specularscale;
2062 // this is the location of the light in view space
2063 vec3_t viewlightorigin;
2064 // this transforms from view space (camera) to light space (cubemap)
2065 matrix4x4_t viewtolight;
2066 matrix4x4_t lighttoview;
2067 float viewtolight16f[16];
2069 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2070 if (rtlight->currentcubemap != r_texture_whitecube)
2071 permutation |= SHADERPERMUTATION_CUBEFILTER;
2072 if (diffusescale > 0)
2073 permutation |= SHADERPERMUTATION_DIFFUSE;
2074 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2075 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2076 if (r_shadow_usingshadowmap2d)
2078 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2079 if (r_shadow_shadowmapvsdct)
2080 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2082 if (r_shadow_shadowmap2ddepthbuffer)
2083 permutation |= SHADERPERMUTATION_DEPTHRGB;
2085 if (vid.allowalphatocoverage)
2086 GL_AlphaToCoverage(false);
2087 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2088 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2089 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2090 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2091 switch(vid.renderpath)
2093 case RENDERPATH_GL20:
2094 case RENDERPATH_GLES2:
2095 R_SetupShader_SetPermutationGLSL(mode, permutation);
2096 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2097 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2098 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2099 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2100 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2101 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]);
2102 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]);
2103 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);
2104 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]);
2105 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2107 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2108 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2109 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2110 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2111 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2116 #define SKINFRAME_HASH 1024
2120 unsigned int loadsequence; // incremented each level change
2121 memexpandablearray_t array;
2122 skinframe_t *hash[SKINFRAME_HASH];
2125 r_skinframe_t r_skinframe;
2127 void R_SkinFrame_PrepareForPurge(void)
2129 r_skinframe.loadsequence++;
2130 // wrap it without hitting zero
2131 if (r_skinframe.loadsequence >= 200)
2132 r_skinframe.loadsequence = 1;
2135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2139 // mark the skinframe as used for the purging code
2140 skinframe->loadsequence = r_skinframe.loadsequence;
2143 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2147 if (s->merged == s->base)
2149 R_PurgeTexture(s->stain); s->stain = NULL;
2150 R_PurgeTexture(s->merged); s->merged = NULL;
2151 R_PurgeTexture(s->base); s->base = NULL;
2152 R_PurgeTexture(s->pants); s->pants = NULL;
2153 R_PurgeTexture(s->shirt); s->shirt = NULL;
2154 R_PurgeTexture(s->nmap); s->nmap = NULL;
2155 R_PurgeTexture(s->gloss); s->gloss = NULL;
2156 R_PurgeTexture(s->glow); s->glow = NULL;
2157 R_PurgeTexture(s->fog); s->fog = NULL;
2158 R_PurgeTexture(s->reflect); s->reflect = NULL;
2159 s->loadsequence = 0;
2162 void R_SkinFrame_Purge(void)
2166 for (i = 0;i < SKINFRAME_HASH;i++)
2168 for (s = r_skinframe.hash[i];s;s = s->next)
2170 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2171 R_SkinFrame_PurgeSkinFrame(s);
2176 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2178 char basename[MAX_QPATH];
2180 Image_StripImageExtension(name, basename, sizeof(basename));
2182 if( last == NULL ) {
2184 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2185 item = r_skinframe.hash[hashindex];
2190 // linearly search through the hash bucket
2191 for( ; item ; item = item->next ) {
2192 if( !strcmp( item->basename, basename ) ) {
2199 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2203 char basename[MAX_QPATH];
2205 Image_StripImageExtension(name, basename, sizeof(basename));
2207 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2208 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2209 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2216 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2217 memset(item, 0, sizeof(*item));
2218 strlcpy(item->basename, basename, sizeof(item->basename));
2219 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2220 item->comparewidth = comparewidth;
2221 item->compareheight = compareheight;
2222 item->comparecrc = comparecrc;
2223 item->next = r_skinframe.hash[hashindex];
2224 r_skinframe.hash[hashindex] = item;
2226 else if (textureflags & TEXF_FORCE_RELOAD)
2230 R_SkinFrame_PurgeSkinFrame(item);
2233 R_SkinFrame_MarkUsed(item);
2237 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2239 unsigned long long avgcolor[5], wsum; \
2247 for(pix = 0; pix < cnt; ++pix) \
2250 for(comp = 0; comp < 3; ++comp) \
2252 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2255 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2257 for(comp = 0; comp < 3; ++comp) \
2258 avgcolor[comp] += getpixel * w; \
2261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2262 avgcolor[4] += getpixel; \
2264 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2266 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2267 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2268 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2269 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2274 skinframe_t *skinframe;
2276 if (cls.state == ca_dedicated)
2279 // return an existing skinframe if already loaded
2280 // if loading of the first image fails, don't make a new skinframe as it
2281 // would cause all future lookups of this to be missing
2282 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2283 if (skinframe && skinframe->base)
2286 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2289 extern cvar_t gl_picmip;
2290 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2293 unsigned char *pixels;
2294 unsigned char *bumppixels;
2295 unsigned char *basepixels = NULL;
2296 int basepixels_width = 0;
2297 int basepixels_height = 0;
2298 rtexture_t *ddsbase = NULL;
2299 qboolean ddshasalpha = false;
2300 float ddsavgcolor[4];
2301 char basename[MAX_QPATH];
2302 int miplevel = R_PicmipForFlags(textureflags);
2303 int savemiplevel = miplevel;
2307 if (cls.state == ca_dedicated)
2310 Image_StripImageExtension(name, basename, sizeof(basename));
2312 // check for DDS texture file first
2313 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2315 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2316 if (basepixels == NULL && fallbacknotexture)
2317 basepixels = Image_GenerateNoTexture();
2318 if (basepixels == NULL)
2322 // FIXME handle miplevel
2324 if (developer_loading.integer)
2325 Con_Printf("loading skin \"%s\"\n", name);
2327 // we've got some pixels to store, so really allocate this new texture now
2329 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2330 textureflags &= ~TEXF_FORCE_RELOAD;
2331 skinframe->stain = NULL;
2332 skinframe->merged = NULL;
2333 skinframe->base = NULL;
2334 skinframe->pants = NULL;
2335 skinframe->shirt = NULL;
2336 skinframe->nmap = NULL;
2337 skinframe->gloss = NULL;
2338 skinframe->glow = NULL;
2339 skinframe->fog = NULL;
2340 skinframe->reflect = NULL;
2341 skinframe->hasalpha = false;
2342 // we could store the q2animname here too
2346 skinframe->base = ddsbase;
2347 skinframe->hasalpha = ddshasalpha;
2348 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2349 if (r_loadfog && skinframe->hasalpha)
2350 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);
2351 //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]);
2355 basepixels_width = image_width;
2356 basepixels_height = image_height;
2357 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);
2358 if (textureflags & TEXF_ALPHA)
2360 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2362 if (basepixels[j] < 255)
2364 skinframe->hasalpha = true;
2368 if (r_loadfog && skinframe->hasalpha)
2370 // has transparent pixels
2371 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2372 for (j = 0;j < image_width * image_height * 4;j += 4)
2377 pixels[j+3] = basepixels[j+3];
2379 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);
2383 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2385 //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]);
2386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2387 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2388 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2389 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2395 mymiplevel = savemiplevel;
2396 if (r_loadnormalmap)
2397 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);
2398 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2400 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2401 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2402 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2403 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2406 // _norm is the name used by tenebrae and has been adopted as standard
2407 if (r_loadnormalmap && skinframe->nmap == NULL)
2409 mymiplevel = savemiplevel;
2410 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2412 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);
2416 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2418 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2419 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2420 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);
2422 Mem_Free(bumppixels);
2424 else if (r_shadow_bumpscale_basetexture.value > 0)
2426 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2427 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2428 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);
2432 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2433 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2437 // _luma is supported only for tenebrae compatibility
2438 // _glow is the preferred name
2439 mymiplevel = savemiplevel;
2440 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))))
2442 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);
2444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2445 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2447 Mem_Free(pixels);pixels = NULL;
2450 mymiplevel = savemiplevel;
2451 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2453 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);
2455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2456 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2462 mymiplevel = savemiplevel;
2463 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2465 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);
2467 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2468 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2474 mymiplevel = savemiplevel;
2475 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2477 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);
2479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2480 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2486 mymiplevel = savemiplevel;
2487 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2489 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);
2491 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2492 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2499 Mem_Free(basepixels);
2504 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2505 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2508 skinframe_t *skinframe;
2511 if (cls.state == ca_dedicated)
2514 // if already loaded just return it, otherwise make a new skinframe
2515 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2516 if (skinframe->base)
2518 textureflags &= ~TEXF_FORCE_RELOAD;
2520 skinframe->stain = NULL;
2521 skinframe->merged = NULL;
2522 skinframe->base = NULL;
2523 skinframe->pants = NULL;
2524 skinframe->shirt = NULL;
2525 skinframe->nmap = NULL;
2526 skinframe->gloss = NULL;
2527 skinframe->glow = NULL;
2528 skinframe->fog = NULL;
2529 skinframe->reflect = NULL;
2530 skinframe->hasalpha = false;
2532 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2536 if (developer_loading.integer)
2537 Con_Printf("loading 32bit skin \"%s\"\n", name);
2539 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2541 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2542 unsigned char *b = a + width * height * 4;
2543 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2544 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);
2547 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2548 if (textureflags & TEXF_ALPHA)
2550 for (i = 3;i < width * height * 4;i += 4)
2552 if (skindata[i] < 255)
2554 skinframe->hasalpha = true;
2558 if (r_loadfog && skinframe->hasalpha)
2560 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2561 memcpy(fogpixels, skindata, width * height * 4);
2562 for (i = 0;i < width * height * 4;i += 4)
2563 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2564 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2565 Mem_Free(fogpixels);
2569 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2570 //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]);
2575 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2579 skinframe_t *skinframe;
2581 if (cls.state == ca_dedicated)
2584 // if already loaded just return it, otherwise make a new skinframe
2585 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2586 if (skinframe->base)
2588 //textureflags &= ~TEXF_FORCE_RELOAD;
2590 skinframe->stain = NULL;
2591 skinframe->merged = NULL;
2592 skinframe->base = NULL;
2593 skinframe->pants = NULL;
2594 skinframe->shirt = NULL;
2595 skinframe->nmap = NULL;
2596 skinframe->gloss = NULL;
2597 skinframe->glow = NULL;
2598 skinframe->fog = NULL;
2599 skinframe->reflect = NULL;
2600 skinframe->hasalpha = false;
2602 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2606 if (developer_loading.integer)
2607 Con_Printf("loading quake skin \"%s\"\n", name);
2609 // 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)
2610 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2611 memcpy(skinframe->qpixels, skindata, width*height);
2612 skinframe->qwidth = width;
2613 skinframe->qheight = height;
2616 for (i = 0;i < width * height;i++)
2617 featuresmask |= palette_featureflags[skindata[i]];
2619 skinframe->hasalpha = false;
2622 skinframe->hasalpha = true;
2623 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2624 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2625 skinframe->qgeneratemerged = true;
2626 skinframe->qgeneratebase = skinframe->qhascolormapping;
2627 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2629 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2630 //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]);
2635 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2639 unsigned char *skindata;
2642 if (!skinframe->qpixels)
2645 if (!skinframe->qhascolormapping)
2646 colormapped = false;
2650 if (!skinframe->qgeneratebase)
2655 if (!skinframe->qgeneratemerged)
2659 width = skinframe->qwidth;
2660 height = skinframe->qheight;
2661 skindata = skinframe->qpixels;
2663 if (skinframe->qgeneratenmap)
2665 unsigned char *a, *b;
2666 skinframe->qgeneratenmap = false;
2667 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2668 b = a + width * height * 4;
2669 // use either a custom palette or the quake palette
2670 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2671 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2672 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);
2676 if (skinframe->qgenerateglow)
2678 skinframe->qgenerateglow = false;
2679 if (skinframe->hasalpha) // fence textures
2680 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
2682 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
2687 skinframe->qgeneratebase = false;
2688 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);
2689 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);
2690 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);
2694 skinframe->qgeneratemerged = false;
2695 if (skinframe->hasalpha) // fence textures
2696 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);
2698 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);
2701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2703 Mem_Free(skinframe->qpixels);
2704 skinframe->qpixels = NULL;
2708 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)
2711 skinframe_t *skinframe;
2714 if (cls.state == ca_dedicated)
2717 // if already loaded just return it, otherwise make a new skinframe
2718 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2719 if (skinframe->base)
2721 textureflags &= ~TEXF_FORCE_RELOAD;
2723 skinframe->stain = NULL;
2724 skinframe->merged = NULL;
2725 skinframe->base = NULL;
2726 skinframe->pants = NULL;
2727 skinframe->shirt = NULL;
2728 skinframe->nmap = NULL;
2729 skinframe->gloss = NULL;
2730 skinframe->glow = NULL;
2731 skinframe->fog = NULL;
2732 skinframe->reflect = NULL;
2733 skinframe->hasalpha = false;
2735 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2739 if (developer_loading.integer)
2740 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2742 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2743 if ((textureflags & TEXF_ALPHA) && alphapalette)
2745 for (i = 0;i < width * height;i++)
2747 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2749 skinframe->hasalpha = true;
2753 if (r_loadfog && skinframe->hasalpha)
2754 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2757 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2758 //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]);
2763 skinframe_t *R_SkinFrame_LoadMissing(void)
2765 skinframe_t *skinframe;
2767 if (cls.state == ca_dedicated)
2770 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2771 skinframe->stain = NULL;
2772 skinframe->merged = NULL;
2773 skinframe->base = NULL;
2774 skinframe->pants = NULL;
2775 skinframe->shirt = NULL;
2776 skinframe->nmap = NULL;
2777 skinframe->gloss = NULL;
2778 skinframe->glow = NULL;
2779 skinframe->fog = NULL;
2780 skinframe->reflect = NULL;
2781 skinframe->hasalpha = false;
2783 skinframe->avgcolor[0] = rand() / RAND_MAX;
2784 skinframe->avgcolor[1] = rand() / RAND_MAX;
2785 skinframe->avgcolor[2] = rand() / RAND_MAX;
2786 skinframe->avgcolor[3] = 1;
2791 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2794 static unsigned char pix[16][16][4];
2796 if (cls.state == ca_dedicated)
2799 // this makes a light grey/dark grey checkerboard texture
2802 for (y = 0; y < 16; y++)
2804 for (x = 0; x < 16; x++)
2806 if ((y < 8) ^ (x < 8))
2824 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2827 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2829 skinframe_t *skinframe;
2830 if (cls.state == ca_dedicated)
2832 // if already loaded just return it, otherwise make a new skinframe
2833 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2834 if (skinframe->base)
2836 textureflags &= ~TEXF_FORCE_RELOAD;
2837 skinframe->stain = NULL;
2838 skinframe->merged = NULL;
2839 skinframe->base = NULL;
2840 skinframe->pants = NULL;
2841 skinframe->shirt = NULL;
2842 skinframe->nmap = NULL;
2843 skinframe->gloss = NULL;
2844 skinframe->glow = NULL;
2845 skinframe->fog = NULL;
2846 skinframe->reflect = NULL;
2847 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2848 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2851 if (developer_loading.integer)
2852 Con_Printf("loading 32bit skin \"%s\"\n", name);
2853 skinframe->base = skinframe->merged = tex;
2854 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2858 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2859 typedef struct suffixinfo_s
2862 qboolean flipx, flipy, flipdiagonal;
2865 static suffixinfo_t suffix[3][6] =
2868 {"px", false, false, false},
2869 {"nx", false, false, false},
2870 {"py", false, false, false},
2871 {"ny", false, false, false},
2872 {"pz", false, false, false},
2873 {"nz", false, false, false}
2876 {"posx", false, false, false},
2877 {"negx", false, false, false},
2878 {"posy", false, false, false},
2879 {"negy", false, false, false},
2880 {"posz", false, false, false},
2881 {"negz", false, false, false}
2884 {"rt", true, false, true},
2885 {"lf", false, true, true},
2886 {"ft", true, true, false},
2887 {"bk", false, false, false},
2888 {"up", true, false, true},
2889 {"dn", true, false, true}
2893 static int componentorder[4] = {0, 1, 2, 3};
2895 static rtexture_t *R_LoadCubemap(const char *basename)
2897 int i, j, cubemapsize;
2898 unsigned char *cubemappixels, *image_buffer;
2899 rtexture_t *cubemaptexture;
2901 // must start 0 so the first loadimagepixels has no requested width/height
2903 cubemappixels = NULL;
2904 cubemaptexture = NULL;
2905 // keep trying different suffix groups (posx, px, rt) until one loads
2906 for (j = 0;j < 3 && !cubemappixels;j++)
2908 // load the 6 images in the suffix group
2909 for (i = 0;i < 6;i++)
2911 // generate an image name based on the base and and suffix
2912 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2914 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2916 // an image loaded, make sure width and height are equal
2917 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2919 // if this is the first image to load successfully, allocate the cubemap memory
2920 if (!cubemappixels && image_width >= 1)
2922 cubemapsize = image_width;
2923 // note this clears to black, so unavailable sides are black
2924 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2926 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2928 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);
2931 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2933 Mem_Free(image_buffer);
2937 // if a cubemap loaded, upload it
2940 if (developer_loading.integer)
2941 Con_Printf("loading cubemap \"%s\"\n", basename);
2943 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);
2944 Mem_Free(cubemappixels);
2948 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2949 if (developer_loading.integer)
2951 Con_Printf("(tried tried images ");
2952 for (j = 0;j < 3;j++)
2953 for (i = 0;i < 6;i++)
2954 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2955 Con_Print(" and was unable to find any of them).\n");
2958 return cubemaptexture;
2961 rtexture_t *R_GetCubemap(const char *basename)
2964 for (i = 0;i < r_texture_numcubemaps;i++)
2965 if (r_texture_cubemaps[i] != NULL)
2966 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2967 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2968 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2969 return r_texture_whitecube;
2970 r_texture_numcubemaps++;
2971 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2972 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2973 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2974 return r_texture_cubemaps[i]->texture;
2977 static void R_Main_FreeViewCache(void)
2979 if (r_refdef.viewcache.entityvisible)
2980 Mem_Free(r_refdef.viewcache.entityvisible);
2981 if (r_refdef.viewcache.world_pvsbits)
2982 Mem_Free(r_refdef.viewcache.world_pvsbits);
2983 if (r_refdef.viewcache.world_leafvisible)
2984 Mem_Free(r_refdef.viewcache.world_leafvisible);
2985 if (r_refdef.viewcache.world_surfacevisible)
2986 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2987 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2990 static void R_Main_ResizeViewCache(void)
2992 int numentities = r_refdef.scene.numentities;
2993 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2994 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2995 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2996 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2997 if (r_refdef.viewcache.maxentities < numentities)
2999 r_refdef.viewcache.maxentities = numentities;
3000 if (r_refdef.viewcache.entityvisible)
3001 Mem_Free(r_refdef.viewcache.entityvisible);
3002 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3004 if (r_refdef.viewcache.world_numclusters != numclusters)
3006 r_refdef.viewcache.world_numclusters = numclusters;
3007 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3008 if (r_refdef.viewcache.world_pvsbits)
3009 Mem_Free(r_refdef.viewcache.world_pvsbits);
3010 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3012 if (r_refdef.viewcache.world_numleafs != numleafs)
3014 r_refdef.viewcache.world_numleafs = numleafs;
3015 if (r_refdef.viewcache.world_leafvisible)
3016 Mem_Free(r_refdef.viewcache.world_leafvisible);
3017 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3019 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3021 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3022 if (r_refdef.viewcache.world_surfacevisible)
3023 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3024 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3028 extern rtexture_t *loadingscreentexture;
3029 static void gl_main_start(void)
3031 loadingscreentexture = NULL;
3032 r_texture_blanknormalmap = NULL;
3033 r_texture_white = NULL;
3034 r_texture_grey128 = NULL;
3035 r_texture_black = NULL;
3036 r_texture_whitecube = NULL;
3037 r_texture_normalizationcube = NULL;
3038 r_texture_fogattenuation = NULL;
3039 r_texture_fogheighttexture = NULL;
3040 r_texture_gammaramps = NULL;
3041 r_texture_numcubemaps = 0;
3042 r_uniformbufferalignment = 32;
3044 r_loaddds = r_texture_dds_load.integer != 0;
3045 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3047 switch(vid.renderpath)
3049 case RENDERPATH_GL20:
3050 case RENDERPATH_GLES2:
3051 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3052 Cvar_SetValueQuick(&gl_combine, 1);
3053 Cvar_SetValueQuick(&r_glsl, 1);
3054 r_loadnormalmap = true;
3057 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3058 if (vid.support.arb_uniform_buffer_object)
3059 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3065 R_FrameData_Reset();
3066 R_BufferData_Reset();
3070 memset(r_queries, 0, sizeof(r_queries));
3072 r_qwskincache = NULL;
3073 r_qwskincache_size = 0;
3075 // due to caching of texture_t references, the collision cache must be reset
3076 Collision_Cache_Reset(true);
3078 // set up r_skinframe loading system for textures
3079 memset(&r_skinframe, 0, sizeof(r_skinframe));
3080 r_skinframe.loadsequence = 1;
3081 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3083 r_main_texturepool = R_AllocTexturePool();
3084 R_BuildBlankTextures();
3086 if (vid.support.arb_texture_cube_map)
3089 R_BuildNormalizationCube();
3091 r_texture_fogattenuation = NULL;
3092 r_texture_fogheighttexture = NULL;
3093 r_texture_gammaramps = NULL;
3094 //r_texture_fogintensity = NULL;
3095 memset(&r_fb, 0, sizeof(r_fb));
3096 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3097 r_glsl_permutation = NULL;
3098 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3099 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3100 memset(&r_svbsp, 0, sizeof (r_svbsp));
3102 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3103 r_texture_numcubemaps = 0;
3105 r_refdef.fogmasktable_density = 0;
3108 // For Steelstorm Android
3109 // FIXME CACHE the program and reload
3110 // FIXME see possible combinations for SS:BR android
3111 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3112 R_SetupShader_SetPermutationGLSL(0, 12);
3113 R_SetupShader_SetPermutationGLSL(0, 13);
3114 R_SetupShader_SetPermutationGLSL(0, 8388621);
3115 R_SetupShader_SetPermutationGLSL(3, 0);
3116 R_SetupShader_SetPermutationGLSL(3, 2048);
3117 R_SetupShader_SetPermutationGLSL(5, 0);
3118 R_SetupShader_SetPermutationGLSL(5, 2);
3119 R_SetupShader_SetPermutationGLSL(5, 2048);
3120 R_SetupShader_SetPermutationGLSL(5, 8388608);
3121 R_SetupShader_SetPermutationGLSL(11, 1);
3122 R_SetupShader_SetPermutationGLSL(11, 2049);
3123 R_SetupShader_SetPermutationGLSL(11, 8193);
3124 R_SetupShader_SetPermutationGLSL(11, 10241);
3125 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3129 static void gl_main_shutdown(void)
3131 R_RenderTarget_FreeUnused(true);
3132 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3134 R_FrameData_Reset();
3135 R_BufferData_Reset();
3137 R_Main_FreeViewCache();
3139 switch(vid.renderpath)
3141 case RENDERPATH_GL20:
3142 case RENDERPATH_GLES2:
3143 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3145 qglDeleteQueriesARB(r_maxqueries, r_queries);
3152 memset(r_queries, 0, sizeof(r_queries));
3154 r_qwskincache = NULL;
3155 r_qwskincache_size = 0;
3157 // clear out the r_skinframe state
3158 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3159 memset(&r_skinframe, 0, sizeof(r_skinframe));
3162 Mem_Free(r_svbsp.nodes);
3163 memset(&r_svbsp, 0, sizeof (r_svbsp));
3164 R_FreeTexturePool(&r_main_texturepool);
3165 loadingscreentexture = NULL;
3166 r_texture_blanknormalmap = NULL;
3167 r_texture_white = NULL;
3168 r_texture_grey128 = NULL;
3169 r_texture_black = NULL;
3170 r_texture_whitecube = NULL;
3171 r_texture_normalizationcube = NULL;
3172 r_texture_fogattenuation = NULL;
3173 r_texture_fogheighttexture = NULL;
3174 r_texture_gammaramps = NULL;
3175 r_texture_numcubemaps = 0;
3176 //r_texture_fogintensity = NULL;
3177 memset(&r_fb, 0, sizeof(r_fb));
3180 r_glsl_permutation = NULL;
3181 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3182 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3185 static void gl_main_newmap(void)
3187 // FIXME: move this code to client
3188 char *entities, entname[MAX_QPATH];
3190 Mem_Free(r_qwskincache);
3191 r_qwskincache = NULL;
3192 r_qwskincache_size = 0;
3195 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3196 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3198 CL_ParseEntityLump(entities);
3202 if (cl.worldmodel->brush.entities)
3203 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3205 R_Main_FreeViewCache();
3207 R_FrameData_Reset();
3208 R_BufferData_Reset();
3211 void GL_Main_Init(void)
3214 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3215 R_InitShaderModeInfo();
3217 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3218 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3219 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3220 if (gamemode == GAME_NEHAHRA)
3222 Cvar_RegisterVariable (&gl_fogenable);
3223 Cvar_RegisterVariable (&gl_fogdensity);
3224 Cvar_RegisterVariable (&gl_fogred);
3225 Cvar_RegisterVariable (&gl_foggreen);
3226 Cvar_RegisterVariable (&gl_fogblue);
3227 Cvar_RegisterVariable (&gl_fogstart);
3228 Cvar_RegisterVariable (&gl_fogend);
3229 Cvar_RegisterVariable (&gl_skyclip);
3231 Cvar_RegisterVariable(&r_motionblur);
3232 Cvar_RegisterVariable(&r_damageblur);
3233 Cvar_RegisterVariable(&r_motionblur_averaging);
3234 Cvar_RegisterVariable(&r_motionblur_randomize);
3235 Cvar_RegisterVariable(&r_motionblur_minblur);
3236 Cvar_RegisterVariable(&r_motionblur_maxblur);
3237 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3238 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3239 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3240 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3241 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3242 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3243 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3244 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3245 Cvar_RegisterVariable(&r_equalize_entities_by);
3246 Cvar_RegisterVariable(&r_equalize_entities_to);
3247 Cvar_RegisterVariable(&r_depthfirst);
3248 Cvar_RegisterVariable(&r_useinfinitefarclip);
3249 Cvar_RegisterVariable(&r_farclip_base);
3250 Cvar_RegisterVariable(&r_farclip_world);
3251 Cvar_RegisterVariable(&r_nearclip);
3252 Cvar_RegisterVariable(&r_deformvertexes);
3253 Cvar_RegisterVariable(&r_transparent);
3254 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3255 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3256 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3257 Cvar_RegisterVariable(&r_showoverdraw);
3258 Cvar_RegisterVariable(&r_showbboxes);
3259 Cvar_RegisterVariable(&r_showbboxes_client);
3260 Cvar_RegisterVariable(&r_showsurfaces);
3261 Cvar_RegisterVariable(&r_showtris);
3262 Cvar_RegisterVariable(&r_shownormals);
3263 Cvar_RegisterVariable(&r_showlighting);
3264 Cvar_RegisterVariable(&r_showcollisionbrushes);
3265 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3266 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3267 Cvar_RegisterVariable(&r_showdisabledepthtest);
3268 Cvar_RegisterVariable(&r_showspriteedges);
3269 Cvar_RegisterVariable(&r_showparticleedges);
3270 Cvar_RegisterVariable(&r_drawportals);
3271 Cvar_RegisterVariable(&r_drawentities);
3272 Cvar_RegisterVariable(&r_draw2d);
3273 Cvar_RegisterVariable(&r_drawworld);
3274 Cvar_RegisterVariable(&r_cullentities_trace);
3275 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3276 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3277 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3278 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3279 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3280 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3281 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3282 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3283 Cvar_RegisterVariable(&r_sortentities);
3284 Cvar_RegisterVariable(&r_drawviewmodel);
3285 Cvar_RegisterVariable(&r_drawexteriormodel);
3286 Cvar_RegisterVariable(&r_speeds);
3287 Cvar_RegisterVariable(&r_fullbrights);
3288 Cvar_RegisterVariable(&r_wateralpha);
3289 Cvar_RegisterVariable(&r_dynamic);
3290 Cvar_RegisterVariable(&r_fakelight);
3291 Cvar_RegisterVariable(&r_fakelight_intensity);
3292 Cvar_RegisterVariable(&r_fullbright_directed);
3293 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3294 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3295 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3296 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3297 Cvar_RegisterVariable(&r_fullbright);
3298 Cvar_RegisterVariable(&r_shadows);
3299 Cvar_RegisterVariable(&r_shadows_darken);
3300 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3301 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3302 Cvar_RegisterVariable(&r_shadows_throwdistance);
3303 Cvar_RegisterVariable(&r_shadows_throwdirection);
3304 Cvar_RegisterVariable(&r_shadows_focus);
3305 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3306 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3307 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3308 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3309 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3310 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3311 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3312 Cvar_RegisterVariable(&r_fog_exp2);
3313 Cvar_RegisterVariable(&r_fog_clear);
3314 Cvar_RegisterVariable(&r_drawfog);
3315 Cvar_RegisterVariable(&r_transparentdepthmasking);
3316 Cvar_RegisterVariable(&r_transparent_sortmindist);
3317 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3318 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3319 Cvar_RegisterVariable(&r_texture_dds_load);
3320 Cvar_RegisterVariable(&r_texture_dds_save);
3321 Cvar_RegisterVariable(&r_textureunits);
3322 Cvar_RegisterVariable(&gl_combine);
3323 Cvar_RegisterVariable(&r_usedepthtextures);
3324 Cvar_RegisterVariable(&r_viewfbo);
3325 Cvar_RegisterVariable(&r_rendertarget_debug);
3326 Cvar_RegisterVariable(&r_viewscale);
3327 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3328 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3329 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3330 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3331 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3332 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3333 Cvar_RegisterVariable(&r_glsl);
3334 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3335 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3336 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3337 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3338 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3339 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3340 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3341 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3342 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3343 Cvar_RegisterVariable(&r_glsl_postprocess);
3344 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3345 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3346 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3351 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3352 Cvar_RegisterVariable(&r_celshading);
3353 Cvar_RegisterVariable(&r_celoutlines);
3355 Cvar_RegisterVariable(&r_water);
3356 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3357 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3358 Cvar_RegisterVariable(&r_water_clippingplanebias);
3359 Cvar_RegisterVariable(&r_water_refractdistort);
3360 Cvar_RegisterVariable(&r_water_reflectdistort);
3361 Cvar_RegisterVariable(&r_water_scissormode);
3362 Cvar_RegisterVariable(&r_water_lowquality);
3363 Cvar_RegisterVariable(&r_water_hideplayer);
3365 Cvar_RegisterVariable(&r_lerpsprites);
3366 Cvar_RegisterVariable(&r_lerpmodels);
3367 Cvar_RegisterVariable(&r_lerplightstyles);
3368 Cvar_RegisterVariable(&r_waterscroll);
3369 Cvar_RegisterVariable(&r_bloom);
3370 Cvar_RegisterVariable(&r_bloom_colorscale);
3371 Cvar_RegisterVariable(&r_bloom_brighten);
3372 Cvar_RegisterVariable(&r_bloom_blur);
3373 Cvar_RegisterVariable(&r_bloom_resolution);
3374 Cvar_RegisterVariable(&r_bloom_colorexponent);
3375 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3376 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3377 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3378 Cvar_RegisterVariable(&r_hdr_glowintensity);
3379 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3380 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3381 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3382 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3383 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3384 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3385 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3386 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3387 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3388 Cvar_RegisterVariable(&developer_texturelogging);
3389 Cvar_RegisterVariable(&gl_lightmaps);
3390 Cvar_RegisterVariable(&r_test);
3391 Cvar_RegisterVariable(&r_batch_multidraw);
3392 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3393 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3394 Cvar_RegisterVariable(&r_glsl_skeletal);
3395 Cvar_RegisterVariable(&r_glsl_saturation);
3396 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3397 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3398 Cvar_RegisterVariable(&r_framedatasize);
3399 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3400 Cvar_RegisterVariable(&r_buffermegs[i]);
3401 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3402 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3403 Cvar_SetValue("r_fullbrights", 0);
3404 #ifdef DP_MOBILETOUCH
3405 // GLES devices have terrible depth precision in general, so...
3406 Cvar_SetValueQuick(&r_nearclip, 4);
3407 Cvar_SetValueQuick(&r_farclip_base, 4096);
3408 Cvar_SetValueQuick(&r_farclip_world, 0);
3409 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3411 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3414 void Render_Init(void)
3427 R_LightningBeams_Init();
3437 extern char *ENGINE_EXTENSIONS;
3440 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3441 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3442 gl_version = (const char *)qglGetString(GL_VERSION);
3443 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3447 if (!gl_platformextensions)
3448 gl_platformextensions = "";
3450 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3451 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3452 Con_Printf("GL_VERSION: %s\n", gl_version);
3453 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3454 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3456 VID_CheckExtensions();
3458 // LordHavoc: report supported extensions
3460 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3462 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3465 // clear to black (loading plaque will be seen over this)
3466 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3470 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3474 if (r_trippy.integer)
3476 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3478 p = r_refdef.view.frustum + i;
3483 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3487 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3491 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3495 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3519 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3523 if (r_trippy.integer)
3525 for (i = 0;i < numplanes;i++)
3532 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3536 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3540 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3544 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3548 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3552 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3556 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3560 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3568 //==================================================================================
3570 // LordHavoc: this stores temporary data used within the same frame
3572 typedef struct r_framedata_mem_s
3574 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3575 size_t size; // how much usable space
3576 size_t current; // how much space in use
3577 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3578 size_t wantedsize; // how much space was allocated
3579 unsigned char *data; // start of real data (16byte aligned)
3583 static r_framedata_mem_t *r_framedata_mem;
3585 void R_FrameData_Reset(void)
3587 while (r_framedata_mem)
3589 r_framedata_mem_t *next = r_framedata_mem->purge;
3590 Mem_Free(r_framedata_mem);
3591 r_framedata_mem = next;
3595 static void R_FrameData_Resize(qboolean mustgrow)
3598 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3599 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3600 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3602 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3603 newmem->wantedsize = wantedsize;
3604 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3605 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3606 newmem->current = 0;
3608 newmem->purge = r_framedata_mem;
3609 r_framedata_mem = newmem;
3613 void R_FrameData_NewFrame(void)
3615 R_FrameData_Resize(false);
3616 if (!r_framedata_mem)
3618 // if we ran out of space on the last frame, free the old memory now
3619 while (r_framedata_mem->purge)
3621 // repeatedly remove the second item in the list, leaving only head
3622 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3623 Mem_Free(r_framedata_mem->purge);
3624 r_framedata_mem->purge = next;
3626 // reset the current mem pointer
3627 r_framedata_mem->current = 0;
3628 r_framedata_mem->mark = 0;
3631 void *R_FrameData_Alloc(size_t size)
3636 // align to 16 byte boundary - the data pointer is already aligned, so we
3637 // only need to ensure the size of every allocation is also aligned
3638 size = (size + 15) & ~15;
3640 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3642 // emergency - we ran out of space, allocate more memory
3643 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3644 newvalue = r_framedatasize.value * 2.0f;
3645 // 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
3646 if (sizeof(size_t) >= 8)
3647 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3649 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3650 // this might not be a growing it, but we'll allocate another buffer every time
3651 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3652 R_FrameData_Resize(true);
3655 data = r_framedata_mem->data + r_framedata_mem->current;
3656 r_framedata_mem->current += size;
3658 // count the usage for stats
3659 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3660 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3662 return (void *)data;
3665 void *R_FrameData_Store(size_t size, void *data)
3667 void *d = R_FrameData_Alloc(size);
3669 memcpy(d, data, size);
3673 void R_FrameData_SetMark(void)
3675 if (!r_framedata_mem)
3677 r_framedata_mem->mark = r_framedata_mem->current;
3680 void R_FrameData_ReturnToMark(void)
3682 if (!r_framedata_mem)
3684 r_framedata_mem->current = r_framedata_mem->mark;
3687 //==================================================================================
3689 // avoid reusing the same buffer objects on consecutive frames
3690 #define R_BUFFERDATA_CYCLE 3
3692 typedef struct r_bufferdata_buffer_s
3694 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3695 size_t size; // how much usable space
3696 size_t current; // how much space in use
3697 r_meshbuffer_t *buffer; // the buffer itself
3699 r_bufferdata_buffer_t;
3701 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3702 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3704 /// frees all dynamic buffers
3705 void R_BufferData_Reset(void)
3708 r_bufferdata_buffer_t **p, *mem;
3709 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3711 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3714 p = &r_bufferdata_buffer[cycle][type];
3720 R_Mesh_DestroyMeshBuffer(mem->buffer);
3727 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3728 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3730 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3732 float newvalue = r_buffermegs[type].value;
3734 // increase the cvar if we have to (but only if we already have a mem)
3735 if (mustgrow && mem)
3737 newvalue = bound(0.25f, newvalue, 256.0f);
3738 while (newvalue * 1024*1024 < minsize)
3741 // clamp the cvar to valid range
3742 newvalue = bound(0.25f, newvalue, 256.0f);
3743 if (r_buffermegs[type].value != newvalue)
3744 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3746 // calculate size in bytes
3747 size = (size_t)(newvalue * 1024*1024);
3748 size = bound(131072, size, 256*1024*1024);
3750 // allocate a new buffer if the size is different (purge old one later)
3751 // or if we were told we must grow the buffer
3752 if (!mem || mem->size != size || mustgrow)
3754 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3757 if (type == R_BUFFERDATA_VERTEX)
3758 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3759 else if (type == R_BUFFERDATA_INDEX16)
3760 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3761 else if (type == R_BUFFERDATA_INDEX32)
3762 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3763 else if (type == R_BUFFERDATA_UNIFORM)
3764 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3765 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3766 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3770 void R_BufferData_NewFrame(void)
3773 r_bufferdata_buffer_t **p, *mem;
3774 // cycle to the next frame's buffers
3775 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3776 // if we ran out of space on the last time we used these buffers, free the old memory now
3777 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3779 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3781 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3782 // free all but the head buffer, this is how we recycle obsolete
3783 // buffers after they are no longer in use
3784 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3790 R_Mesh_DestroyMeshBuffer(mem->buffer);
3793 // reset the current offset
3794 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3799 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3801 r_bufferdata_buffer_t *mem;
3805 *returnbufferoffset = 0;
3807 // align size to a byte boundary appropriate for the buffer type, this
3808 // makes all allocations have aligned start offsets
3809 if (type == R_BUFFERDATA_UNIFORM)
3810 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3812 padsize = (datasize + 15) & ~15;
3814 // if we ran out of space in this buffer we must allocate a new one
3815 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)
3816 R_BufferData_Resize(type, true, padsize);
3818 // if the resize did not give us enough memory, fail
3819 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)
3820 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3822 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3823 offset = (int)mem->current;
3824 mem->current += padsize;
3826 // upload the data to the buffer at the chosen offset
3828 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3829 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3831 // count the usage for stats
3832 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3833 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3835 // return the buffer offset
3836 *returnbufferoffset = offset;
3841 //==================================================================================
3843 // LordHavoc: animcache originally written by Echon, rewritten since then
3846 * Animation cache prevents re-generating mesh data for an animated model
3847 * multiple times in one frame for lighting, shadowing, reflections, etc.
3850 void R_AnimCache_Free(void)
3854 void R_AnimCache_ClearCache(void)
3857 entity_render_t *ent;
3859 for (i = 0;i < r_refdef.scene.numentities;i++)
3861 ent = r_refdef.scene.entities[i];
3862 ent->animcache_vertex3f = NULL;
3863 ent->animcache_vertex3f_vertexbuffer = NULL;
3864 ent->animcache_vertex3f_bufferoffset = 0;
3865 ent->animcache_normal3f = NULL;
3866 ent->animcache_normal3f_vertexbuffer = NULL;
3867 ent->animcache_normal3f_bufferoffset = 0;
3868 ent->animcache_svector3f = NULL;
3869 ent->animcache_svector3f_vertexbuffer = NULL;
3870 ent->animcache_svector3f_bufferoffset = 0;
3871 ent->animcache_tvector3f = NULL;
3872 ent->animcache_tvector3f_vertexbuffer = NULL;
3873 ent->animcache_tvector3f_bufferoffset = 0;
3874 ent->animcache_skeletaltransform3x4 = NULL;
3875 ent->animcache_skeletaltransform3x4buffer = NULL;
3876 ent->animcache_skeletaltransform3x4offset = 0;
3877 ent->animcache_skeletaltransform3x4size = 0;
3881 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3883 dp_model_t *model = ent->model;
3886 // see if this ent is worth caching
3887 if (!model || !model->Draw || !model->AnimateVertices)
3889 // nothing to cache if it contains no animations and has no skeleton
3890 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3892 // see if it is already cached for gpuskeletal
3893 if (ent->animcache_skeletaltransform3x4)
3895 // see if it is already cached as a mesh
3896 if (ent->animcache_vertex3f)
3898 // check if we need to add normals or tangents
3899 if (ent->animcache_normal3f)
3900 wantnormals = false;
3901 if (ent->animcache_svector3f)
3902 wanttangents = false;
3903 if (!wantnormals && !wanttangents)
3907 // check which kind of cache we need to generate
3908 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3910 // cache the skeleton so the vertex shader can use it
3911 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3912 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3913 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3914 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3915 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3916 // note: this can fail if the buffer is at the grow limit
3917 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3918 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3920 else if (ent->animcache_vertex3f)
3922 // mesh was already cached but we may need to add normals/tangents
3923 // (this only happens with multiple views, reflections, cameras, etc)
3924 if (wantnormals || wanttangents)
3926 numvertices = model->surfmesh.num_vertices;
3928 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3932 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3935 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3936 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3937 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3942 // generate mesh cache
3943 numvertices = model->surfmesh.num_vertices;
3944 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3946 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3949 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3950 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3952 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3953 if (wantnormals || wanttangents)
3955 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3956 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3957 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3959 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3960 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3961 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3966 void R_AnimCache_CacheVisibleEntities(void)
3970 // TODO: thread this
3971 // NOTE: R_PrepareRTLights() also caches entities
3973 for (i = 0;i < r_refdef.scene.numentities;i++)
3974 if (r_refdef.viewcache.entityvisible[i])
3975 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3978 //==================================================================================
3980 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3983 vec3_t eyemins, eyemaxs;
3984 vec3_t boxmins, boxmaxs;
3985 vec3_t padmins, padmaxs;
3988 dp_model_t *model = r_refdef.scene.worldmodel;
3989 static vec3_t positions[] = {
3990 { 0.5f, 0.5f, 0.5f },
3991 { 0.0f, 0.0f, 0.0f },
3992 { 0.0f, 0.0f, 1.0f },
3993 { 0.0f, 1.0f, 0.0f },
3994 { 0.0f, 1.0f, 1.0f },
3995 { 1.0f, 0.0f, 0.0f },
3996 { 1.0f, 0.0f, 1.0f },
3997 { 1.0f, 1.0f, 0.0f },
3998 { 1.0f, 1.0f, 1.0f },
4001 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4005 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4006 if (!r_refdef.view.usevieworiginculling)
4009 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4012 // expand the eye box a little
4013 eyemins[0] = eye[0] - eyejitter;
4014 eyemaxs[0] = eye[0] + eyejitter;
4015 eyemins[1] = eye[1] - eyejitter;
4016 eyemaxs[1] = eye[1] + eyejitter;
4017 eyemins[2] = eye[2] - eyejitter;
4018 eyemaxs[2] = eye[2] + eyejitter;
4019 // expand the box a little
4020 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4021 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4022 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4023 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4024 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4025 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4026 // make an even larger box for the acceptable area
4027 padmins[0] = boxmins[0] - pad;
4028 padmaxs[0] = boxmaxs[0] + pad;
4029 padmins[1] = boxmins[1] - pad;
4030 padmaxs[1] = boxmaxs[1] + pad;
4031 padmins[2] = boxmins[2] - pad;
4032 padmaxs[2] = boxmaxs[2] + pad;
4034 // return true if eye overlaps enlarged box
4035 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4038 // try specific positions in the box first - note that these can be cached
4039 if (r_cullentities_trace_entityocclusion.integer)
4041 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4043 VectorCopy(eye, start);
4044 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4045 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4046 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4047 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4048 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4049 // not picky - if the trace ended anywhere in the box we're good
4050 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4054 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4057 // try various random positions
4058 for (i = 0; i < numsamples; i++)
4060 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4061 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4062 if (r_cullentities_trace_entityocclusion.integer)
4064 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4065 // not picky - if the trace ended anywhere in the box we're good
4066 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4069 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4077 static void R_View_UpdateEntityVisible (void)
4082 entity_render_t *ent;
4084 if (r_refdef.envmap || r_fb.water.hideplayer)
4085 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4086 else if (chase_active.integer || r_fb.water.renderingscene)
4087 renderimask = RENDER_VIEWMODEL;
4089 renderimask = RENDER_EXTERIORMODEL;
4090 if (!r_drawviewmodel.integer)
4091 renderimask |= RENDER_VIEWMODEL;
4092 if (!r_drawexteriormodel.integer)
4093 renderimask |= RENDER_EXTERIORMODEL;
4094 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4095 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4097 // worldmodel can check visibility
4098 for (i = 0;i < r_refdef.scene.numentities;i++)
4100 ent = r_refdef.scene.entities[i];
4101 if (!(ent->flags & renderimask))
4102 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4103 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))
4104 r_refdef.viewcache.entityvisible[i] = true;
4109 // no worldmodel or it can't check visibility
4110 for (i = 0;i < r_refdef.scene.numentities;i++)
4112 ent = r_refdef.scene.entities[i];
4113 if (!(ent->flags & renderimask))
4114 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)))
4115 r_refdef.viewcache.entityvisible[i] = true;
4118 if (r_cullentities_trace.integer)
4120 for (i = 0;i < r_refdef.scene.numentities;i++)
4122 if (!r_refdef.viewcache.entityvisible[i])
4124 ent = r_refdef.scene.entities[i];
4125 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4127 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4128 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4129 ent->last_trace_visibility = realtime;
4130 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4131 r_refdef.viewcache.entityvisible[i] = 0;
4137 /// only used if skyrendermasked, and normally returns false
4138 static int R_DrawBrushModelsSky (void)
4141 entity_render_t *ent;
4144 for (i = 0;i < r_refdef.scene.numentities;i++)
4146 if (!r_refdef.viewcache.entityvisible[i])
4148 ent = r_refdef.scene.entities[i];
4149 if (!ent->model || !ent->model->DrawSky)
4151 ent->model->DrawSky(ent);
4157 static void R_DrawNoModel(entity_render_t *ent);
4158 static void R_DrawModels(void)
4161 entity_render_t *ent;
4163 for (i = 0;i < r_refdef.scene.numentities;i++)
4165 if (!r_refdef.viewcache.entityvisible[i])
4167 ent = r_refdef.scene.entities[i];
4168 r_refdef.stats[r_stat_entities]++;
4170 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4173 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4174 Con_Printf("R_DrawModels\n");
4175 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]);
4176 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);
4177 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);
4180 if (ent->model && ent->model->Draw != NULL)
4181 ent->model->Draw(ent);
4187 static void R_DrawModelsDepth(void)
4190 entity_render_t *ent;
4192 for (i = 0;i < r_refdef.scene.numentities;i++)
4194 if (!r_refdef.viewcache.entityvisible[i])
4196 ent = r_refdef.scene.entities[i];
4197 if (ent->model && ent->model->DrawDepth != NULL)
4198 ent->model->DrawDepth(ent);
4202 static void R_DrawModelsDebug(void)
4205 entity_render_t *ent;
4207 for (i = 0;i < r_refdef.scene.numentities;i++)
4209 if (!r_refdef.viewcache.entityvisible[i])
4211 ent = r_refdef.scene.entities[i];
4212 if (ent->model && ent->model->DrawDebug != NULL)
4213 ent->model->DrawDebug(ent);
4217 static void R_DrawModelsAddWaterPlanes(void)
4220 entity_render_t *ent;
4222 for (i = 0;i < r_refdef.scene.numentities;i++)
4224 if (!r_refdef.viewcache.entityvisible[i])
4226 ent = r_refdef.scene.entities[i];
4227 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4228 ent->model->DrawAddWaterPlanes(ent);
4232 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}};
4234 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4236 if (r_hdr_irisadaptation.integer)
4241 vec3_t diffusenormal;
4243 vec_t brightness = 0.0f;
4248 VectorCopy(r_refdef.view.forward, forward);
4249 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4251 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4252 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4253 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4254 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4255 d = DotProduct(forward, diffusenormal);
4256 brightness += VectorLength(ambient);
4258 brightness += d * VectorLength(diffuse);
4260 brightness *= 1.0f / c;
4261 brightness += 0.00001f; // make sure it's never zero
4262 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4263 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4264 current = r_hdr_irisadaptation_value.value;
4266 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4267 else if (current > goal)
4268 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4269 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4270 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4272 else if (r_hdr_irisadaptation_value.value != 1.0f)
4273 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4276 static void R_View_SetFrustum(const int *scissor)
4279 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4280 vec3_t forward, left, up, origin, v;
4284 // flipped x coordinates (because x points left here)
4285 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4286 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4287 // non-flipped y coordinates
4288 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4289 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4292 // we can't trust r_refdef.view.forward and friends in reflected scenes
4293 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4296 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4297 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4298 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4299 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4300 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4301 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4302 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4303 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4304 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4305 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4306 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4307 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4311 zNear = r_refdef.nearclip;
4312 nudge = 1.0 - 1.0 / (1<<23);
4313 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4314 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4315 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4316 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4317 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4318 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4319 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4320 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4326 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4327 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4328 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4329 r_refdef.view.frustum[0].dist = m[15] - m[12];
4331 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4332 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4333 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4334 r_refdef.view.frustum[1].dist = m[15] + m[12];
4336 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4337 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4338 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4339 r_refdef.view.frustum[2].dist = m[15] - m[13];
4341 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4342 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4343 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4344 r_refdef.view.frustum[3].dist = m[15] + m[13];
4346 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4347 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4348 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4349 r_refdef.view.frustum[4].dist = m[15] - m[14];
4351 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4352 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4353 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4354 r_refdef.view.frustum[5].dist = m[15] + m[14];
4357 if (r_refdef.view.useperspective)
4359 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4360 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]);
4361 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]);
4362 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]);
4363 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]);
4365 // then the normals from the corners relative to origin
4366 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4367 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4368 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4369 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4371 // in a NORMAL view, forward cross left == up
4372 // in a REFLECTED view, forward cross left == down
4373 // so our cross products above need to be adjusted for a left handed coordinate system
4374 CrossProduct(forward, left, v);
4375 if(DotProduct(v, up) < 0)
4377 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4378 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4379 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4380 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4383 // Leaving those out was a mistake, those were in the old code, and they
4384 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4385 // I couldn't reproduce it after adding those normalizations. --blub
4386 VectorNormalize(r_refdef.view.frustum[0].normal);
4387 VectorNormalize(r_refdef.view.frustum[1].normal);
4388 VectorNormalize(r_refdef.view.frustum[2].normal);
4389 VectorNormalize(r_refdef.view.frustum[3].normal);
4391 // make the corners absolute
4392 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4393 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4394 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4395 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4398 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4400 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4401 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4402 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4403 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4404 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4408 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4409 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4410 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4411 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4412 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4413 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4414 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4415 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4416 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4417 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4419 r_refdef.view.numfrustumplanes = 5;
4421 if (r_refdef.view.useclipplane)
4423 r_refdef.view.numfrustumplanes = 6;
4424 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4427 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4428 PlaneClassify(r_refdef.view.frustum + i);
4430 // LordHavoc: note to all quake engine coders, Quake had a special case
4431 // for 90 degrees which assumed a square view (wrong), so I removed it,
4432 // Quake2 has it disabled as well.
4434 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4435 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4436 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4437 //PlaneClassify(&frustum[0]);
4439 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4440 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4441 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4442 //PlaneClassify(&frustum[1]);
4444 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4445 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4446 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4447 //PlaneClassify(&frustum[2]);
4449 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4450 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4451 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4452 //PlaneClassify(&frustum[3]);
4455 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4456 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4457 //PlaneClassify(&frustum[4]);
4460 static void R_View_UpdateWithScissor(const int *myscissor)
4462 R_Main_ResizeViewCache();
4463 R_View_SetFrustum(myscissor);
4464 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4465 R_View_UpdateEntityVisible();
4468 static void R_View_Update(void)
4470 R_Main_ResizeViewCache();
4471 R_View_SetFrustum(NULL);
4472 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4473 R_View_UpdateEntityVisible();
4476 float viewscalefpsadjusted = 1.0f;
4478 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4480 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4481 scale = bound(0.03125f, scale, 1.0f);
4482 *outwidth = (int)ceil(width * scale);
4483 *outheight = (int)ceil(height * scale);
4486 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4488 const float *customclipplane = NULL;
4490 int /*rtwidth,*/ rtheight;
4491 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4493 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4494 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4495 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4496 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4497 dist = r_refdef.view.clipplane.dist;
4498 plane[0] = r_refdef.view.clipplane.normal[0];
4499 plane[1] = r_refdef.view.clipplane.normal[1];
4500 plane[2] = r_refdef.view.clipplane.normal[2];
4502 customclipplane = plane;
4505 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4506 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4508 if (!r_refdef.view.useperspective)
4509 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4510 else if (vid.stencil && r_useinfinitefarclip.integer)
4511 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4513 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4514 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4515 R_SetViewport(&r_refdef.view.viewport);
4518 void R_EntityMatrix(const matrix4x4_t *matrix)
4520 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4522 gl_modelmatrixchanged = false;
4523 gl_modelmatrix = *matrix;
4524 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4525 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4526 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4527 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4529 switch(vid.renderpath)
4531 case RENDERPATH_GL20:
4532 case RENDERPATH_GLES2:
4533 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4534 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4540 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4542 r_viewport_t viewport;
4546 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4547 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4548 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4549 R_SetViewport(&viewport);
4550 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4551 GL_Color(1, 1, 1, 1);
4552 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4553 GL_BlendFunc(GL_ONE, GL_ZERO);
4554 GL_ScissorTest(false);
4555 GL_DepthMask(false);
4556 GL_DepthRange(0, 1);
4557 GL_DepthTest(false);
4558 GL_DepthFunc(GL_LEQUAL);
4559 R_EntityMatrix(&identitymatrix);
4560 R_Mesh_ResetTextureState();
4561 GL_PolygonOffset(0, 0);
4562 switch(vid.renderpath)
4564 case RENDERPATH_GL20:
4565 case RENDERPATH_GLES2:
4566 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4569 GL_CullFace(GL_NONE);
4574 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4576 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4579 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4581 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4582 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4583 GL_Color(1, 1, 1, 1);
4584 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4585 GL_BlendFunc(GL_ONE, GL_ZERO);
4586 GL_ScissorTest(true);
4588 GL_DepthRange(0, 1);
4590 GL_DepthFunc(GL_LEQUAL);
4591 R_EntityMatrix(&identitymatrix);
4592 R_Mesh_ResetTextureState();
4593 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4594 switch(vid.renderpath)
4596 case RENDERPATH_GL20:
4597 case RENDERPATH_GLES2:
4598 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4601 GL_CullFace(r_refdef.view.cullface_back);
4606 R_RenderView_UpdateViewVectors
4609 void R_RenderView_UpdateViewVectors(void)
4611 // break apart the view matrix into vectors for various purposes
4612 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4613 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4614 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4615 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4616 // make an inverted copy of the view matrix for tracking sprites
4617 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4620 void R_RenderTarget_FreeUnused(qboolean force)
4623 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4624 for (i = 0; i < end; i++)
4626 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4627 // free resources for rendertargets that have not been used for a while
4628 // (note: this check is run after the frame render, so any targets used
4629 // this frame will not be affected even at low framerates)
4630 if (r && (realtime - r->lastusetime > 0.2 || force))
4633 R_Mesh_DestroyFramebufferObject(r->fbo);
4634 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4635 if (r->colortexture[j])
4636 R_FreeTexture(r->colortexture[j]);
4637 if (r->depthtexture)
4638 R_FreeTexture(r->depthtexture);
4639 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4644 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4646 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4650 y2 = (th - y - h) * ih;
4661 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4664 r_rendertarget_t *r = NULL;
4666 // first try to reuse an existing slot if possible
4667 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4668 for (i = 0; i < end; i++)
4670 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4671 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4676 // no unused exact match found, so we have to make one in the first unused slot
4677 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4678 r->texturewidth = texturewidth;
4679 r->textureheight = textureheight;
4680 r->colortextype[0] = colortextype0;
4681 r->colortextype[1] = colortextype1;
4682 r->colortextype[2] = colortextype2;
4683 r->colortextype[3] = colortextype3;
4684 r->depthtextype = depthtextype;
4685 r->depthisrenderbuffer = depthisrenderbuffer;
4686 for (j = 0; j < 4; j++)
4687 if (r->colortextype[j])
4688 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4689 if (r->depthtextype)
4691 if (r->depthisrenderbuffer)
4692 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4694 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4696 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4698 r_refdef.stats[r_stat_rendertargets_used]++;
4699 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4700 r->lastusetime = realtime;
4701 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4705 static void R_Water_StartFrame(void)
4707 int waterwidth, waterheight;
4709 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4712 // set waterwidth and waterheight to the water resolution that will be
4713 // used (often less than the screen resolution for faster rendering)
4714 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4715 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4716 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4718 if (!r_water.integer || r_showsurfaces.integer)
4719 waterwidth = waterheight = 0;
4721 // set up variables that will be used in shader setup
4722 r_fb.water.waterwidth = waterwidth;
4723 r_fb.water.waterheight = waterheight;
4724 r_fb.water.texturewidth = waterwidth;
4725 r_fb.water.textureheight = waterheight;
4726 r_fb.water.camerawidth = waterwidth;
4727 r_fb.water.cameraheight = waterheight;
4728 r_fb.water.screenscale[0] = 0.5f;
4729 r_fb.water.screenscale[1] = 0.5f;
4730 r_fb.water.screencenter[0] = 0.5f;
4731 r_fb.water.screencenter[1] = 0.5f;
4732 r_fb.water.enabled = waterwidth != 0;
4734 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4735 r_fb.water.numwaterplanes = 0;
4738 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4740 int planeindex, bestplaneindex, vertexindex;
4741 vec3_t mins, maxs, normal, center, v, n;
4742 vec_t planescore, bestplanescore;
4744 r_waterstate_waterplane_t *p;
4745 texture_t *t = R_GetCurrentTexture(surface->texture);
4747 rsurface.texture = t;
4748 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4749 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4750 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4752 // average the vertex normals, find the surface bounds (after deformvertexes)
4753 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4754 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4755 VectorCopy(n, normal);
4756 VectorCopy(v, mins);
4757 VectorCopy(v, maxs);
4758 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4760 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4761 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4762 VectorAdd(normal, n, normal);
4763 mins[0] = min(mins[0], v[0]);
4764 mins[1] = min(mins[1], v[1]);
4765 mins[2] = min(mins[2], v[2]);
4766 maxs[0] = max(maxs[0], v[0]);
4767 maxs[1] = max(maxs[1], v[1]);
4768 maxs[2] = max(maxs[2], v[2]);
4770 VectorNormalize(normal);
4771 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4773 VectorCopy(normal, plane.normal);
4774 VectorNormalize(plane.normal);
4775 plane.dist = DotProduct(center, plane.normal);
4776 PlaneClassify(&plane);
4777 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4779 // skip backfaces (except if nocullface is set)
4780 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4782 VectorNegate(plane.normal, plane.normal);
4784 PlaneClassify(&plane);
4788 // find a matching plane if there is one
4789 bestplaneindex = -1;
4790 bestplanescore = 1048576.0f;
4791 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4793 if(p->camera_entity == t->camera_entity)
4795 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4796 if (bestplaneindex < 0 || bestplanescore > planescore)
4798 bestplaneindex = planeindex;
4799 bestplanescore = planescore;
4803 planeindex = bestplaneindex;
4805 // if this surface does not fit any known plane rendered this frame, add one
4806 if (planeindex < 0 || bestplanescore > 0.001f)
4808 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4810 // store the new plane
4811 planeindex = r_fb.water.numwaterplanes++;
4812 p = r_fb.water.waterplanes + planeindex;
4814 // clear materialflags and pvs
4815 p->materialflags = 0;
4816 p->pvsvalid = false;
4817 p->camera_entity = t->camera_entity;
4818 VectorCopy(mins, p->mins);
4819 VectorCopy(maxs, p->maxs);
4823 // We're totally screwed.
4829 // merge mins/maxs when we're adding this surface to the plane
4830 p = r_fb.water.waterplanes + planeindex;
4831 p->mins[0] = min(p->mins[0], mins[0]);
4832 p->mins[1] = min(p->mins[1], mins[1]);
4833 p->mins[2] = min(p->mins[2], mins[2]);
4834 p->maxs[0] = max(p->maxs[0], maxs[0]);
4835 p->maxs[1] = max(p->maxs[1], maxs[1]);
4836 p->maxs[2] = max(p->maxs[2], maxs[2]);
4838 // merge this surface's materialflags into the waterplane
4839 p->materialflags |= t->currentmaterialflags;
4840 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4842 // merge this surface's PVS into the waterplane
4843 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4844 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4846 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4852 extern cvar_t r_drawparticles;
4853 extern cvar_t r_drawdecals;
4855 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4858 r_refdef_view_t originalview;
4859 r_refdef_view_t myview;
4860 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;
4861 r_waterstate_waterplane_t *p;
4863 r_rendertarget_t *rt;
4865 originalview = r_refdef.view;
4867 // lowquality hack, temporarily shut down some cvars and restore afterwards
4868 qualityreduction = r_water_lowquality.integer;
4869 if (qualityreduction > 0)
4871 if (qualityreduction >= 1)
4873 old_r_shadows = r_shadows.integer;
4874 old_r_worldrtlight = r_shadow_realtime_world.integer;
4875 old_r_dlight = r_shadow_realtime_dlight.integer;
4876 Cvar_SetValueQuick(&r_shadows, 0);
4877 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4878 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4880 if (qualityreduction >= 2)
4882 old_r_dynamic = r_dynamic.integer;
4883 old_r_particles = r_drawparticles.integer;
4884 old_r_decals = r_drawdecals.integer;
4885 Cvar_SetValueQuick(&r_dynamic, 0);
4886 Cvar_SetValueQuick(&r_drawparticles, 0);
4887 Cvar_SetValueQuick(&r_drawdecals, 0);
4891 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4893 p->rt_reflection = NULL;
4894 p->rt_refraction = NULL;
4895 p->rt_camera = NULL;
4899 r_refdef.view = originalview;
4900 r_refdef.view.showdebug = false;
4901 r_refdef.view.width = r_fb.water.waterwidth;
4902 r_refdef.view.height = r_fb.water.waterheight;
4903 r_refdef.view.useclipplane = true;
4904 myview = r_refdef.view;
4905 r_fb.water.renderingscene = true;
4906 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4908 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4911 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4913 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4914 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4916 r_refdef.view = myview;
4917 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4918 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4919 if(r_water_scissormode.integer)
4921 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4922 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4924 p->rt_reflection = NULL;
4925 p->rt_refraction = NULL;
4926 p->rt_camera = NULL;
4931 r_refdef.view.clipplane = p->plane;
4932 // reflected view origin may be in solid, so don't cull with it
4933 r_refdef.view.usevieworiginculling = false;
4934 // reverse the cullface settings for this render
4935 r_refdef.view.cullface_front = GL_FRONT;
4936 r_refdef.view.cullface_back = GL_BACK;
4937 // combined pvs (based on what can be seen from each surface center)
4938 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4940 r_refdef.view.usecustompvs = true;
4942 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4944 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4947 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4948 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4949 GL_ScissorTest(false);
4950 R_ClearScreen(r_refdef.fogenabled);
4951 GL_ScissorTest(true);
4952 if(r_water_scissormode.integer & 2)
4953 R_View_UpdateWithScissor(myscissor);
4956 R_AnimCache_CacheVisibleEntities();
4957 if(r_water_scissormode.integer & 1)
4958 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4959 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4961 r_fb.water.hideplayer = false;
4962 p->rt_reflection = rt;
4965 // render the normal view scene and copy into texture
4966 // (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)
4967 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4969 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4970 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4972 r_refdef.view = myview;
4973 if(r_water_scissormode.integer)
4975 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4976 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4978 p->rt_reflection = NULL;
4979 p->rt_refraction = NULL;
4980 p->rt_camera = NULL;
4985 // combined pvs (based on what can be seen from each surface center)
4986 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4988 r_refdef.view.usecustompvs = true;
4990 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4992 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4995 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4997 r_refdef.view.clipplane = p->plane;
4998 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4999 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5001 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5003 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5004 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5005 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5006 R_RenderView_UpdateViewVectors();
5007 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5009 r_refdef.view.usecustompvs = true;
5010 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);
5014 PlaneClassify(&r_refdef.view.clipplane);
5016 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5017 GL_ScissorTest(false);
5018 R_ClearScreen(r_refdef.fogenabled);
5019 GL_ScissorTest(true);
5020 if(r_water_scissormode.integer & 2)
5021 R_View_UpdateWithScissor(myscissor);
5024 R_AnimCache_CacheVisibleEntities();
5025 if(r_water_scissormode.integer & 1)
5026 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5027 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5029 r_fb.water.hideplayer = false;
5030 p->rt_refraction = rt;
5032 else if (p->materialflags & MATERIALFLAG_CAMERA)
5034 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5035 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5037 r_refdef.view = myview;
5039 r_refdef.view.clipplane = p->plane;
5040 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5041 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5043 r_refdef.view.width = r_fb.water.camerawidth;
5044 r_refdef.view.height = r_fb.water.cameraheight;
5045 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5046 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5047 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5048 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5050 if(p->camera_entity)
5052 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5053 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5056 // note: all of the view is used for displaying... so
5057 // there is no use in scissoring
5059 // reverse the cullface settings for this render
5060 r_refdef.view.cullface_front = GL_FRONT;
5061 r_refdef.view.cullface_back = GL_BACK;
5062 // also reverse the view matrix
5063 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
5064 R_RenderView_UpdateViewVectors();
5065 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5067 r_refdef.view.usecustompvs = true;
5068 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);
5071 // camera needs no clipplane
5072 r_refdef.view.useclipplane = false;
5073 // TODO: is the camera origin always valid? if so we don't need to clear this
5074 r_refdef.view.usevieworiginculling = false;
5076 PlaneClassify(&r_refdef.view.clipplane);
5078 r_fb.water.hideplayer = false;
5080 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5081 GL_ScissorTest(false);
5082 R_ClearScreen(r_refdef.fogenabled);
5083 GL_ScissorTest(true);
5085 R_AnimCache_CacheVisibleEntities();
5086 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5088 r_fb.water.hideplayer = false;
5093 r_fb.water.renderingscene = false;
5094 r_refdef.view = originalview;
5095 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5097 R_AnimCache_CacheVisibleEntities();
5100 r_refdef.view = originalview;
5101 r_fb.water.renderingscene = false;
5102 Cvar_SetValueQuick(&r_water, 0);
5103 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5105 // lowquality hack, restore cvars
5106 if (qualityreduction > 0)
5108 if (qualityreduction >= 1)
5110 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5111 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5112 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5114 if (qualityreduction >= 2)
5116 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5117 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5118 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5123 static void R_Bloom_StartFrame(void)
5125 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5126 int viewwidth, viewheight;
5127 textype_t textype = TEXTYPE_COLORBUFFER;
5129 // clear the pointers to rendertargets from last frame as they're stale
5130 r_fb.rt_screen = NULL;
5131 r_fb.rt_bloom = NULL;
5133 switch (vid.renderpath)
5135 case RENDERPATH_GL20:
5136 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5137 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5138 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5139 // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
5140 if (!vid.support.ext_framebuffer_object)
5143 case RENDERPATH_GLES2:
5144 r_fb.usedepthtextures = false;
5148 if (r_viewscale_fpsscaling.integer)
5150 double actualframetime;
5151 double targetframetime;
5153 actualframetime = r_refdef.lastdrawscreentime;
5154 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5155 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5156 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5157 if (r_viewscale_fpsscaling_stepsize.value > 0)
5158 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5159 viewscalefpsadjusted += adjust;
5160 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5163 viewscalefpsadjusted = 1.0f;
5165 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5167 // set bloomwidth and bloomheight to the bloom resolution that will be
5168 // used (often less than the screen resolution for faster rendering)
5169 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5170 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5171 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5172 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5173 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5175 // calculate desired texture sizes
5176 screentexturewidth = viewwidth;
5177 screentextureheight = viewheight;
5178 bloomtexturewidth = r_fb.bloomwidth;
5179 bloomtextureheight = r_fb.bloomheight;
5181 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))
5183 Cvar_SetValueQuick(&r_bloom, 0);
5184 Cvar_SetValueQuick(&r_motionblur, 0);
5185 Cvar_SetValueQuick(&r_damageblur, 0);
5188 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5189 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5191 if (r_fb.ghosttexture)
5192 R_FreeTexture(r_fb.ghosttexture);
5193 r_fb.ghosttexture = NULL;
5195 r_fb.screentexturewidth = screentexturewidth;
5196 r_fb.screentextureheight = screentextureheight;
5197 r_fb.textype = textype;
5199 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5201 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5202 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);
5203 r_fb.ghosttexture_valid = false;
5207 if (r_bloom.integer)
5209 // bloom texture is a different resolution
5210 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5211 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5212 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5215 r_fb.bloomwidth = r_fb.bloomheight = 0;
5217 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5219 r_refdef.view.clear = true;
5222 static void R_Bloom_MakeTexture(void)
5225 float xoffset, yoffset, r, brighten;
5226 float colorscale = r_bloom_colorscale.value;
5227 r_viewport_t bloomviewport;
5228 r_rendertarget_t *prev, *cur;
5229 textype_t textype = r_fb.rt_screen->colortextype[0];
5231 r_refdef.stats[r_stat_bloom]++;
5233 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5235 // scale down screen texture to the bloom texture size
5237 prev = r_fb.rt_screen;
5238 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5239 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5240 R_SetViewport(&bloomviewport);
5241 GL_CullFace(GL_NONE);
5242 GL_DepthTest(false);
5243 GL_BlendFunc(GL_ONE, GL_ZERO);
5244 GL_Color(colorscale, colorscale, colorscale, 1);
5245 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5246 // TODO: do boxfilter scale-down in shader?
5247 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
5248 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5249 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5250 // we now have a properly scaled bloom image
5252 // multiply bloom image by itself as many times as desired to darken it
5253 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5254 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5257 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5258 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5260 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5262 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5263 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5264 GL_Color(1,1,1,1); // no fix factor supported here
5265 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5266 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5267 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5268 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5271 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5272 brighten = r_bloom_brighten.value;
5273 brighten = sqrt(brighten);
5275 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5277 for (dir = 0;dir < 2;dir++)
5280 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5281 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5282 // blend on at multiple vertical offsets to achieve a vertical blur
5283 // TODO: do offset blends using GLSL
5284 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5285 GL_BlendFunc(GL_ONE, GL_ZERO);
5286 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5287 for (x = -range;x <= range;x++)
5289 if (!dir){xoffset = 0;yoffset = x;}
5290 else {xoffset = x;yoffset = 0;}
5291 xoffset /= (float)prev->texturewidth;
5292 yoffset /= (float)prev->textureheight;
5293 // compute a texcoord array with the specified x and y offset
5294 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5295 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5296 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5297 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5298 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5299 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5300 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5301 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5302 // this r value looks like a 'dot' particle, fading sharply to
5303 // black at the edges
5304 // (probably not realistic but looks good enough)
5305 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5306 //r = brighten/(range*2+1);
5307 r = brighten / (range * 2 + 1);
5309 r *= (1 - x*x/(float)((range+1)*(range+1)));
5312 GL_Color(r, r, r, 1);
5313 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5314 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5315 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5316 GL_BlendFunc(GL_ONE, GL_ONE);
5320 // now we have the bloom image, so keep track of it
5321 r_fb.rt_bloom = cur;
5324 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5326 dpuint64 permutation;
5327 float uservecs[4][4];
5328 rtexture_t *viewtexture;
5329 rtexture_t *bloomtexture;
5331 R_EntityMatrix(&identitymatrix);
5333 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5335 // declare variables
5336 float blur_factor, blur_mouseaccel, blur_velocity;
5337 static float blur_average;
5338 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5340 // set a goal for the factoring
5341 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5342 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5343 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5344 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5345 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5346 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5348 // from the goal, pick an averaged value between goal and last value
5349 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5350 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5352 // enforce minimum amount of blur
5353 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5355 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5357 // calculate values into a standard alpha
5358 cl.motionbluralpha = 1 - exp(-
5360 (r_motionblur.value * blur_factor / 80)
5362 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5365 max(0.0001, cl.time - cl.oldtime) // fps independent
5368 // randomization for the blur value to combat persistent ghosting
5369 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5370 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5373 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5374 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5376 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5377 GL_Color(1, 1, 1, cl.motionbluralpha);
5378 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5379 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5380 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
5381 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5382 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5385 // updates old view angles for next pass
5386 VectorCopy(cl.viewangles, blur_oldangles);
5388 // copy view into the ghost texture
5389 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5390 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5391 r_fb.ghosttexture_valid = true;
5394 if (r_fb.bloomwidth)
5396 // make the bloom texture
5397 R_Bloom_MakeTexture();
5400 #if _MSC_VER >= 1400
5401 #define sscanf sscanf_s
5403 memset(uservecs, 0, sizeof(uservecs));
5404 if (r_glsl_postprocess_uservec1_enable.integer)
5405 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5406 if (r_glsl_postprocess_uservec2_enable.integer)
5407 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5408 if (r_glsl_postprocess_uservec3_enable.integer)
5409 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5410 if (r_glsl_postprocess_uservec4_enable.integer)
5411 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5413 // render to the screen fbo
5414 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5415 GL_Color(1, 1, 1, 1);
5416 GL_BlendFunc(GL_ONE, GL_ZERO);
5418 viewtexture = r_fb.rt_screen->colortexture[0];
5419 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5421 if (r_rendertarget_debug.integer >= 0)
5423 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5424 if (rt && rt->colortexture[0])
5426 viewtexture = rt->colortexture[0];
5427 bloomtexture = NULL;
5431 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5432 switch(vid.renderpath)
5434 case RENDERPATH_GL20:
5435 case RENDERPATH_GLES2:
5437 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5438 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5439 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5440 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5441 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5442 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5443 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5444 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5445 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5446 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]);
5447 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5448 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]);
5449 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]);
5450 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]);
5451 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]);
5452 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5453 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5454 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);
5457 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5458 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5461 matrix4x4_t r_waterscrollmatrix;
5463 void R_UpdateFog(void)
5466 if (gamemode == GAME_NEHAHRA)
5468 if (gl_fogenable.integer)
5470 r_refdef.oldgl_fogenable = true;
5471 r_refdef.fog_density = gl_fogdensity.value;
5472 r_refdef.fog_red = gl_fogred.value;
5473 r_refdef.fog_green = gl_foggreen.value;
5474 r_refdef.fog_blue = gl_fogblue.value;
5475 r_refdef.fog_alpha = 1;
5476 r_refdef.fog_start = 0;
5477 r_refdef.fog_end = gl_skyclip.value;
5478 r_refdef.fog_height = 1<<30;
5479 r_refdef.fog_fadedepth = 128;
5481 else if (r_refdef.oldgl_fogenable)
5483 r_refdef.oldgl_fogenable = false;
5484 r_refdef.fog_density = 0;
5485 r_refdef.fog_red = 0;
5486 r_refdef.fog_green = 0;
5487 r_refdef.fog_blue = 0;
5488 r_refdef.fog_alpha = 0;
5489 r_refdef.fog_start = 0;
5490 r_refdef.fog_end = 0;
5491 r_refdef.fog_height = 1<<30;
5492 r_refdef.fog_fadedepth = 128;
5497 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5498 r_refdef.fog_start = max(0, r_refdef.fog_start);
5499 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5501 if (r_refdef.fog_density && r_drawfog.integer)
5503 r_refdef.fogenabled = true;
5504 // this is the point where the fog reaches 0.9986 alpha, which we
5505 // consider a good enough cutoff point for the texture
5506 // (0.9986 * 256 == 255.6)
5507 if (r_fog_exp2.integer)
5508 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5510 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5511 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5512 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5513 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5514 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5515 R_BuildFogHeightTexture();
5516 // fog color was already set
5517 // update the fog texture
5518 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)
5519 R_BuildFogTexture();
5520 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5521 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5524 r_refdef.fogenabled = false;
5527 if (r_refdef.fog_density)
5529 r_refdef.fogcolor[0] = r_refdef.fog_red;
5530 r_refdef.fogcolor[1] = r_refdef.fog_green;
5531 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5533 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5534 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5535 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5536 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5540 VectorCopy(r_refdef.fogcolor, fogvec);
5541 // color.rgb *= ContrastBoost * SceneBrightness;
5542 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5543 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5544 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5545 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5550 void R_UpdateVariables(void)
5554 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5556 r_refdef.farclip = r_farclip_base.value;
5557 if (r_refdef.scene.worldmodel)
5558 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5559 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5561 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5562 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5563 r_refdef.polygonfactor = 0;
5564 r_refdef.polygonoffset = 0;
5566 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5567 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5568 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5569 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5570 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5571 if (FAKELIGHT_ENABLED)
5573 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5575 else if (r_refdef.scene.worldmodel)
5577 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5579 if (r_showsurfaces.integer)
5581 r_refdef.scene.rtworld = false;
5582 r_refdef.scene.rtworldshadows = false;
5583 r_refdef.scene.rtdlight = false;
5584 r_refdef.scene.rtdlightshadows = false;
5585 r_refdef.scene.lightmapintensity = 0;
5588 r_gpuskeletal = false;
5589 switch(vid.renderpath)
5591 case RENDERPATH_GL20:
5592 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
5593 case RENDERPATH_GLES2:
5594 if(!vid_gammatables_trivial)
5596 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5598 // build GLSL gamma texture
5599 #define RAMPWIDTH 256
5600 unsigned short ramp[RAMPWIDTH * 3];
5601 unsigned char rampbgr[RAMPWIDTH][4];
5604 r_texture_gammaramps_serial = vid_gammatables_serial;
5606 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5607 for(i = 0; i < RAMPWIDTH; ++i)
5609 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5610 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5611 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5614 if (r_texture_gammaramps)
5616 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5620 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5626 // remove GLSL gamma texture
5632 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5633 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5639 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5640 if( scenetype != r_currentscenetype ) {
5641 // store the old scenetype
5642 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5643 r_currentscenetype = scenetype;
5644 // move in the new scene
5645 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5654 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5656 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5657 if( scenetype == r_currentscenetype ) {
5658 return &r_refdef.scene;
5660 return &r_scenes_store[ scenetype ];
5664 static int R_SortEntities_Compare(const void *ap, const void *bp)
5666 const entity_render_t *a = *(const entity_render_t **)ap;
5667 const entity_render_t *b = *(const entity_render_t **)bp;
5670 if(a->model < b->model)
5672 if(a->model > b->model)
5676 // TODO possibly calculate the REAL skinnum here first using
5678 if(a->skinnum < b->skinnum)
5680 if(a->skinnum > b->skinnum)
5683 // everything we compared is equal
5686 static void R_SortEntities(void)
5688 // below or equal 2 ents, sorting never gains anything
5689 if(r_refdef.scene.numentities <= 2)
5692 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5700 extern cvar_t r_shadow_bouncegrid;
5701 extern cvar_t v_isometric;
5702 extern void V_MakeViewIsometric(void);
5703 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5705 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5707 rtexture_t *viewdepthtexture = NULL;
5708 rtexture_t *viewcolortexture = NULL;
5709 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5711 // finish any 2D rendering that was queued
5714 if (r_timereport_active)
5715 R_TimeReport("start");
5716 r_textureframe++; // used only by R_GetCurrentTexture
5717 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5719 if(R_CompileShader_CheckStaticParms())
5722 if (!r_drawentities.integer)
5723 r_refdef.scene.numentities = 0;
5724 else if (r_sortentities.integer)
5727 R_AnimCache_ClearCache();
5729 /* adjust for stereo display */
5730 if(R_Stereo_Active())
5732 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);
5733 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5736 if (r_refdef.view.isoverlay)
5738 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5739 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5740 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5741 R_TimeReport("depthclear");
5743 r_refdef.view.showdebug = false;
5745 r_fb.water.enabled = false;
5746 r_fb.water.numwaterplanes = 0;
5748 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5750 r_refdef.view.matrix = originalmatrix;
5756 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5758 r_refdef.view.matrix = originalmatrix;
5762 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5763 if (v_isometric.integer && r_refdef.view.ismain)
5764 V_MakeViewIsometric();
5766 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5768 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5769 // in sRGB fallback, behave similar to true sRGB: convert this
5770 // value from linear to sRGB
5771 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5773 R_RenderView_UpdateViewVectors();
5775 R_Shadow_UpdateWorldLightSelection();
5777 // this will set up r_fb.rt_screen
5778 R_Bloom_StartFrame();
5780 // apply bloom brightness offset
5782 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5784 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5787 viewfbo = r_fb.rt_screen->fbo;
5788 viewdepthtexture = r_fb.rt_screen->depthtexture;
5789 viewcolortexture = r_fb.rt_screen->colortexture[0];
5793 viewheight = height;
5796 R_Water_StartFrame();
5799 if (r_timereport_active)
5800 R_TimeReport("viewsetup");
5802 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5804 // clear the whole fbo every frame - otherwise the driver will consider
5805 // it to be an inter-frame texture and stall in multi-gpu configurations
5807 GL_ScissorTest(false);
5808 R_ClearScreen(r_refdef.fogenabled);
5809 if (r_timereport_active)
5810 R_TimeReport("viewclear");
5812 r_refdef.view.clear = true;
5814 r_refdef.view.showdebug = true;
5817 if (r_timereport_active)
5818 R_TimeReport("visibility");
5820 R_AnimCache_CacheVisibleEntities();
5821 if (r_timereport_active)
5822 R_TimeReport("animcache");
5824 R_Shadow_UpdateBounceGridTexture();
5825 if (r_timereport_active && r_shadow_bouncegrid.integer)
5826 R_TimeReport("bouncegrid");
5828 r_fb.water.numwaterplanes = 0;
5829 if (r_fb.water.enabled)
5830 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5832 // for the actual view render we use scissoring a fair amount, so scissor
5833 // test needs to be on
5835 GL_ScissorTest(true);
5836 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5837 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5838 r_fb.water.numwaterplanes = 0;
5840 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5841 GL_ScissorTest(false);
5843 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5844 if (r_timereport_active)
5845 R_TimeReport("blendview");
5847 r_refdef.view.matrix = originalmatrix;
5851 // go back to 2d rendering
5855 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5857 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5859 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5860 if (r_timereport_active)
5861 R_TimeReport("waterworld");
5864 // don't let sound skip if going slow
5865 if (r_refdef.scene.extraupdate)
5868 R_DrawModelsAddWaterPlanes();
5869 if (r_timereport_active)
5870 R_TimeReport("watermodels");
5872 if (r_fb.water.numwaterplanes)
5874 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5875 if (r_timereport_active)
5876 R_TimeReport("waterscenes");
5880 extern cvar_t cl_locs_show;
5881 static void R_DrawLocs(void);
5882 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5883 static void R_DrawModelDecals(void);
5884 extern cvar_t cl_decals_newsystem;
5885 extern qboolean r_shadow_usingdeferredprepass;
5886 extern int r_shadow_shadowmapatlas_modelshadows_size;
5887 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5889 qboolean shadowmapping = false;
5891 if (r_timereport_active)
5892 R_TimeReport("beginscene");
5894 r_refdef.stats[r_stat_renders]++;
5898 // don't let sound skip if going slow
5899 if (r_refdef.scene.extraupdate)
5902 R_MeshQueue_BeginScene();
5906 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);
5908 if (r_timereport_active)
5909 R_TimeReport("skystartframe");
5911 if (cl.csqc_vidvars.drawworld)
5913 // don't let sound skip if going slow
5914 if (r_refdef.scene.extraupdate)
5917 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5919 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5920 if (r_timereport_active)
5921 R_TimeReport("worldsky");
5924 if (R_DrawBrushModelsSky() && r_timereport_active)
5925 R_TimeReport("bmodelsky");
5927 if (skyrendermasked && skyrenderlater)
5929 // we have to force off the water clipping plane while rendering sky
5930 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5932 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5933 if (r_timereport_active)
5934 R_TimeReport("sky");
5938 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5939 r_shadow_viewfbo = viewfbo;
5940 r_shadow_viewdepthtexture = viewdepthtexture;
5941 r_shadow_viewcolortexture = viewcolortexture;
5942 r_shadow_viewx = viewx;
5943 r_shadow_viewy = viewy;
5944 r_shadow_viewwidth = viewwidth;
5945 r_shadow_viewheight = viewheight;
5947 R_Shadow_PrepareModelShadows();
5948 R_Shadow_PrepareLights();
5949 if (r_timereport_active)
5950 R_TimeReport("preparelights");
5952 // render all the shadowmaps that will be used for this view
5953 shadowmapping = R_Shadow_ShadowMappingEnabled();
5954 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5956 R_Shadow_DrawShadowMaps();
5957 if (r_timereport_active)
5958 R_TimeReport("shadowmaps");
5961 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5962 if (r_shadow_usingdeferredprepass)
5963 R_Shadow_DrawPrepass();
5965 // now we begin the forward pass of the view render
5966 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5968 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5969 if (r_timereport_active)
5970 R_TimeReport("worlddepth");
5972 if (r_depthfirst.integer >= 2)
5974 R_DrawModelsDepth();
5975 if (r_timereport_active)
5976 R_TimeReport("modeldepth");
5979 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5981 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5982 if (r_timereport_active)
5983 R_TimeReport("world");
5986 // don't let sound skip if going slow
5987 if (r_refdef.scene.extraupdate)
5991 if (r_timereport_active)
5992 R_TimeReport("models");
5994 // don't let sound skip if going slow
5995 if (r_refdef.scene.extraupdate)
5998 if (!r_shadow_usingdeferredprepass)
6000 R_Shadow_DrawLights();
6001 if (r_timereport_active)
6002 R_TimeReport("rtlights");
6005 // don't let sound skip if going slow
6006 if (r_refdef.scene.extraupdate)
6009 if (cl.csqc_vidvars.drawworld)
6011 if (cl_decals_newsystem.integer)
6013 R_DrawModelDecals();
6014 if (r_timereport_active)
6015 R_TimeReport("modeldecals");
6020 if (r_timereport_active)
6021 R_TimeReport("decals");
6025 if (r_timereport_active)
6026 R_TimeReport("particles");
6029 if (r_timereport_active)
6030 R_TimeReport("explosions");
6033 if (r_refdef.view.showdebug)
6035 if (cl_locs_show.integer)
6038 if (r_timereport_active)
6039 R_TimeReport("showlocs");
6042 if (r_drawportals.integer)
6045 if (r_timereport_active)
6046 R_TimeReport("portals");
6049 if (r_showbboxes_client.value > 0)
6051 R_DrawEntityBBoxes(CLVM_prog);
6052 if (r_timereport_active)
6053 R_TimeReport("clbboxes");
6055 if (r_showbboxes.value > 0)
6057 R_DrawEntityBBoxes(SVVM_prog);
6058 if (r_timereport_active)
6059 R_TimeReport("svbboxes");
6063 if (r_transparent.integer)
6065 R_MeshQueue_RenderTransparent();
6066 if (r_timereport_active)
6067 R_TimeReport("drawtrans");
6070 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))
6072 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6073 if (r_timereport_active)
6074 R_TimeReport("worlddebug");
6075 R_DrawModelsDebug();
6076 if (r_timereport_active)
6077 R_TimeReport("modeldebug");
6080 if (cl.csqc_vidvars.drawworld)
6082 R_Shadow_DrawCoronas();
6083 if (r_timereport_active)
6084 R_TimeReport("coronas");
6087 // don't let sound skip if going slow
6088 if (r_refdef.scene.extraupdate)
6092 static const unsigned short bboxelements[36] =
6102 #define BBOXEDGES 13
6103 static const float bboxedges[BBOXEDGES][6] =
6106 { 0, 0, 0, 1, 1, 1 },
6108 { 0, 0, 0, 0, 1, 0 },
6109 { 0, 0, 0, 1, 0, 0 },
6110 { 0, 1, 0, 1, 1, 0 },
6111 { 1, 0, 0, 1, 1, 0 },
6113 { 0, 0, 1, 0, 1, 1 },
6114 { 0, 0, 1, 1, 0, 1 },
6115 { 0, 1, 1, 1, 1, 1 },
6116 { 1, 0, 1, 1, 1, 1 },
6118 { 0, 0, 0, 0, 0, 1 },
6119 { 1, 0, 0, 1, 0, 1 },
6120 { 0, 1, 0, 0, 1, 1 },
6121 { 1, 1, 0, 1, 1, 1 },
6124 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6126 int numvertices = BBOXEDGES * 8;
6127 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6128 int numtriangles = BBOXEDGES * 12;
6129 unsigned short elements[BBOXEDGES * 36];
6131 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6133 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6135 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6136 GL_DepthMask(false);
6137 GL_DepthRange(0, 1);
6138 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6140 for (edge = 0; edge < BBOXEDGES; edge++)
6142 for (i = 0; i < 3; i++)
6144 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6145 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6147 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6148 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6149 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6150 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6151 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6152 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6153 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6154 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6155 for (i = 0; i < 36; i++)
6156 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6158 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6159 if (r_refdef.fogenabled)
6161 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6163 f1 = RSurf_FogVertex(v);
6165 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6166 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6167 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6170 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6171 R_Mesh_ResetTextureState();
6172 R_SetupShader_Generic_NoTexture(false, false);
6173 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6176 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6178 // hacky overloading of the parameters
6179 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6182 prvm_edict_t *edict;
6184 GL_CullFace(GL_NONE);
6185 R_SetupShader_Generic_NoTexture(false, false);
6187 for (i = 0;i < numsurfaces;i++)
6189 edict = PRVM_EDICT_NUM(surfacelist[i]);
6190 switch ((int)PRVM_serveredictfloat(edict, solid))
6192 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6193 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6194 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6195 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6196 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6197 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6198 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6200 if (prog == CLVM_prog)
6201 color[3] *= r_showbboxes_client.value;
6203 color[3] *= r_showbboxes.value;
6204 color[3] = bound(0, color[3], 1);
6205 GL_DepthTest(!r_showdisabledepthtest.integer);
6206 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6210 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6213 prvm_edict_t *edict;
6219 for (i = 0; i < prog->num_edicts; i++)
6221 edict = PRVM_EDICT_NUM(i);
6222 if (edict->priv.server->free)
6224 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6225 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6227 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6229 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6230 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6234 static const int nomodelelement3i[24] =
6246 static const unsigned short nomodelelement3s[24] =
6258 static const float nomodelvertex3f[6*3] =
6268 static const float nomodelcolor4f[6*4] =
6270 0.0f, 0.0f, 0.5f, 1.0f,
6271 0.0f, 0.0f, 0.5f, 1.0f,
6272 0.0f, 0.5f, 0.0f, 1.0f,
6273 0.0f, 0.5f, 0.0f, 1.0f,
6274 0.5f, 0.0f, 0.0f, 1.0f,
6275 0.5f, 0.0f, 0.0f, 1.0f
6278 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6284 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);
6286 // this is only called once per entity so numsurfaces is always 1, and
6287 // surfacelist is always {0}, so this code does not handle batches
6289 if (rsurface.ent_flags & RENDER_ADDITIVE)
6291 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6292 GL_DepthMask(false);
6294 else if (ent->alpha < 1)
6296 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6297 GL_DepthMask(false);
6301 GL_BlendFunc(GL_ONE, GL_ZERO);
6304 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6305 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6306 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6307 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6308 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6309 for (i = 0, c = color4f;i < 6;i++, c += 4)
6311 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6312 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6313 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6316 if (r_refdef.fogenabled)
6318 for (i = 0, c = color4f;i < 6;i++, c += 4)
6320 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6322 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6323 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6324 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6327 // R_Mesh_ResetTextureState();
6328 R_SetupShader_Generic_NoTexture(false, false);
6329 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6330 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6333 void R_DrawNoModel(entity_render_t *ent)
6336 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6337 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6338 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6340 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6343 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6345 vec3_t right1, right2, diff, normal;
6347 VectorSubtract (org2, org1, normal);
6349 // calculate 'right' vector for start
6350 VectorSubtract (r_refdef.view.origin, org1, diff);
6351 CrossProduct (normal, diff, right1);
6352 VectorNormalize (right1);
6354 // calculate 'right' vector for end
6355 VectorSubtract (r_refdef.view.origin, org2, diff);
6356 CrossProduct (normal, diff, right2);
6357 VectorNormalize (right2);
6359 vert[ 0] = org1[0] + width * right1[0];
6360 vert[ 1] = org1[1] + width * right1[1];
6361 vert[ 2] = org1[2] + width * right1[2];
6362 vert[ 3] = org1[0] - width * right1[0];
6363 vert[ 4] = org1[1] - width * right1[1];
6364 vert[ 5] = org1[2] - width * right1[2];
6365 vert[ 6] = org2[0] - width * right2[0];
6366 vert[ 7] = org2[1] - width * right2[1];
6367 vert[ 8] = org2[2] - width * right2[2];
6368 vert[ 9] = org2[0] + width * right2[0];
6369 vert[10] = org2[1] + width * right2[1];
6370 vert[11] = org2[2] + width * right2[2];
6373 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)
6375 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6376 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6377 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6378 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6379 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6380 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6381 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6382 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6383 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6384 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6385 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6386 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6389 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6394 VectorSet(v, x, y, z);
6395 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6396 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6398 if (i == mesh->numvertices)
6400 if (mesh->numvertices < mesh->maxvertices)
6402 VectorCopy(v, vertex3f);
6403 mesh->numvertices++;
6405 return mesh->numvertices;
6411 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6415 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6416 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6417 e = mesh->element3i + mesh->numtriangles * 3;
6418 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6420 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6421 if (mesh->numtriangles < mesh->maxtriangles)
6426 mesh->numtriangles++;
6428 element[1] = element[2];
6432 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6436 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6437 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6438 e = mesh->element3i + mesh->numtriangles * 3;
6439 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6441 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6442 if (mesh->numtriangles < mesh->maxtriangles)
6447 mesh->numtriangles++;
6449 element[1] = element[2];
6453 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6454 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6456 int planenum, planenum2;
6459 mplane_t *plane, *plane2;
6461 double temppoints[2][256*3];
6462 // figure out how large a bounding box we need to properly compute this brush
6464 for (w = 0;w < numplanes;w++)
6465 maxdist = max(maxdist, fabs(planes[w].dist));
6466 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6467 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6468 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6472 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6473 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6475 if (planenum2 == planenum)
6477 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);
6480 if (tempnumpoints < 3)
6482 // generate elements forming a triangle fan for this polygon
6483 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6487 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)
6489 texturelayer_t *layer;
6490 layer = t->currentlayers + t->currentnumlayers++;
6492 layer->depthmask = depthmask;
6493 layer->blendfunc1 = blendfunc1;
6494 layer->blendfunc2 = blendfunc2;
6495 layer->texture = texture;
6496 layer->texmatrix = *matrix;
6497 layer->color[0] = r;
6498 layer->color[1] = g;
6499 layer->color[2] = b;
6500 layer->color[3] = a;
6503 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6505 if(parms[0] == 0 && parms[1] == 0)
6507 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6508 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6513 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6516 index = parms[2] + rsurface.shadertime * parms[3];
6517 index -= floor(index);
6518 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6521 case Q3WAVEFUNC_NONE:
6522 case Q3WAVEFUNC_NOISE:
6523 case Q3WAVEFUNC_COUNT:
6526 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6527 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6528 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6529 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6530 case Q3WAVEFUNC_TRIANGLE:
6532 f = index - floor(index);
6545 f = parms[0] + parms[1] * f;
6546 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6547 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6551 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6558 matrix4x4_t matrix, temp;
6559 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6560 // it's better to have one huge fixup every 9 hours than gradual
6561 // degradation over time which looks consistently bad after many hours.
6563 // tcmod scroll in particular suffers from this degradation which can't be
6564 // effectively worked around even with floor() tricks because we don't
6565 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6566 // a workaround involving floor() would be incorrect anyway...
6567 shadertime = rsurface.shadertime;
6568 if (shadertime >= 32768.0f)
6569 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6570 switch(tcmod->tcmod)
6574 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6575 matrix = r_waterscrollmatrix;
6577 matrix = identitymatrix;
6579 case Q3TCMOD_ENTITYTRANSLATE:
6580 // this is used in Q3 to allow the gamecode to control texcoord
6581 // scrolling on the entity, which is not supported in darkplaces yet.
6582 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6584 case Q3TCMOD_ROTATE:
6585 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6586 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6587 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6590 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6592 case Q3TCMOD_SCROLL:
6593 // this particular tcmod is a "bug for bug" compatible one with regards to
6594 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6595 // specifically did the wrapping and so we must mimic that...
6596 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6597 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6598 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6600 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6601 w = (int) tcmod->parms[0];
6602 h = (int) tcmod->parms[1];
6603 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6605 idx = (int) floor(f * w * h);
6606 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6608 case Q3TCMOD_STRETCH:
6609 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6610 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6612 case Q3TCMOD_TRANSFORM:
6613 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6614 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6615 VectorSet(tcmat + 6, 0 , 0 , 1);
6616 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6617 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6619 case Q3TCMOD_TURBULENT:
6620 // this is handled in the RSurf_PrepareVertices function
6621 matrix = identitymatrix;
6625 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6628 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6630 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6631 char name[MAX_QPATH];
6632 skinframe_t *skinframe;
6633 unsigned char pixels[296*194];
6634 strlcpy(cache->name, skinname, sizeof(cache->name));
6635 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6636 if (developer_loading.integer)
6637 Con_Printf("loading %s\n", name);
6638 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6639 if (!skinframe || !skinframe->base)
6642 fs_offset_t filesize;
6644 f = FS_LoadFile(name, tempmempool, true, &filesize);
6647 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6648 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6652 cache->skinframe = skinframe;
6655 texture_t *R_GetCurrentTexture(texture_t *t)
6658 const entity_render_t *ent = rsurface.entity;
6659 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6660 q3shaderinfo_layer_tcmod_t *tcmod;
6661 float specularscale = 0.0f;
6663 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6664 return t->currentframe;
6665 t->update_lastrenderframe = r_textureframe;
6666 t->update_lastrenderentity = (void *)ent;
6668 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6669 t->camera_entity = ent->entitynumber;
6671 t->camera_entity = 0;
6673 // switch to an alternate material if this is a q1bsp animated material
6675 texture_t *texture = t;
6676 int s = rsurface.ent_skinnum;
6677 if ((unsigned int)s >= (unsigned int)model->numskins)
6679 if (model->skinscenes)
6681 if (model->skinscenes[s].framecount > 1)
6682 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6684 s = model->skinscenes[s].firstframe;
6687 t = t + s * model->num_surfaces;
6690 // use an alternate animation if the entity's frame is not 0,
6691 // and only if the texture has an alternate animation
6692 if (t->animated == 2) // q2bsp
6693 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6694 else if (rsurface.ent_alttextures && t->anim_total[1])
6695 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6697 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6699 texture->currentframe = t;
6702 // update currentskinframe to be a qw skin or animation frame
6703 if (rsurface.ent_qwskin >= 0)
6705 i = rsurface.ent_qwskin;
6706 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6708 r_qwskincache_size = cl.maxclients;
6710 Mem_Free(r_qwskincache);
6711 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6713 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6714 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6715 t->currentskinframe = r_qwskincache[i].skinframe;
6716 if (t->materialshaderpass && t->currentskinframe == NULL)
6717 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6719 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6720 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6721 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6722 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6724 t->currentmaterialflags = t->basematerialflags;
6725 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6726 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6727 t->currentalpha *= r_wateralpha.value;
6728 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6729 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6730 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6731 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6733 // decide on which type of lighting to use for this surface
6734 if (rsurface.entity->render_modellight_forced)
6735 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6736 if (rsurface.entity->render_rtlight_disabled)
6737 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6738 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6740 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6741 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6742 for (q = 0; q < 3; q++)
6744 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6745 t->render_modellight_lightdir[q] = q == 2;
6746 t->render_modellight_ambient[q] = 1;
6747 t->render_modellight_diffuse[q] = 0;
6748 t->render_modellight_specular[q] = 0;
6749 t->render_lightmap_ambient[q] = 0;
6750 t->render_lightmap_diffuse[q] = 0;
6751 t->render_lightmap_specular[q] = 0;
6752 t->render_rtlight_diffuse[q] = 0;
6753 t->render_rtlight_specular[q] = 0;
6756 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6758 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6759 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6760 for (q = 0; q < 3; q++)
6762 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6763 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6764 t->render_modellight_lightdir[q] = q == 2;
6765 t->render_modellight_diffuse[q] = 0;
6766 t->render_modellight_specular[q] = 0;
6767 t->render_lightmap_ambient[q] = 0;
6768 t->render_lightmap_diffuse[q] = 0;
6769 t->render_lightmap_specular[q] = 0;
6770 t->render_rtlight_diffuse[q] = 0;
6771 t->render_rtlight_specular[q] = 0;
6774 else if (FAKELIGHT_ENABLED)
6776 // no modellight if using fakelight for the map
6777 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6778 for (q = 0; q < 3; q++)
6780 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6781 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6782 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6783 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6784 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6785 t->render_lightmap_ambient[q] = 0;
6786 t->render_lightmap_diffuse[q] = 0;
6787 t->render_lightmap_specular[q] = 0;
6788 t->render_rtlight_diffuse[q] = 0;
6789 t->render_rtlight_specular[q] = 0;
6792 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6794 // ambient + single direction light (modellight)
6795 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6796 for (q = 0; q < 3; q++)
6798 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6799 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6800 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6801 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6802 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6803 t->render_lightmap_ambient[q] = 0;
6804 t->render_lightmap_diffuse[q] = 0;
6805 t->render_lightmap_specular[q] = 0;
6806 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6807 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6812 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6813 for (q = 0; q < 3; q++)
6815 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6816 t->render_modellight_lightdir[q] = q == 2;
6817 t->render_modellight_ambient[q] = 0;
6818 t->render_modellight_diffuse[q] = 0;
6819 t->render_modellight_specular[q] = 0;
6820 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6821 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6822 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6823 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6824 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6828 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6830 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6831 // attribute, we punt it to the lightmap path and hope for the best,
6832 // but lighting doesn't work.
6834 // FIXME: this is fine for effects but CSQC polygons should be subject
6836 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6837 for (q = 0; q < 3; q++)
6839 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6840 t->render_modellight_lightdir[q] = q == 2;
6841 t->render_modellight_ambient[q] = 0;
6842 t->render_modellight_diffuse[q] = 0;
6843 t->render_modellight_specular[q] = 0;
6844 t->render_lightmap_ambient[q] = 0;
6845 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6846 t->render_lightmap_specular[q] = 0;
6847 t->render_rtlight_diffuse[q] = 0;
6848 t->render_rtlight_specular[q] = 0;
6852 for (q = 0; q < 3; q++)
6854 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6855 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6858 if (rsurface.ent_flags & RENDER_ADDITIVE)
6859 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6860 else if (t->currentalpha < 1)
6861 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6862 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6863 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6864 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6865 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6866 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6867 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6868 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6869 if (t->backgroundshaderpass)
6870 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6871 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6873 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6874 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6877 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6878 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6880 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6881 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6883 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6884 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6886 // there is no tcmod
6887 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6889 t->currenttexmatrix = r_waterscrollmatrix;
6890 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6892 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6894 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6895 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6898 if (t->materialshaderpass)
6899 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6900 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6902 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6903 if (t->currentskinframe->qpixels)
6904 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6905 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6906 if (!t->basetexture)
6907 t->basetexture = r_texture_notexture;
6908 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6909 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6910 t->nmaptexture = t->currentskinframe->nmap;
6911 if (!t->nmaptexture)
6912 t->nmaptexture = r_texture_blanknormalmap;
6913 t->glosstexture = r_texture_black;
6914 t->glowtexture = t->currentskinframe->glow;
6915 t->fogtexture = t->currentskinframe->fog;
6916 t->reflectmasktexture = t->currentskinframe->reflect;
6917 if (t->backgroundshaderpass)
6919 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6920 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6921 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6922 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6923 t->backgroundglosstexture = r_texture_black;
6924 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6925 if (!t->backgroundnmaptexture)
6926 t->backgroundnmaptexture = r_texture_blanknormalmap;
6927 // make sure that if glow is going to be used, both textures are not NULL
6928 if (!t->backgroundglowtexture && t->glowtexture)
6929 t->backgroundglowtexture = r_texture_black;
6930 if (!t->glowtexture && t->backgroundglowtexture)
6931 t->glowtexture = r_texture_black;
6935 t->backgroundbasetexture = r_texture_white;
6936 t->backgroundnmaptexture = r_texture_blanknormalmap;
6937 t->backgroundglosstexture = r_texture_black;
6938 t->backgroundglowtexture = NULL;
6940 t->specularpower = r_shadow_glossexponent.value;
6941 // TODO: store reference values for these in the texture?
6942 if (r_shadow_gloss.integer > 0)
6944 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6946 if (r_shadow_glossintensity.value > 0)
6948 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6949 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6950 specularscale = r_shadow_glossintensity.value;
6953 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6955 t->glosstexture = r_texture_white;
6956 t->backgroundglosstexture = r_texture_white;
6957 specularscale = r_shadow_gloss2intensity.value;
6958 t->specularpower = r_shadow_gloss2exponent.value;
6961 specularscale *= t->specularscalemod;
6962 t->specularpower *= t->specularpowermod;
6964 // lightmaps mode looks bad with dlights using actual texturing, so turn
6965 // off the colormap and glossmap, but leave the normalmap on as it still
6966 // accurately represents the shading involved
6967 if (gl_lightmaps.integer)
6969 t->basetexture = r_texture_grey128;
6970 t->pantstexture = r_texture_black;
6971 t->shirttexture = r_texture_black;
6972 if (gl_lightmaps.integer < 2)
6973 t->nmaptexture = r_texture_blanknormalmap;
6974 t->glosstexture = r_texture_black;
6975 t->glowtexture = NULL;
6976 t->fogtexture = NULL;
6977 t->reflectmasktexture = NULL;
6978 t->backgroundbasetexture = NULL;
6979 if (gl_lightmaps.integer < 2)
6980 t->backgroundnmaptexture = r_texture_blanknormalmap;
6981 t->backgroundglosstexture = r_texture_black;
6982 t->backgroundglowtexture = NULL;
6984 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6987 if (specularscale != 1.0f)
6989 for (q = 0; q < 3; q++)
6991 t->render_modellight_specular[q] *= specularscale;
6992 t->render_lightmap_specular[q] *= specularscale;
6993 t->render_rtlight_specular[q] *= specularscale;
6997 t->currentnumlayers = 0;
6998 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7000 int blendfunc1, blendfunc2;
7002 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7004 blendfunc1 = GL_SRC_ALPHA;
7005 blendfunc2 = GL_ONE;
7007 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7009 blendfunc1 = GL_SRC_ALPHA;
7010 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7012 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7014 blendfunc1 = t->customblendfunc[0];
7015 blendfunc2 = t->customblendfunc[1];
7019 blendfunc1 = GL_ONE;
7020 blendfunc2 = GL_ZERO;
7022 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7023 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7025 // basic lit geometry
7026 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7027 // add pants/shirt if needed
7028 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7029 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7030 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7031 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7035 // basic lit geometry
7036 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7037 // add pants/shirt if needed
7038 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7039 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7040 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7042 // now add ambient passes if needed
7043 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7045 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7046 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7047 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7048 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7049 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7052 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7053 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7054 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7056 // if this is opaque use alpha blend which will darken the earlier
7059 // if this is an alpha blended material, all the earlier passes
7060 // were darkened by fog already, so we only need to add the fog
7061 // color ontop through the fog mask texture
7063 // if this is an additive blended material, all the earlier passes
7064 // were darkened by fog already, and we should not add fog color
7065 // (because the background was not darkened, there is no fog color
7066 // that was lost behind it).
7067 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7074 rsurfacestate_t rsurface;
7076 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7078 dp_model_t *model = ent->model;
7079 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7081 rsurface.entity = (entity_render_t *)ent;
7082 rsurface.skeleton = ent->skeleton;
7083 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7084 rsurface.ent_skinnum = ent->skinnum;
7085 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;
7086 rsurface.ent_flags = ent->flags;
7087 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7088 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7089 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7090 rsurface.matrix = ent->matrix;
7091 rsurface.inversematrix = ent->inversematrix;
7092 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7093 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7094 R_EntityMatrix(&rsurface.matrix);
7095 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7096 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7097 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7098 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7099 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7100 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7101 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7102 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7103 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7104 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7105 if (ent->model->brush.submodel && !prepass)
7107 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7108 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7110 // if the animcache code decided it should use the shader path, skip the deform step
7111 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7112 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7113 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7114 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7115 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7116 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7118 if (ent->animcache_vertex3f)
7120 r_refdef.stats[r_stat_batch_entitycache_count]++;
7121 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7122 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7123 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7124 rsurface.modelvertex3f = ent->animcache_vertex3f;
7125 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7126 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7127 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7128 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7129 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7130 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7131 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7132 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7133 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7134 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7135 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7137 else if (wanttangents)
7139 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7140 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7141 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7142 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7143 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7144 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7145 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7146 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7147 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7148 rsurface.modelvertex3f_vertexbuffer = NULL;
7149 rsurface.modelvertex3f_bufferoffset = 0;
7150 rsurface.modelvertex3f_vertexbuffer = 0;
7151 rsurface.modelvertex3f_bufferoffset = 0;
7152 rsurface.modelsvector3f_vertexbuffer = 0;
7153 rsurface.modelsvector3f_bufferoffset = 0;
7154 rsurface.modeltvector3f_vertexbuffer = 0;
7155 rsurface.modeltvector3f_bufferoffset = 0;
7156 rsurface.modelnormal3f_vertexbuffer = 0;
7157 rsurface.modelnormal3f_bufferoffset = 0;
7159 else if (wantnormals)
7161 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7162 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7163 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7164 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7165 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7166 rsurface.modelsvector3f = NULL;
7167 rsurface.modeltvector3f = NULL;
7168 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7169 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7170 rsurface.modelvertex3f_vertexbuffer = NULL;
7171 rsurface.modelvertex3f_bufferoffset = 0;
7172 rsurface.modelvertex3f_vertexbuffer = 0;
7173 rsurface.modelvertex3f_bufferoffset = 0;
7174 rsurface.modelsvector3f_vertexbuffer = 0;
7175 rsurface.modelsvector3f_bufferoffset = 0;
7176 rsurface.modeltvector3f_vertexbuffer = 0;
7177 rsurface.modeltvector3f_bufferoffset = 0;
7178 rsurface.modelnormal3f_vertexbuffer = 0;
7179 rsurface.modelnormal3f_bufferoffset = 0;
7183 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7184 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7185 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7186 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7187 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7188 rsurface.modelsvector3f = NULL;
7189 rsurface.modeltvector3f = NULL;
7190 rsurface.modelnormal3f = NULL;
7191 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7192 rsurface.modelvertex3f_vertexbuffer = NULL;
7193 rsurface.modelvertex3f_bufferoffset = 0;
7194 rsurface.modelvertex3f_vertexbuffer = 0;
7195 rsurface.modelvertex3f_bufferoffset = 0;
7196 rsurface.modelsvector3f_vertexbuffer = 0;
7197 rsurface.modelsvector3f_bufferoffset = 0;
7198 rsurface.modeltvector3f_vertexbuffer = 0;
7199 rsurface.modeltvector3f_bufferoffset = 0;
7200 rsurface.modelnormal3f_vertexbuffer = 0;
7201 rsurface.modelnormal3f_bufferoffset = 0;
7203 rsurface.modelgeneratedvertex = true;
7207 if (rsurface.entityskeletaltransform3x4)
7209 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7210 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7211 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7212 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7216 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7217 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7218 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7219 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7221 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7222 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7223 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7224 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7225 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7226 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7227 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7228 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7229 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7230 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7231 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7232 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7233 rsurface.modelgeneratedvertex = false;
7235 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7236 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7237 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7238 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7239 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7240 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7241 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7242 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7243 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7244 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7245 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7246 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7247 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7248 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7249 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7250 rsurface.modelelement3i = model->surfmesh.data_element3i;
7251 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7252 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7253 rsurface.modelelement3s = model->surfmesh.data_element3s;
7254 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7255 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7256 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7257 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7258 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7259 rsurface.modelsurfaces = model->data_surfaces;
7260 rsurface.batchgeneratedvertex = false;
7261 rsurface.batchfirstvertex = 0;
7262 rsurface.batchnumvertices = 0;
7263 rsurface.batchfirsttriangle = 0;
7264 rsurface.batchnumtriangles = 0;
7265 rsurface.batchvertex3f = NULL;
7266 rsurface.batchvertex3f_vertexbuffer = NULL;
7267 rsurface.batchvertex3f_bufferoffset = 0;
7268 rsurface.batchsvector3f = NULL;
7269 rsurface.batchsvector3f_vertexbuffer = NULL;
7270 rsurface.batchsvector3f_bufferoffset = 0;
7271 rsurface.batchtvector3f = NULL;
7272 rsurface.batchtvector3f_vertexbuffer = NULL;
7273 rsurface.batchtvector3f_bufferoffset = 0;
7274 rsurface.batchnormal3f = NULL;
7275 rsurface.batchnormal3f_vertexbuffer = NULL;
7276 rsurface.batchnormal3f_bufferoffset = 0;
7277 rsurface.batchlightmapcolor4f = NULL;
7278 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7279 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7280 rsurface.batchtexcoordtexture2f = NULL;
7281 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7282 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7283 rsurface.batchtexcoordlightmap2f = NULL;
7284 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7285 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7286 rsurface.batchskeletalindex4ub = NULL;
7287 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7288 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7289 rsurface.batchskeletalweight4ub = NULL;
7290 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7291 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7292 rsurface.batchelement3i = NULL;
7293 rsurface.batchelement3i_indexbuffer = NULL;
7294 rsurface.batchelement3i_bufferoffset = 0;
7295 rsurface.batchelement3s = NULL;
7296 rsurface.batchelement3s_indexbuffer = NULL;
7297 rsurface.batchelement3s_bufferoffset = 0;
7298 rsurface.forcecurrenttextureupdate = false;
7301 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)
7303 rsurface.entity = r_refdef.scene.worldentity;
7304 rsurface.skeleton = NULL;
7305 rsurface.ent_skinnum = 0;
7306 rsurface.ent_qwskin = -1;
7307 rsurface.ent_flags = entflags;
7308 rsurface.shadertime = r_refdef.scene.time - shadertime;
7309 rsurface.modelnumvertices = numvertices;
7310 rsurface.modelnumtriangles = numtriangles;
7311 rsurface.matrix = *matrix;
7312 rsurface.inversematrix = *inversematrix;
7313 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7314 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7315 R_EntityMatrix(&rsurface.matrix);
7316 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7317 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7318 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7319 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7320 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7321 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7322 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7323 rsurface.frameblend[0].lerp = 1;
7324 rsurface.ent_alttextures = false;
7325 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7326 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7327 rsurface.entityskeletaltransform3x4 = NULL;
7328 rsurface.entityskeletaltransform3x4buffer = NULL;
7329 rsurface.entityskeletaltransform3x4offset = 0;
7330 rsurface.entityskeletaltransform3x4size = 0;
7331 rsurface.entityskeletalnumtransforms = 0;
7332 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7333 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7334 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7335 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7338 rsurface.modelvertex3f = (float *)vertex3f;
7339 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7341 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7343 else if (wantnormals)
7345 rsurface.modelvertex3f = (float *)vertex3f;
7346 rsurface.modelsvector3f = NULL;
7347 rsurface.modeltvector3f = NULL;
7348 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7352 rsurface.modelvertex3f = (float *)vertex3f;
7353 rsurface.modelsvector3f = NULL;
7354 rsurface.modeltvector3f = NULL;
7355 rsurface.modelnormal3f = NULL;
7357 rsurface.modelvertex3f_vertexbuffer = 0;
7358 rsurface.modelvertex3f_bufferoffset = 0;
7359 rsurface.modelsvector3f_vertexbuffer = 0;
7360 rsurface.modelsvector3f_bufferoffset = 0;
7361 rsurface.modeltvector3f_vertexbuffer = 0;
7362 rsurface.modeltvector3f_bufferoffset = 0;
7363 rsurface.modelnormal3f_vertexbuffer = 0;
7364 rsurface.modelnormal3f_bufferoffset = 0;
7365 rsurface.modelgeneratedvertex = true;
7366 rsurface.modellightmapcolor4f = (float *)color4f;
7367 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7368 rsurface.modellightmapcolor4f_bufferoffset = 0;
7369 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7370 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7371 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7372 rsurface.modeltexcoordlightmap2f = NULL;
7373 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7374 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7375 rsurface.modelskeletalindex4ub = NULL;
7376 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7377 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7378 rsurface.modelskeletalweight4ub = NULL;
7379 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7380 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7381 rsurface.modelelement3i = (int *)element3i;
7382 rsurface.modelelement3i_indexbuffer = NULL;
7383 rsurface.modelelement3i_bufferoffset = 0;
7384 rsurface.modelelement3s = (unsigned short *)element3s;
7385 rsurface.modelelement3s_indexbuffer = NULL;
7386 rsurface.modelelement3s_bufferoffset = 0;
7387 rsurface.modellightmapoffsets = NULL;
7388 rsurface.modelsurfaces = NULL;
7389 rsurface.batchgeneratedvertex = false;
7390 rsurface.batchfirstvertex = 0;
7391 rsurface.batchnumvertices = 0;
7392 rsurface.batchfirsttriangle = 0;
7393 rsurface.batchnumtriangles = 0;
7394 rsurface.batchvertex3f = NULL;
7395 rsurface.batchvertex3f_vertexbuffer = NULL;
7396 rsurface.batchvertex3f_bufferoffset = 0;
7397 rsurface.batchsvector3f = NULL;
7398 rsurface.batchsvector3f_vertexbuffer = NULL;
7399 rsurface.batchsvector3f_bufferoffset = 0;
7400 rsurface.batchtvector3f = NULL;
7401 rsurface.batchtvector3f_vertexbuffer = NULL;
7402 rsurface.batchtvector3f_bufferoffset = 0;
7403 rsurface.batchnormal3f = NULL;
7404 rsurface.batchnormal3f_vertexbuffer = NULL;
7405 rsurface.batchnormal3f_bufferoffset = 0;
7406 rsurface.batchlightmapcolor4f = NULL;
7407 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7408 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7409 rsurface.batchtexcoordtexture2f = NULL;
7410 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7411 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7412 rsurface.batchtexcoordlightmap2f = NULL;
7413 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7414 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7415 rsurface.batchskeletalindex4ub = NULL;
7416 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7417 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7418 rsurface.batchskeletalweight4ub = NULL;
7419 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7420 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7421 rsurface.batchelement3i = NULL;
7422 rsurface.batchelement3i_indexbuffer = NULL;
7423 rsurface.batchelement3i_bufferoffset = 0;
7424 rsurface.batchelement3s = NULL;
7425 rsurface.batchelement3s_indexbuffer = NULL;
7426 rsurface.batchelement3s_bufferoffset = 0;
7427 rsurface.forcecurrenttextureupdate = true;
7429 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7431 if ((wantnormals || wanttangents) && !normal3f)
7433 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7434 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7436 if (wanttangents && !svector3f)
7438 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7439 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7440 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7445 float RSurf_FogPoint(const float *v)
7447 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7448 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7449 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7450 float FogHeightFade = r_refdef.fogheightfade;
7452 unsigned int fogmasktableindex;
7453 if (r_refdef.fogplaneviewabove)
7454 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7456 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7457 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7458 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7461 float RSurf_FogVertex(const float *v)
7463 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7464 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7465 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7466 float FogHeightFade = rsurface.fogheightfade;
7468 unsigned int fogmasktableindex;
7469 if (r_refdef.fogplaneviewabove)
7470 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7472 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7473 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7474 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7477 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7480 for (i = 0;i < numelements;i++)
7481 outelement3i[i] = inelement3i[i] + adjust;
7484 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7485 extern cvar_t gl_vbo;
7486 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7494 int surfacefirsttriangle;
7495 int surfacenumtriangles;
7496 int surfacefirstvertex;
7497 int surfaceendvertex;
7498 int surfacenumvertices;
7499 int batchnumsurfaces = texturenumsurfaces;
7500 int batchnumvertices;
7501 int batchnumtriangles;
7504 qboolean dynamicvertex;
7507 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7510 q3shaderinfo_deform_t *deform;
7511 const msurface_t *surface, *firstsurface;
7512 if (!texturenumsurfaces)
7514 // find vertex range of this surface batch
7516 firstsurface = texturesurfacelist[0];
7517 firsttriangle = firstsurface->num_firsttriangle;
7518 batchnumvertices = 0;
7519 batchnumtriangles = 0;
7520 firstvertex = endvertex = firstsurface->num_firstvertex;
7521 for (i = 0;i < texturenumsurfaces;i++)
7523 surface = texturesurfacelist[i];
7524 if (surface != firstsurface + i)
7526 surfacefirstvertex = surface->num_firstvertex;
7527 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7528 surfacenumvertices = surface->num_vertices;
7529 surfacenumtriangles = surface->num_triangles;
7530 if (firstvertex > surfacefirstvertex)
7531 firstvertex = surfacefirstvertex;
7532 if (endvertex < surfaceendvertex)
7533 endvertex = surfaceendvertex;
7534 batchnumvertices += surfacenumvertices;
7535 batchnumtriangles += surfacenumtriangles;
7538 r_refdef.stats[r_stat_batch_batches]++;
7540 r_refdef.stats[r_stat_batch_withgaps]++;
7541 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7542 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7543 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7545 // we now know the vertex range used, and if there are any gaps in it
7546 rsurface.batchfirstvertex = firstvertex;
7547 rsurface.batchnumvertices = endvertex - firstvertex;
7548 rsurface.batchfirsttriangle = firsttriangle;
7549 rsurface.batchnumtriangles = batchnumtriangles;
7551 // check if any dynamic vertex processing must occur
7552 dynamicvertex = false;
7554 // a cvar to force the dynamic vertex path to be taken, for debugging
7555 if (r_batch_debugdynamicvertexpath.integer)
7559 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7560 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7561 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7562 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7564 dynamicvertex = true;
7567 // if there is a chance of animated vertex colors, it's a dynamic batch
7568 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7572 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7573 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7574 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7575 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7577 dynamicvertex = true;
7580 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7582 switch (deform->deform)
7585 case Q3DEFORM_PROJECTIONSHADOW:
7586 case Q3DEFORM_TEXT0:
7587 case Q3DEFORM_TEXT1:
7588 case Q3DEFORM_TEXT2:
7589 case Q3DEFORM_TEXT3:
7590 case Q3DEFORM_TEXT4:
7591 case Q3DEFORM_TEXT5:
7592 case Q3DEFORM_TEXT6:
7593 case Q3DEFORM_TEXT7:
7596 case Q3DEFORM_AUTOSPRITE:
7599 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7600 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7601 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7602 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7604 dynamicvertex = true;
7605 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7607 case Q3DEFORM_AUTOSPRITE2:
7610 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7611 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7612 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7613 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7615 dynamicvertex = true;
7616 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7618 case Q3DEFORM_NORMAL:
7621 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7622 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7623 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7624 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7626 dynamicvertex = true;
7627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7630 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7631 break; // if wavefunc is a nop, ignore this transform
7634 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7635 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7636 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7637 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7639 dynamicvertex = true;
7640 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7642 case Q3DEFORM_BULGE:
7645 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7646 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7647 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7648 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7650 dynamicvertex = true;
7651 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7654 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7655 break; // if wavefunc is a nop, ignore this transform
7658 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7659 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7660 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7661 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7663 dynamicvertex = true;
7664 batchneed |= BATCHNEED_ARRAY_VERTEX;
7668 if (rsurface.texture->materialshaderpass)
7670 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7673 case Q3TCGEN_TEXTURE:
7675 case Q3TCGEN_LIGHTMAP:
7678 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7679 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7680 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7681 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7683 dynamicvertex = true;
7684 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7686 case Q3TCGEN_VECTOR:
7689 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7690 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7691 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7692 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7694 dynamicvertex = true;
7695 batchneed |= BATCHNEED_ARRAY_VERTEX;
7697 case Q3TCGEN_ENVIRONMENT:
7700 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7701 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7702 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7703 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7705 dynamicvertex = true;
7706 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7709 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7713 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7714 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7715 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7716 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7718 dynamicvertex = true;
7719 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7723 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7724 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7725 // we ensure this by treating the vertex batch as dynamic...
7726 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7730 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7731 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7732 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7733 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7735 dynamicvertex = true;
7738 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7739 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7740 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7742 rsurface.batchvertex3f = rsurface.modelvertex3f;
7743 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7744 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7745 rsurface.batchsvector3f = rsurface.modelsvector3f;
7746 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7747 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7748 rsurface.batchtvector3f = rsurface.modeltvector3f;
7749 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7750 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7751 rsurface.batchnormal3f = rsurface.modelnormal3f;
7752 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7753 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7754 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7755 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7756 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7757 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7758 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7759 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7760 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7761 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7762 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7763 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7764 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7765 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7766 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7767 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7768 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7769 rsurface.batchelement3i = rsurface.modelelement3i;
7770 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7771 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7772 rsurface.batchelement3s = rsurface.modelelement3s;
7773 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7774 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7775 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7776 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7777 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7778 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7779 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7781 // if any dynamic vertex processing has to occur in software, we copy the
7782 // entire surface list together before processing to rebase the vertices
7783 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7785 // if any gaps exist and we do not have a static vertex buffer, we have to
7786 // copy the surface list together to avoid wasting upload bandwidth on the
7787 // vertices in the gaps.
7789 // if gaps exist and we have a static vertex buffer, we can choose whether
7790 // to combine the index buffer ranges into one dynamic index buffer or
7791 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7793 // in many cases the batch is reduced to one draw call.
7795 rsurface.batchmultidraw = false;
7796 rsurface.batchmultidrawnumsurfaces = 0;
7797 rsurface.batchmultidrawsurfacelist = NULL;
7801 // static vertex data, just set pointers...
7802 rsurface.batchgeneratedvertex = false;
7803 // if there are gaps, we want to build a combined index buffer,
7804 // otherwise use the original static buffer with an appropriate offset
7807 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7808 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7809 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7810 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7811 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7813 rsurface.batchmultidraw = true;
7814 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7815 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7818 // build a new triangle elements array for this batch
7819 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7820 rsurface.batchfirsttriangle = 0;
7822 for (i = 0;i < texturenumsurfaces;i++)
7824 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7825 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7826 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7827 numtriangles += surfacenumtriangles;
7829 rsurface.batchelement3i_indexbuffer = NULL;
7830 rsurface.batchelement3i_bufferoffset = 0;
7831 rsurface.batchelement3s = NULL;
7832 rsurface.batchelement3s_indexbuffer = NULL;
7833 rsurface.batchelement3s_bufferoffset = 0;
7834 if (endvertex <= 65536)
7836 // make a 16bit (unsigned short) index array if possible
7837 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7838 for (i = 0;i < numtriangles*3;i++)
7839 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7841 // upload buffer data for the copytriangles batch
7842 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
7844 if (rsurface.batchelement3s)
7845 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7846 else if (rsurface.batchelement3i)
7847 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7852 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7853 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7854 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7855 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7860 // something needs software processing, do it for real...
7861 // we only directly handle separate array data in this case and then
7862 // generate interleaved data if needed...
7863 rsurface.batchgeneratedvertex = true;
7864 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7865 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7866 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7867 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7869 // now copy the vertex data into a combined array and make an index array
7870 // (this is what Quake3 does all the time)
7871 // we also apply any skeletal animation here that would have been done in
7872 // the vertex shader, because most of the dynamic vertex animation cases
7873 // need actual vertex positions and normals
7874 //if (dynamicvertex)
7876 rsurface.batchvertex3f = NULL;
7877 rsurface.batchvertex3f_vertexbuffer = NULL;
7878 rsurface.batchvertex3f_bufferoffset = 0;
7879 rsurface.batchsvector3f = NULL;
7880 rsurface.batchsvector3f_vertexbuffer = NULL;
7881 rsurface.batchsvector3f_bufferoffset = 0;
7882 rsurface.batchtvector3f = NULL;
7883 rsurface.batchtvector3f_vertexbuffer = NULL;
7884 rsurface.batchtvector3f_bufferoffset = 0;
7885 rsurface.batchnormal3f = NULL;
7886 rsurface.batchnormal3f_vertexbuffer = NULL;
7887 rsurface.batchnormal3f_bufferoffset = 0;
7888 rsurface.batchlightmapcolor4f = NULL;
7889 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7890 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7891 rsurface.batchtexcoordtexture2f = NULL;
7892 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7893 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7894 rsurface.batchtexcoordlightmap2f = NULL;
7895 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7896 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7897 rsurface.batchskeletalindex4ub = NULL;
7898 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7899 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7900 rsurface.batchskeletalweight4ub = NULL;
7901 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7902 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7903 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7904 rsurface.batchelement3i_indexbuffer = NULL;
7905 rsurface.batchelement3i_bufferoffset = 0;
7906 rsurface.batchelement3s = NULL;
7907 rsurface.batchelement3s_indexbuffer = NULL;
7908 rsurface.batchelement3s_bufferoffset = 0;
7909 rsurface.batchskeletaltransform3x4buffer = NULL;
7910 rsurface.batchskeletaltransform3x4offset = 0;
7911 rsurface.batchskeletaltransform3x4size = 0;
7912 // we'll only be setting up certain arrays as needed
7913 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7914 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7915 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7916 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7917 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7919 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7920 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7922 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7923 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7924 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7925 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7926 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7927 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7928 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7930 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7931 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7935 for (i = 0;i < texturenumsurfaces;i++)
7937 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7938 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7939 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7940 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7941 // copy only the data requested
7942 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7944 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7946 if (rsurface.batchvertex3f)
7947 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7949 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7951 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7953 if (rsurface.modelnormal3f)
7954 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7956 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7958 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7960 if (rsurface.modelsvector3f)
7962 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7963 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7967 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7968 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7971 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7973 if (rsurface.modellightmapcolor4f)
7974 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7976 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7978 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7980 if (rsurface.modeltexcoordtexture2f)
7981 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7983 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7985 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7987 if (rsurface.modeltexcoordlightmap2f)
7988 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7990 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7992 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7994 if (rsurface.modelskeletalindex4ub)
7996 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7997 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8001 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8002 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8003 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8004 for (j = 0;j < surfacenumvertices;j++)
8009 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8010 numvertices += surfacenumvertices;
8011 numtriangles += surfacenumtriangles;
8014 // generate a 16bit index array as well if possible
8015 // (in general, dynamic batches fit)
8016 if (numvertices <= 65536)
8018 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8019 for (i = 0;i < numtriangles*3;i++)
8020 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8023 // since we've copied everything, the batch now starts at 0
8024 rsurface.batchfirstvertex = 0;
8025 rsurface.batchnumvertices = batchnumvertices;
8026 rsurface.batchfirsttriangle = 0;
8027 rsurface.batchnumtriangles = batchnumtriangles;
8030 // apply skeletal animation that would have been done in the vertex shader
8031 if (rsurface.batchskeletaltransform3x4)
8033 const unsigned char *si;
8034 const unsigned char *sw;
8036 const float *b = rsurface.batchskeletaltransform3x4;
8037 float *vp, *vs, *vt, *vn;
8039 float m[3][4], n[3][4];
8040 float tp[3], ts[3], tt[3], tn[3];
8041 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8042 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8043 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8044 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8045 si = rsurface.batchskeletalindex4ub;
8046 sw = rsurface.batchskeletalweight4ub;
8047 vp = rsurface.batchvertex3f;
8048 vs = rsurface.batchsvector3f;
8049 vt = rsurface.batchtvector3f;
8050 vn = rsurface.batchnormal3f;
8051 memset(m[0], 0, sizeof(m));
8052 memset(n[0], 0, sizeof(n));
8053 for (i = 0;i < batchnumvertices;i++)
8055 t[0] = b + si[0]*12;
8058 // common case - only one matrix
8072 else if (sw[2] + sw[3])
8075 t[1] = b + si[1]*12;
8076 t[2] = b + si[2]*12;
8077 t[3] = b + si[3]*12;
8078 w[0] = sw[0] * (1.0f / 255.0f);
8079 w[1] = sw[1] * (1.0f / 255.0f);
8080 w[2] = sw[2] * (1.0f / 255.0f);
8081 w[3] = sw[3] * (1.0f / 255.0f);
8082 // blend the matrices
8083 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8084 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8085 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8086 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8087 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8088 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8089 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8090 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8091 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8092 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8093 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8094 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8099 t[1] = b + si[1]*12;
8100 w[0] = sw[0] * (1.0f / 255.0f);
8101 w[1] = sw[1] * (1.0f / 255.0f);
8102 // blend the matrices
8103 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8104 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8105 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8106 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8107 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8108 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8109 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8110 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8111 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8112 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8113 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8114 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8118 // modify the vertex
8120 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8121 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8122 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8126 // the normal transformation matrix is a set of cross products...
8127 CrossProduct(m[1], m[2], n[0]);
8128 CrossProduct(m[2], m[0], n[1]);
8129 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8131 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8132 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8133 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8134 VectorNormalize(vn);
8139 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8140 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8141 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8142 VectorNormalize(vs);
8145 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8146 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8147 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8148 VectorNormalize(vt);
8153 rsurface.batchskeletaltransform3x4 = NULL;
8154 rsurface.batchskeletalnumtransforms = 0;
8157 // q1bsp surfaces rendered in vertex color mode have to have colors
8158 // calculated based on lightstyles
8159 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8161 // generate color arrays for the surfaces in this list
8166 const unsigned char *lm;
8167 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8168 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8169 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8171 for (i = 0;i < texturenumsurfaces;i++)
8173 surface = texturesurfacelist[i];
8174 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8175 surfacenumvertices = surface->num_vertices;
8176 if (surface->lightmapinfo->samples)
8178 for (j = 0;j < surfacenumvertices;j++)
8180 lm = surface->lightmapinfo->samples + offsets[j];
8181 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8182 VectorScale(lm, scale, c);
8183 if (surface->lightmapinfo->styles[1] != 255)
8185 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8187 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8188 VectorMA(c, scale, lm, c);
8189 if (surface->lightmapinfo->styles[2] != 255)
8192 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8193 VectorMA(c, scale, lm, c);
8194 if (surface->lightmapinfo->styles[3] != 255)
8197 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8198 VectorMA(c, scale, lm, c);
8205 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);
8211 for (j = 0;j < surfacenumvertices;j++)
8213 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8220 // if vertices are deformed (sprite flares and things in maps, possibly
8221 // water waves, bulges and other deformations), modify the copied vertices
8223 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8226 switch (deform->deform)
8229 case Q3DEFORM_PROJECTIONSHADOW:
8230 case Q3DEFORM_TEXT0:
8231 case Q3DEFORM_TEXT1:
8232 case Q3DEFORM_TEXT2:
8233 case Q3DEFORM_TEXT3:
8234 case Q3DEFORM_TEXT4:
8235 case Q3DEFORM_TEXT5:
8236 case Q3DEFORM_TEXT6:
8237 case Q3DEFORM_TEXT7:
8240 case Q3DEFORM_AUTOSPRITE:
8241 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8242 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8243 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8244 VectorNormalize(newforward);
8245 VectorNormalize(newright);
8246 VectorNormalize(newup);
8247 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8248 // rsurface.batchvertex3f_vertexbuffer = NULL;
8249 // rsurface.batchvertex3f_bufferoffset = 0;
8250 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8251 // rsurface.batchsvector3f_vertexbuffer = NULL;
8252 // rsurface.batchsvector3f_bufferoffset = 0;
8253 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8254 // rsurface.batchtvector3f_vertexbuffer = NULL;
8255 // rsurface.batchtvector3f_bufferoffset = 0;
8256 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8257 // rsurface.batchnormal3f_vertexbuffer = NULL;
8258 // rsurface.batchnormal3f_bufferoffset = 0;
8259 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8260 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8261 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8262 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8263 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);
8264 // a single autosprite surface can contain multiple sprites...
8265 for (j = 0;j < batchnumvertices - 3;j += 4)
8267 VectorClear(center);
8268 for (i = 0;i < 4;i++)
8269 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8270 VectorScale(center, 0.25f, center);
8271 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8272 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8273 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8274 for (i = 0;i < 4;i++)
8276 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8277 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8280 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8281 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8282 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);
8284 case Q3DEFORM_AUTOSPRITE2:
8285 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8286 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8287 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8288 VectorNormalize(newforward);
8289 VectorNormalize(newright);
8290 VectorNormalize(newup);
8291 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8292 // rsurface.batchvertex3f_vertexbuffer = NULL;
8293 // rsurface.batchvertex3f_bufferoffset = 0;
8295 const float *v1, *v2;
8305 memset(shortest, 0, sizeof(shortest));
8306 // a single autosprite surface can contain multiple sprites...
8307 for (j = 0;j < batchnumvertices - 3;j += 4)
8309 VectorClear(center);
8310 for (i = 0;i < 4;i++)
8311 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8312 VectorScale(center, 0.25f, center);
8313 // find the two shortest edges, then use them to define the
8314 // axis vectors for rotating around the central axis
8315 for (i = 0;i < 6;i++)
8317 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8318 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8319 l = VectorDistance2(v1, v2);
8320 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8322 l += (1.0f / 1024.0f);
8323 if (shortest[0].length2 > l || i == 0)
8325 shortest[1] = shortest[0];
8326 shortest[0].length2 = l;
8327 shortest[0].v1 = v1;
8328 shortest[0].v2 = v2;
8330 else if (shortest[1].length2 > l || i == 1)
8332 shortest[1].length2 = l;
8333 shortest[1].v1 = v1;
8334 shortest[1].v2 = v2;
8337 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8338 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8339 // this calculates the right vector from the shortest edge
8340 // and the up vector from the edge midpoints
8341 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8342 VectorNormalize(right);
8343 VectorSubtract(end, start, up);
8344 VectorNormalize(up);
8345 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8346 VectorSubtract(rsurface.localvieworigin, center, forward);
8347 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8348 VectorNegate(forward, forward);
8349 VectorReflect(forward, 0, up, forward);
8350 VectorNormalize(forward);
8351 CrossProduct(up, forward, newright);
8352 VectorNormalize(newright);
8353 // rotate the quad around the up axis vector, this is made
8354 // especially easy by the fact we know the quad is flat,
8355 // so we only have to subtract the center position and
8356 // measure distance along the right vector, and then
8357 // multiply that by the newright vector and add back the
8359 // we also need to subtract the old position to undo the
8360 // displacement from the center, which we do with a
8361 // DotProduct, the subtraction/addition of center is also
8362 // optimized into DotProducts here
8363 l = DotProduct(right, center);
8364 for (i = 0;i < 4;i++)
8366 v1 = rsurface.batchvertex3f + 3*(j+i);
8367 f = DotProduct(right, v1) - l;
8368 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8372 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8374 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8375 // rsurface.batchnormal3f_vertexbuffer = NULL;
8376 // rsurface.batchnormal3f_bufferoffset = 0;
8377 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8379 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8381 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8382 // rsurface.batchsvector3f_vertexbuffer = NULL;
8383 // rsurface.batchsvector3f_bufferoffset = 0;
8384 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8385 // rsurface.batchtvector3f_vertexbuffer = NULL;
8386 // rsurface.batchtvector3f_bufferoffset = 0;
8387 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);
8390 case Q3DEFORM_NORMAL:
8391 // deform the normals to make reflections wavey
8392 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8393 rsurface.batchnormal3f_vertexbuffer = NULL;
8394 rsurface.batchnormal3f_bufferoffset = 0;
8395 for (j = 0;j < batchnumvertices;j++)
8398 float *normal = rsurface.batchnormal3f + 3*j;
8399 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8400 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8401 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8402 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8403 VectorNormalize(normal);
8405 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8407 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8408 // rsurface.batchsvector3f_vertexbuffer = NULL;
8409 // rsurface.batchsvector3f_bufferoffset = 0;
8410 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8411 // rsurface.batchtvector3f_vertexbuffer = NULL;
8412 // rsurface.batchtvector3f_bufferoffset = 0;
8413 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);
8417 // deform vertex array to make wavey water and flags and such
8418 waveparms[0] = deform->waveparms[0];
8419 waveparms[1] = deform->waveparms[1];
8420 waveparms[2] = deform->waveparms[2];
8421 waveparms[3] = deform->waveparms[3];
8422 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8423 break; // if wavefunc is a nop, don't make a dynamic vertex array
8424 // this is how a divisor of vertex influence on deformation
8425 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8426 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8427 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8428 // rsurface.batchvertex3f_vertexbuffer = NULL;
8429 // rsurface.batchvertex3f_bufferoffset = 0;
8430 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8431 // rsurface.batchnormal3f_vertexbuffer = NULL;
8432 // rsurface.batchnormal3f_bufferoffset = 0;
8433 for (j = 0;j < batchnumvertices;j++)
8435 // if the wavefunc depends on time, evaluate it per-vertex
8438 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8439 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8441 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8443 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8444 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8445 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8447 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8448 // rsurface.batchsvector3f_vertexbuffer = NULL;
8449 // rsurface.batchsvector3f_bufferoffset = 0;
8450 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8451 // rsurface.batchtvector3f_vertexbuffer = NULL;
8452 // rsurface.batchtvector3f_bufferoffset = 0;
8453 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);
8456 case Q3DEFORM_BULGE:
8457 // deform vertex array to make the surface have moving bulges
8458 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8459 // rsurface.batchvertex3f_vertexbuffer = NULL;
8460 // rsurface.batchvertex3f_bufferoffset = 0;
8461 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8462 // rsurface.batchnormal3f_vertexbuffer = NULL;
8463 // rsurface.batchnormal3f_bufferoffset = 0;
8464 for (j = 0;j < batchnumvertices;j++)
8466 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8467 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8469 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8470 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8471 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8473 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8474 // rsurface.batchsvector3f_vertexbuffer = NULL;
8475 // rsurface.batchsvector3f_bufferoffset = 0;
8476 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8477 // rsurface.batchtvector3f_vertexbuffer = NULL;
8478 // rsurface.batchtvector3f_bufferoffset = 0;
8479 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);
8483 // deform vertex array
8484 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8485 break; // if wavefunc is a nop, don't make a dynamic vertex array
8486 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8487 VectorScale(deform->parms, scale, waveparms);
8488 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8489 // rsurface.batchvertex3f_vertexbuffer = NULL;
8490 // rsurface.batchvertex3f_bufferoffset = 0;
8491 for (j = 0;j < batchnumvertices;j++)
8492 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8497 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8499 // generate texcoords based on the chosen texcoord source
8500 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8503 case Q3TCGEN_TEXTURE:
8505 case Q3TCGEN_LIGHTMAP:
8506 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8507 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8508 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8509 if (rsurface.batchtexcoordlightmap2f)
8510 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8512 case Q3TCGEN_VECTOR:
8513 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8514 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8515 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8516 for (j = 0;j < batchnumvertices;j++)
8518 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8519 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8522 case Q3TCGEN_ENVIRONMENT:
8523 // make environment reflections using a spheremap
8524 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8525 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8526 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8527 for (j = 0;j < batchnumvertices;j++)
8529 // identical to Q3A's method, but executed in worldspace so
8530 // carried models can be shiny too
8532 float viewer[3], d, reflected[3], worldreflected[3];
8534 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8535 // VectorNormalize(viewer);
8537 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8539 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8540 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8541 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8542 // note: this is proportinal to viewer, so we can normalize later
8544 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8545 VectorNormalize(worldreflected);
8547 // note: this sphere map only uses world x and z!
8548 // so positive and negative y will LOOK THE SAME.
8549 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8550 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8554 // the only tcmod that needs software vertex processing is turbulent, so
8555 // check for it here and apply the changes if needed
8556 // and we only support that as the first one
8557 // (handling a mixture of turbulent and other tcmods would be problematic
8558 // without punting it entirely to a software path)
8559 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8561 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8562 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8563 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8564 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8565 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8566 for (j = 0;j < batchnumvertices;j++)
8568 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);
8569 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8574 // upload buffer data for the dynamic batch
8575 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
8577 if (rsurface.batchvertex3f)
8578 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8579 if (rsurface.batchsvector3f)
8580 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8581 if (rsurface.batchtvector3f)
8582 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8583 if (rsurface.batchnormal3f)
8584 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8585 if (rsurface.batchlightmapcolor4f)
8586 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8587 if (rsurface.batchtexcoordtexture2f)
8588 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8589 if (rsurface.batchtexcoordlightmap2f)
8590 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8591 if (rsurface.batchskeletalindex4ub)
8592 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8593 if (rsurface.batchskeletalweight4ub)
8594 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8595 if (rsurface.batchelement3s)
8596 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8597 else if (rsurface.batchelement3i)
8598 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8602 void RSurf_DrawBatch(void)
8604 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8605 // through the pipeline, killing it earlier in the pipeline would have
8606 // per-surface overhead rather than per-batch overhead, so it's best to
8607 // reject it here, before it hits glDraw.
8608 if (rsurface.batchnumtriangles == 0)
8611 // batch debugging code
8612 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8618 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8619 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8622 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8624 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8626 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8627 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);
8634 if (rsurface.batchmultidraw)
8636 // issue multiple draws rather than copying index data
8637 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8638 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8639 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8640 for (i = 0;i < numsurfaces;)
8642 // combine consecutive surfaces as one draw
8643 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8644 if (surfacelist[j] != surfacelist[k] + 1)
8646 firstvertex = surfacelist[i]->num_firstvertex;
8647 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8648 firsttriangle = surfacelist[i]->num_firsttriangle;
8649 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8650 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);
8656 // there is only one consecutive run of index data (may have been combined)
8657 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);
8661 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8663 // pick the closest matching water plane
8664 int planeindex, vertexindex, bestplaneindex = -1;
8668 r_waterstate_waterplane_t *p;
8669 qboolean prepared = false;
8671 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8673 if(p->camera_entity != rsurface.texture->camera_entity)
8678 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8680 if(rsurface.batchnumvertices == 0)
8683 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8685 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8686 d += fabs(PlaneDiff(vert, &p->plane));
8688 if (bestd > d || bestplaneindex < 0)
8691 bestplaneindex = planeindex;
8694 return bestplaneindex;
8695 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8696 // this situation though, as it might be better to render single larger
8697 // batches with useless stuff (backface culled for example) than to
8698 // render multiple smaller batches
8701 void RSurf_SetupDepthAndCulling(void)
8703 // submodels are biased to avoid z-fighting with world surfaces that they
8704 // may be exactly overlapping (avoids z-fighting artifacts on certain
8705 // doors and things in Quake maps)
8706 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8707 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8708 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8709 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8712 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8715 // transparent sky would be ridiculous
8716 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8718 R_SetupShader_Generic_NoTexture(false, false);
8719 skyrenderlater = true;
8720 RSurf_SetupDepthAndCulling();
8723 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8724 if (r_sky_scissor.integer)
8726 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8727 for (i = 0; i < texturenumsurfaces; i++)
8729 const msurface_t *surf = texturesurfacelist[i];
8732 float mins[3], maxs[3];
8734 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8736 Matrix4x4_Transform(&rsurface.matrix, v, p);
8739 if (mins[0] > p[0]) mins[0] = p[0];
8740 if (mins[1] > p[1]) mins[1] = p[1];
8741 if (mins[2] > p[2]) mins[2] = p[2];
8742 if (maxs[0] < p[0]) maxs[0] = p[0];
8743 if (maxs[1] < p[1]) maxs[1] = p[1];
8744 if (maxs[2] < p[2]) maxs[2] = p[2];
8748 VectorCopy(p, mins);
8749 VectorCopy(p, maxs);
8752 if (!R_ScissorForBBox(mins, maxs, scissor))
8756 if (skyscissor[0] > scissor[0])
8758 skyscissor[2] += skyscissor[0] - scissor[0];
8759 skyscissor[0] = scissor[0];
8761 if (skyscissor[1] > scissor[1])
8763 skyscissor[3] += skyscissor[1] - scissor[1];
8764 skyscissor[1] = scissor[1];
8766 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8767 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8768 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8769 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8772 Vector4Copy(scissor, skyscissor);
8777 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8778 // skymasking on them, and Quake3 never did sky masking (unlike
8779 // software Quake and software Quake2), so disable the sky masking
8780 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8781 // and skymasking also looks very bad when noclipping outside the
8782 // level, so don't use it then either.
8783 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8785 R_Mesh_ResetTextureState();
8786 if (skyrendermasked)
8788 R_SetupShader_DepthOrShadow(false, false, false);
8789 // depth-only (masking)
8790 GL_ColorMask(0, 0, 0, 0);
8791 // just to make sure that braindead drivers don't draw
8792 // anything despite that colormask...
8793 GL_BlendFunc(GL_ZERO, GL_ONE);
8794 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8795 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8799 R_SetupShader_Generic_NoTexture(false, false);
8801 GL_BlendFunc(GL_ONE, GL_ZERO);
8802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8803 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8804 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8807 if (skyrendermasked)
8808 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8810 R_Mesh_ResetTextureState();
8811 GL_Color(1, 1, 1, 1);
8814 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8815 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8816 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8818 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8822 // render screenspace normalmap to texture
8824 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8829 // bind lightmap texture
8831 // water/refraction/reflection/camera surfaces have to be handled specially
8832 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8834 int start, end, startplaneindex;
8835 for (start = 0;start < texturenumsurfaces;start = end)
8837 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8838 if(startplaneindex < 0)
8840 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8841 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8845 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8847 // now that we have a batch using the same planeindex, render it
8848 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8850 // render water or distortion background
8852 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8854 // blend surface on top
8855 GL_DepthMask(false);
8856 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8859 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8861 // render surface with reflection texture as input
8862 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8863 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8870 // render surface batch normally
8871 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8872 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8876 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8880 int texturesurfaceindex;
8882 const msurface_t *surface;
8883 float surfacecolor4f[4];
8885 // R_Mesh_ResetTextureState();
8886 R_SetupShader_Generic_NoTexture(false, false);
8888 GL_BlendFunc(GL_ONE, GL_ZERO);
8889 GL_DepthMask(writedepth);
8891 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8893 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8895 surface = texturesurfacelist[texturesurfaceindex];
8896 k = (int)(((size_t)surface) / sizeof(msurface_t));
8897 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8898 for (j = 0;j < surface->num_vertices;j++)
8900 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8904 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8908 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8911 RSurf_SetupDepthAndCulling();
8912 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8914 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8917 switch (vid.renderpath)
8919 case RENDERPATH_GL20:
8920 case RENDERPATH_GLES2:
8921 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8927 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8930 int texturenumsurfaces, endsurface;
8932 const msurface_t *surface;
8933 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8935 RSurf_ActiveModelEntity(ent, true, true, false);
8937 if (r_transparentdepthmasking.integer)
8939 qboolean setup = false;
8940 for (i = 0;i < numsurfaces;i = j)
8943 surface = rsurface.modelsurfaces + surfacelist[i];
8944 texture = surface->texture;
8945 rsurface.texture = R_GetCurrentTexture(texture);
8946 rsurface.lightmaptexture = NULL;
8947 rsurface.deluxemaptexture = NULL;
8948 rsurface.uselightmaptexture = false;
8949 // scan ahead until we find a different texture
8950 endsurface = min(i + 1024, numsurfaces);
8951 texturenumsurfaces = 0;
8952 texturesurfacelist[texturenumsurfaces++] = surface;
8953 for (;j < endsurface;j++)
8955 surface = rsurface.modelsurfaces + surfacelist[j];
8956 if (texture != surface->texture)
8958 texturesurfacelist[texturenumsurfaces++] = surface;
8960 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8962 // render the range of surfaces as depth
8966 GL_ColorMask(0,0,0,0);
8969 GL_BlendFunc(GL_ONE, GL_ZERO);
8971 // R_Mesh_ResetTextureState();
8973 RSurf_SetupDepthAndCulling();
8974 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8975 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8976 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8980 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8983 for (i = 0;i < numsurfaces;i = j)
8986 surface = rsurface.modelsurfaces + surfacelist[i];
8987 texture = surface->texture;
8988 rsurface.texture = R_GetCurrentTexture(texture);
8989 // scan ahead until we find a different texture
8990 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8991 texturenumsurfaces = 0;
8992 texturesurfacelist[texturenumsurfaces++] = surface;
8993 if(FAKELIGHT_ENABLED)
8995 rsurface.lightmaptexture = NULL;
8996 rsurface.deluxemaptexture = NULL;
8997 rsurface.uselightmaptexture = false;
8998 for (;j < endsurface;j++)
9000 surface = rsurface.modelsurfaces + surfacelist[j];
9001 if (texture != surface->texture)
9003 texturesurfacelist[texturenumsurfaces++] = surface;
9008 rsurface.lightmaptexture = surface->lightmaptexture;
9009 rsurface.deluxemaptexture = surface->deluxemaptexture;
9010 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9011 for (;j < endsurface;j++)
9013 surface = rsurface.modelsurfaces + surfacelist[j];
9014 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9016 texturesurfacelist[texturenumsurfaces++] = surface;
9019 // render the range of surfaces
9020 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9022 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9025 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9027 // transparent surfaces get pushed off into the transparent queue
9028 int surfacelistindex;
9029 const msurface_t *surface;
9030 vec3_t tempcenter, center;
9031 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9033 surface = texturesurfacelist[surfacelistindex];
9034 if (r_transparent_sortsurfacesbynearest.integer)
9036 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9037 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9038 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9042 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9043 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9044 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9046 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9047 if (rsurface.entity->transparent_offset) // transparent offset
9049 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9050 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9051 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9053 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);
9057 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9059 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9061 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9063 RSurf_SetupDepthAndCulling();
9064 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9065 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9066 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9070 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9074 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9077 if (!rsurface.texture->currentnumlayers)
9079 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9080 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9082 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9084 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9085 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9086 else if (!rsurface.texture->currentnumlayers)
9088 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9090 // in the deferred case, transparent surfaces were queued during prepass
9091 if (!r_shadow_usingdeferredprepass)
9092 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9096 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9097 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9102 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9106 R_FrameData_SetMark();
9107 // break the surface list down into batches by texture and use of lightmapping
9108 for (i = 0;i < numsurfaces;i = j)
9111 // texture is the base texture pointer, rsurface.texture is the
9112 // current frame/skin the texture is directing us to use (for example
9113 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9114 // use skin 1 instead)
9115 texture = surfacelist[i]->texture;
9116 rsurface.texture = R_GetCurrentTexture(texture);
9117 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9119 // if this texture is not the kind we want, skip ahead to the next one
9120 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9124 if(FAKELIGHT_ENABLED || depthonly || prepass)
9126 rsurface.lightmaptexture = NULL;
9127 rsurface.deluxemaptexture = NULL;
9128 rsurface.uselightmaptexture = false;
9129 // simply scan ahead until we find a different texture or lightmap state
9130 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9135 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9136 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9137 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9138 // simply scan ahead until we find a different texture or lightmap state
9139 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9142 // render the range of surfaces
9143 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9145 R_FrameData_ReturnToMark();
9148 float locboxvertex3f[6*4*3] =
9150 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9151 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9152 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9153 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9154 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9155 1,0,0, 0,0,0, 0,1,0, 1,1,0
9158 unsigned short locboxelements[6*2*3] =
9168 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9171 cl_locnode_t *loc = (cl_locnode_t *)ent;
9173 float vertex3f[6*4*3];
9175 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9176 GL_DepthMask(false);
9177 GL_DepthRange(0, 1);
9178 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9180 GL_CullFace(GL_NONE);
9181 R_EntityMatrix(&identitymatrix);
9183 // R_Mesh_ResetTextureState();
9186 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9187 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9188 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9189 surfacelist[0] < 0 ? 0.5f : 0.125f);
9191 if (VectorCompare(loc->mins, loc->maxs))
9193 VectorSet(size, 2, 2, 2);
9194 VectorMA(loc->mins, -0.5f, size, mins);
9198 VectorCopy(loc->mins, mins);
9199 VectorSubtract(loc->maxs, loc->mins, size);
9202 for (i = 0;i < 6*4*3;)
9203 for (j = 0;j < 3;j++, i++)
9204 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9206 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9207 R_SetupShader_Generic_NoTexture(false, false);
9208 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9211 void R_DrawLocs(void)
9214 cl_locnode_t *loc, *nearestloc;
9216 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9217 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9219 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9220 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9224 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9226 if (decalsystem->decals)
9227 Mem_Free(decalsystem->decals);
9228 memset(decalsystem, 0, sizeof(*decalsystem));
9231 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)
9237 // expand or initialize the system
9238 if (decalsystem->maxdecals <= decalsystem->numdecals)
9240 decalsystem_t old = *decalsystem;
9241 qboolean useshortelements;
9242 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9243 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9244 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)));
9245 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9246 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9247 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9248 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9249 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9250 if (decalsystem->numdecals)
9251 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9253 Mem_Free(old.decals);
9254 for (i = 0;i < decalsystem->maxdecals*3;i++)
9255 decalsystem->element3i[i] = i;
9256 if (useshortelements)
9257 for (i = 0;i < decalsystem->maxdecals*3;i++)
9258 decalsystem->element3s[i] = i;
9261 // grab a decal and search for another free slot for the next one
9262 decals = decalsystem->decals;
9263 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9264 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9266 decalsystem->freedecal = i;
9267 if (decalsystem->numdecals <= i)
9268 decalsystem->numdecals = i + 1;
9270 // initialize the decal
9272 decal->triangleindex = triangleindex;
9273 decal->surfaceindex = surfaceindex;
9274 decal->decalsequence = decalsequence;
9275 decal->color4f[0][0] = c0[0];
9276 decal->color4f[0][1] = c0[1];
9277 decal->color4f[0][2] = c0[2];
9278 decal->color4f[0][3] = 1;
9279 decal->color4f[1][0] = c1[0];
9280 decal->color4f[1][1] = c1[1];
9281 decal->color4f[1][2] = c1[2];
9282 decal->color4f[1][3] = 1;
9283 decal->color4f[2][0] = c2[0];
9284 decal->color4f[2][1] = c2[1];
9285 decal->color4f[2][2] = c2[2];
9286 decal->color4f[2][3] = 1;
9287 decal->vertex3f[0][0] = v0[0];
9288 decal->vertex3f[0][1] = v0[1];
9289 decal->vertex3f[0][2] = v0[2];
9290 decal->vertex3f[1][0] = v1[0];
9291 decal->vertex3f[1][1] = v1[1];
9292 decal->vertex3f[1][2] = v1[2];
9293 decal->vertex3f[2][0] = v2[0];
9294 decal->vertex3f[2][1] = v2[1];
9295 decal->vertex3f[2][2] = v2[2];
9296 decal->texcoord2f[0][0] = t0[0];
9297 decal->texcoord2f[0][1] = t0[1];
9298 decal->texcoord2f[1][0] = t1[0];
9299 decal->texcoord2f[1][1] = t1[1];
9300 decal->texcoord2f[2][0] = t2[0];
9301 decal->texcoord2f[2][1] = t2[1];
9302 TriangleNormal(v0, v1, v2, decal->plane);
9303 VectorNormalize(decal->plane);
9304 decal->plane[3] = DotProduct(v0, decal->plane);
9307 extern cvar_t cl_decals_bias;
9308 extern cvar_t cl_decals_models;
9309 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9310 // baseparms, parms, temps
9311 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)
9316 const float *vertex3f;
9317 const float *normal3f;
9319 float points[2][9][3];
9326 e = rsurface.modelelement3i + 3*triangleindex;
9328 vertex3f = rsurface.modelvertex3f;
9329 normal3f = rsurface.modelnormal3f;
9333 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9335 index = 3*e[cornerindex];
9336 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9341 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9343 index = 3*e[cornerindex];
9344 VectorCopy(vertex3f + index, v[cornerindex]);
9349 //TriangleNormal(v[0], v[1], v[2], normal);
9350 //if (DotProduct(normal, localnormal) < 0.0f)
9352 // clip by each of the box planes formed from the projection matrix
9353 // if anything survives, we emit the decal
9354 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]);
9357 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]);
9360 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]);
9363 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]);
9366 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]);
9369 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]);
9372 // some part of the triangle survived, so we have to accept it...
9375 // dynamic always uses the original triangle
9377 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9379 index = 3*e[cornerindex];
9380 VectorCopy(vertex3f + index, v[cornerindex]);
9383 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9385 // convert vertex positions to texcoords
9386 Matrix4x4_Transform(projection, v[cornerindex], temp);
9387 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9388 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9389 // calculate distance fade from the projection origin
9390 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9391 f = bound(0.0f, f, 1.0f);
9392 c[cornerindex][0] = r * f;
9393 c[cornerindex][1] = g * f;
9394 c[cornerindex][2] = b * f;
9395 c[cornerindex][3] = 1.0f;
9396 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9399 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);
9401 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9402 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);
9404 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)
9406 matrix4x4_t projection;
9407 decalsystem_t *decalsystem;
9410 const msurface_t *surface;
9411 const msurface_t *surfaces;
9412 const int *surfacelist;
9413 const texture_t *texture;
9416 int surfacelistindex;
9419 float localorigin[3];
9420 float localnormal[3];
9428 int bih_triangles_count;
9429 int bih_triangles[256];
9430 int bih_surfaces[256];
9432 decalsystem = &ent->decalsystem;
9434 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9436 R_DecalSystem_Reset(&ent->decalsystem);
9440 if (!model->brush.data_leafs && !cl_decals_models.integer)
9442 if (decalsystem->model)
9443 R_DecalSystem_Reset(decalsystem);
9447 if (decalsystem->model != model)
9448 R_DecalSystem_Reset(decalsystem);
9449 decalsystem->model = model;
9451 RSurf_ActiveModelEntity(ent, true, false, false);
9453 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9454 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9455 VectorNormalize(localnormal);
9456 localsize = worldsize*rsurface.inversematrixscale;
9457 localmins[0] = localorigin[0] - localsize;
9458 localmins[1] = localorigin[1] - localsize;
9459 localmins[2] = localorigin[2] - localsize;
9460 localmaxs[0] = localorigin[0] + localsize;
9461 localmaxs[1] = localorigin[1] + localsize;
9462 localmaxs[2] = localorigin[2] + localsize;
9464 //VectorCopy(localnormal, planes[4]);
9465 //VectorVectors(planes[4], planes[2], planes[0]);
9466 AnglesFromVectors(angles, localnormal, NULL, false);
9467 AngleVectors(angles, planes[0], planes[2], planes[4]);
9468 VectorNegate(planes[0], planes[1]);
9469 VectorNegate(planes[2], planes[3]);
9470 VectorNegate(planes[4], planes[5]);
9471 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9472 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9473 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9474 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9475 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9476 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9481 matrix4x4_t forwardprojection;
9482 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9483 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9488 float projectionvector[4][3];
9489 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9490 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9491 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9492 projectionvector[0][0] = planes[0][0] * ilocalsize;
9493 projectionvector[0][1] = planes[1][0] * ilocalsize;
9494 projectionvector[0][2] = planes[2][0] * ilocalsize;
9495 projectionvector[1][0] = planes[0][1] * ilocalsize;
9496 projectionvector[1][1] = planes[1][1] * ilocalsize;
9497 projectionvector[1][2] = planes[2][1] * ilocalsize;
9498 projectionvector[2][0] = planes[0][2] * ilocalsize;
9499 projectionvector[2][1] = planes[1][2] * ilocalsize;
9500 projectionvector[2][2] = planes[2][2] * ilocalsize;
9501 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9502 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9503 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9504 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9508 dynamic = model->surfmesh.isanimated;
9509 numsurfacelist = model->nummodelsurfaces;
9510 surfacelist = model->sortedmodelsurfaces;
9511 surfaces = model->data_surfaces;
9514 bih_triangles_count = -1;
9517 if(model->render_bih.numleafs)
9518 bih = &model->render_bih;
9519 else if(model->collision_bih.numleafs)
9520 bih = &model->collision_bih;
9523 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9524 if(bih_triangles_count == 0)
9526 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9528 if(bih_triangles_count > 0)
9530 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9532 surfaceindex = bih_surfaces[triangleindex];
9533 surface = surfaces + surfaceindex;
9534 texture = surface->texture;
9535 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9537 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9539 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9544 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9546 surfaceindex = surfacelist[surfacelistindex];
9547 surface = surfaces + surfaceindex;
9548 // check cull box first because it rejects more than any other check
9549 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9551 // skip transparent surfaces
9552 texture = surface->texture;
9553 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9555 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9557 numtriangles = surface->num_triangles;
9558 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9559 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9564 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9565 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)
9567 int renderentityindex;
9570 entity_render_t *ent;
9572 if (!cl_decals_newsystem.integer)
9575 worldmins[0] = worldorigin[0] - worldsize;
9576 worldmins[1] = worldorigin[1] - worldsize;
9577 worldmins[2] = worldorigin[2] - worldsize;
9578 worldmaxs[0] = worldorigin[0] + worldsize;
9579 worldmaxs[1] = worldorigin[1] + worldsize;
9580 worldmaxs[2] = worldorigin[2] + worldsize;
9582 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9584 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9586 ent = r_refdef.scene.entities[renderentityindex];
9587 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9590 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9594 typedef struct r_decalsystem_splatqueue_s
9601 unsigned int decalsequence;
9603 r_decalsystem_splatqueue_t;
9605 int r_decalsystem_numqueued = 0;
9606 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9608 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)
9610 r_decalsystem_splatqueue_t *queue;
9612 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9615 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9616 VectorCopy(worldorigin, queue->worldorigin);
9617 VectorCopy(worldnormal, queue->worldnormal);
9618 Vector4Set(queue->color, r, g, b, a);
9619 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9620 queue->worldsize = worldsize;
9621 queue->decalsequence = cl.decalsequence++;
9624 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9627 r_decalsystem_splatqueue_t *queue;
9629 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9630 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);
9631 r_decalsystem_numqueued = 0;
9634 extern cvar_t cl_decals_max;
9635 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9638 decalsystem_t *decalsystem = &ent->decalsystem;
9640 unsigned int killsequence;
9645 if (!decalsystem->numdecals)
9648 if (r_showsurfaces.integer)
9651 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9653 R_DecalSystem_Reset(decalsystem);
9657 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9658 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9660 if (decalsystem->lastupdatetime)
9661 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9664 decalsystem->lastupdatetime = r_refdef.scene.time;
9665 numdecals = decalsystem->numdecals;
9667 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9669 if (decal->color4f[0][3])
9671 decal->lived += frametime;
9672 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9674 memset(decal, 0, sizeof(*decal));
9675 if (decalsystem->freedecal > i)
9676 decalsystem->freedecal = i;
9680 decal = decalsystem->decals;
9681 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9684 // collapse the array by shuffling the tail decals into the gaps
9687 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9688 decalsystem->freedecal++;
9689 if (decalsystem->freedecal == numdecals)
9691 decal[decalsystem->freedecal] = decal[--numdecals];
9694 decalsystem->numdecals = numdecals;
9698 // if there are no decals left, reset decalsystem
9699 R_DecalSystem_Reset(decalsystem);
9703 extern skinframe_t *decalskinframe;
9704 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9707 decalsystem_t *decalsystem = &ent->decalsystem;
9716 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9719 numdecals = decalsystem->numdecals;
9723 if (r_showsurfaces.integer)
9726 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9728 R_DecalSystem_Reset(decalsystem);
9732 // if the model is static it doesn't matter what value we give for
9733 // wantnormals and wanttangents, so this logic uses only rules applicable
9734 // to a model, knowing that they are meaningless otherwise
9735 RSurf_ActiveModelEntity(ent, false, false, false);
9737 decalsystem->lastupdatetime = r_refdef.scene.time;
9739 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9741 // update vertex positions for animated models
9742 v3f = decalsystem->vertex3f;
9743 c4f = decalsystem->color4f;
9744 t2f = decalsystem->texcoord2f;
9745 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9747 if (!decal->color4f[0][3])
9750 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9754 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9757 // update color values for fading decals
9758 if (decal->lived >= cl_decals_time.value)
9759 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9763 c4f[ 0] = decal->color4f[0][0] * alpha;
9764 c4f[ 1] = decal->color4f[0][1] * alpha;
9765 c4f[ 2] = decal->color4f[0][2] * alpha;
9767 c4f[ 4] = decal->color4f[1][0] * alpha;
9768 c4f[ 5] = decal->color4f[1][1] * alpha;
9769 c4f[ 6] = decal->color4f[1][2] * alpha;
9771 c4f[ 8] = decal->color4f[2][0] * alpha;
9772 c4f[ 9] = decal->color4f[2][1] * alpha;
9773 c4f[10] = decal->color4f[2][2] * alpha;
9776 t2f[0] = decal->texcoord2f[0][0];
9777 t2f[1] = decal->texcoord2f[0][1];
9778 t2f[2] = decal->texcoord2f[1][0];
9779 t2f[3] = decal->texcoord2f[1][1];
9780 t2f[4] = decal->texcoord2f[2][0];
9781 t2f[5] = decal->texcoord2f[2][1];
9783 // update vertex positions for animated models
9784 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9786 e = rsurface.modelelement3i + 3*decal->triangleindex;
9787 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9788 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9789 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9793 VectorCopy(decal->vertex3f[0], v3f);
9794 VectorCopy(decal->vertex3f[1], v3f + 3);
9795 VectorCopy(decal->vertex3f[2], v3f + 6);
9798 if (r_refdef.fogenabled)
9800 alpha = RSurf_FogVertex(v3f);
9801 VectorScale(c4f, alpha, c4f);
9802 alpha = RSurf_FogVertex(v3f + 3);
9803 VectorScale(c4f + 4, alpha, c4f + 4);
9804 alpha = RSurf_FogVertex(v3f + 6);
9805 VectorScale(c4f + 8, alpha, c4f + 8);
9816 r_refdef.stats[r_stat_drawndecals] += numtris;
9818 // now render the decals all at once
9819 // (this assumes they all use one particle font texture!)
9820 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);
9821 // R_Mesh_ResetTextureState();
9822 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9823 GL_DepthMask(false);
9824 GL_DepthRange(0, 1);
9825 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9827 GL_CullFace(GL_NONE);
9828 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9829 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
9830 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9834 static void R_DrawModelDecals(void)
9838 // fade faster when there are too many decals
9839 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9840 for (i = 0;i < r_refdef.scene.numentities;i++)
9841 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9843 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9844 for (i = 0;i < r_refdef.scene.numentities;i++)
9845 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9846 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9848 R_DecalSystem_ApplySplatEntitiesQueue();
9850 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9851 for (i = 0;i < r_refdef.scene.numentities;i++)
9852 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9854 r_refdef.stats[r_stat_totaldecals] += numdecals;
9856 if (r_showsurfaces.integer)
9859 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9861 for (i = 0;i < r_refdef.scene.numentities;i++)
9863 if (!r_refdef.viewcache.entityvisible[i])
9865 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9866 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9870 extern cvar_t mod_collision_bih;
9871 static void R_DrawDebugModel(void)
9873 entity_render_t *ent = rsurface.entity;
9874 int i, j, flagsmask;
9875 const msurface_t *surface;
9876 dp_model_t *model = ent->model;
9878 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9881 if (r_showoverdraw.value > 0)
9883 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9884 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9885 R_SetupShader_Generic_NoTexture(false, false);
9886 GL_DepthTest(false);
9887 GL_DepthMask(false);
9888 GL_DepthRange(0, 1);
9889 GL_BlendFunc(GL_ONE, GL_ONE);
9890 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9892 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9894 rsurface.texture = R_GetCurrentTexture(surface->texture);
9895 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9897 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9898 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9899 if (!rsurface.texture->currentlayers->depthmask)
9900 GL_Color(c, 0, 0, 1.0f);
9901 else if (ent == r_refdef.scene.worldentity)
9902 GL_Color(c, c, c, 1.0f);
9904 GL_Color(0, c, 0, 1.0f);
9905 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9909 rsurface.texture = NULL;
9912 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9914 // R_Mesh_ResetTextureState();
9915 R_SetupShader_Generic_NoTexture(false, false);
9916 GL_DepthRange(0, 1);
9917 GL_DepthTest(!r_showdisabledepthtest.integer);
9918 GL_DepthMask(false);
9919 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9921 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9925 qboolean cullbox = false;
9926 const q3mbrush_t *brush;
9927 const bih_t *bih = &model->collision_bih;
9928 const bih_leaf_t *bihleaf;
9929 float vertex3f[3][3];
9930 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9931 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9933 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9935 switch (bihleaf->type)
9938 brush = model->brush.data_brushes + bihleaf->itemindex;
9939 if (brush->colbrushf && brush->colbrushf->numtriangles)
9941 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);
9942 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9943 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9946 case BIH_COLLISIONTRIANGLE:
9947 triangleindex = bihleaf->itemindex;
9948 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9949 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9950 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9951 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);
9952 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9953 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9955 case BIH_RENDERTRIANGLE:
9956 triangleindex = bihleaf->itemindex;
9957 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9958 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9959 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9960 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);
9961 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9962 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9968 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9971 if (r_showtris.value > 0 && qglPolygonMode)
9973 if (r_showdisabledepthtest.integer)
9975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9976 GL_DepthMask(false);
9980 GL_BlendFunc(GL_ONE, GL_ZERO);
9983 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9984 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9986 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9988 rsurface.texture = R_GetCurrentTexture(surface->texture);
9989 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9991 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9992 if (!rsurface.texture->currentlayers->depthmask)
9993 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9994 else if (ent == r_refdef.scene.worldentity)
9995 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9997 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9998 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10002 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
10003 rsurface.texture = NULL;
10007 // FIXME! implement r_shownormals with just triangles
10008 if (r_shownormals.value != 0 && qglBegin)
10012 if (r_showdisabledepthtest.integer)
10014 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10015 GL_DepthMask(false);
10019 GL_BlendFunc(GL_ONE, GL_ZERO);
10020 GL_DepthMask(true);
10022 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10024 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10026 rsurface.texture = R_GetCurrentTexture(surface->texture);
10027 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10029 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10030 qglBegin(GL_LINES);
10031 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10033 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10035 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10036 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10037 qglVertex3f(v[0], v[1], v[2]);
10038 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10039 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10040 qglVertex3f(v[0], v[1], v[2]);
10043 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10045 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10047 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10048 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10049 qglVertex3f(v[0], v[1], v[2]);
10050 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10051 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10052 qglVertex3f(v[0], v[1], v[2]);
10055 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10057 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10059 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10060 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10061 qglVertex3f(v[0], v[1], v[2]);
10062 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10063 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10064 qglVertex3f(v[0], v[1], v[2]);
10067 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10069 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10071 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10072 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10073 qglVertex3f(v[0], v[1], v[2]);
10074 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10075 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10076 qglVertex3f(v[0], v[1], v[2]);
10083 rsurface.texture = NULL;
10089 int r_maxsurfacelist = 0;
10090 const msurface_t **r_surfacelist = NULL;
10091 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10093 int i, j, endj, flagsmask;
10094 dp_model_t *model = ent->model;
10095 msurface_t *surfaces;
10096 unsigned char *update;
10097 int numsurfacelist = 0;
10101 if (r_maxsurfacelist < model->num_surfaces)
10103 r_maxsurfacelist = model->num_surfaces;
10105 Mem_Free((msurface_t **)r_surfacelist);
10106 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10109 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10110 RSurf_ActiveModelEntity(ent, false, false, false);
10112 RSurf_ActiveModelEntity(ent, true, true, true);
10113 else if (depthonly)
10114 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10116 RSurf_ActiveModelEntity(ent, true, true, false);
10118 surfaces = model->data_surfaces;
10119 update = model->brushq1.lightmapupdateflags;
10121 // update light styles
10122 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10124 model_brush_lightstyleinfo_t *style;
10125 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10127 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10129 int *list = style->surfacelist;
10130 style->value = r_refdef.scene.lightstylevalue[style->style];
10131 for (j = 0;j < style->numsurfaces;j++)
10132 update[list[j]] = true;
10137 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10141 R_DrawDebugModel();
10142 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10146 rsurface.lightmaptexture = NULL;
10147 rsurface.deluxemaptexture = NULL;
10148 rsurface.uselightmaptexture = false;
10149 rsurface.texture = NULL;
10150 rsurface.rtlight = NULL;
10151 numsurfacelist = 0;
10152 // add visible surfaces to draw list
10153 if (ent == r_refdef.scene.worldentity)
10155 // for the world entity, check surfacevisible
10156 for (i = 0;i < model->nummodelsurfaces;i++)
10158 j = model->sortedmodelsurfaces[i];
10159 if (r_refdef.viewcache.world_surfacevisible[j])
10160 r_surfacelist[numsurfacelist++] = surfaces + j;
10165 // add all surfaces
10166 for (i = 0; i < model->nummodelsurfaces; i++)
10167 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10169 // don't do anything if there were no surfaces
10170 if (!numsurfacelist)
10172 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10175 // update lightmaps if needed
10179 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10184 R_BuildLightMap(ent, surfaces + j);
10189 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10191 // add to stats if desired
10192 if (r_speeds.integer && !skysurfaces && !depthonly)
10194 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10195 for (j = 0;j < numsurfacelist;j++)
10196 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10199 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10202 void R_DebugLine(vec3_t start, vec3_t end)
10204 dp_model_t *mod = CL_Mesh_UI();
10206 int e0, e1, e2, e3;
10207 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10208 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10209 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10212 // transform to screen coords first
10213 Vector4Set(w[0], start[0], start[1], start[2], 1);
10214 Vector4Set(w[1], end[0], end[1], end[2], 1);
10215 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10216 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10217 x1 = s[0][0] * vid_conwidth.value / vid.width;
10218 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10219 x2 = s[1][0] * vid_conwidth.value / vid.width;
10220 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10221 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10223 // add the line to the UI mesh for drawing later
10225 // width is measured in real pixels
10226 if (fabs(x2 - x1) > fabs(y2 - y1))
10229 offsety = 0.5f * width * vid_conheight.value / vid.height;
10233 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10236 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10237 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10238 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10239 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10240 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10241 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10242 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10247 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10250 static texture_t texture;
10251 static msurface_t surface;
10252 const msurface_t *surfacelist = &surface;
10254 // fake enough texture and surface state to render this geometry
10256 texture.update_lastrenderframe = -1; // regenerate this texture
10257 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10258 texture.basealpha = 1.0f;
10259 texture.currentskinframe = skinframe;
10260 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10261 texture.offsetmapping = OFFSETMAPPING_OFF;
10262 texture.offsetscale = 1;
10263 texture.specularscalemod = 1;
10264 texture.specularpowermod = 1;
10265 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10266 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10267 // JUST GREP FOR "specularscalemod = 1".
10269 for (q = 0; q < 3; q++)
10271 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10272 texture.render_modellight_lightdir[q] = q == 2;
10273 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10274 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10275 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10276 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10277 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10278 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10279 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10280 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10282 texture.currentalpha = 1.0f;
10284 surface.texture = &texture;
10285 surface.num_triangles = numtriangles;
10286 surface.num_firsttriangle = firsttriangle;
10287 surface.num_vertices = numvertices;
10288 surface.num_firstvertex = firstvertex;
10291 rsurface.texture = R_GetCurrentTexture(surface.texture);
10292 rsurface.lightmaptexture = NULL;
10293 rsurface.deluxemaptexture = NULL;
10294 rsurface.uselightmaptexture = false;
10295 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10298 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)
10300 static msurface_t surface;
10301 const msurface_t *surfacelist = &surface;
10303 // fake enough texture and surface state to render this geometry
10304 surface.texture = texture;
10305 surface.num_triangles = numtriangles;
10306 surface.num_firsttriangle = firsttriangle;
10307 surface.num_vertices = numvertices;
10308 surface.num_firstvertex = firstvertex;
10311 rsurface.texture = R_GetCurrentTexture(surface.texture);
10312 rsurface.lightmaptexture = NULL;
10313 rsurface.deluxemaptexture = NULL;
10314 rsurface.uselightmaptexture = false;
10315 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);