2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
187 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
188 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
189 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
190 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
192 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
193 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
194 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
195 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
196 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
197 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
198 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
200 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
201 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
202 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
203 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213 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"};
215 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"};
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 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"};
224 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."};
226 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)"};
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
231 extern qboolean v_flipped_state;
233 r_framebufferstate_t r_fb;
235 /// shadow volume bsp struct with automatically growing nodes buffer
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
267 typedef struct r_qwskincache_s
269 char name[MAX_QPATH];
270 skinframe_t *skinframe;
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
287 const float r_d3dscreenvertex3f[12] =
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
298 for (i = 0;i < verts;i++)
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
312 for (i = 0;i < verts;i++)
322 // FIXME: move this to client?
325 if (gamemode == GAME_NEHAHRA)
327 Cvar_Set("gl_fogenable", "0");
328 Cvar_Set("gl_fogdensity", "0.2");
329 Cvar_Set("gl_fogred", "0.3");
330 Cvar_Set("gl_foggreen", "0.3");
331 Cvar_Set("gl_fogblue", "0.3");
333 r_refdef.fog_density = 0;
334 r_refdef.fog_red = 0;
335 r_refdef.fog_green = 0;
336 r_refdef.fog_blue = 0;
337 r_refdef.fog_alpha = 1;
338 r_refdef.fog_start = 0;
339 r_refdef.fog_end = 16384;
340 r_refdef.fog_height = 1<<30;
341 r_refdef.fog_fadedepth = 128;
342 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
345 static void R_BuildBlankTextures(void)
347 unsigned char data[4];
348 data[2] = 128; // normal X
349 data[1] = 128; // normal Y
350 data[0] = 255; // normal Z
351 data[3] = 255; // height
352 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 static void R_BuildNoTexture(void)
373 unsigned char pix[16][16][4];
374 // this makes a light grey/dark grey checkerboard texture
375 for (y = 0;y < 16;y++)
377 for (x = 0;x < 16;x++)
379 if ((y < 8) ^ (x < 8))
395 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildWhiteCube(void)
400 unsigned char data[6*1*1*4];
401 memset(data, 255, sizeof(data));
402 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNormalizationCube(void)
409 vec_t s, t, intensity;
412 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413 for (side = 0;side < 6;side++)
415 for (y = 0;y < NORMSIZE;y++)
417 for (x = 0;x < NORMSIZE;x++)
419 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 intensity = 127.0f / sqrt(DotProduct(v, v));
456 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459 data[((side*64+y)*64+x)*4+3] = 255;
463 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467 static void R_BuildFogTexture(void)
471 unsigned char data1[FOGWIDTH][4];
472 //unsigned char data2[FOGWIDTH][4];
475 r_refdef.fogmasktable_start = r_refdef.fog_start;
476 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477 r_refdef.fogmasktable_range = r_refdef.fogrange;
478 r_refdef.fogmasktable_density = r_refdef.fog_density;
480 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483 d = (x * r - r_refdef.fogmasktable_start);
484 if(developer_extra.integer)
485 Con_DPrintf("%f ", d);
487 if (r_fog_exp2.integer)
488 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491 if(developer_extra.integer)
492 Con_DPrintf(" : %f ", alpha);
493 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494 if(developer_extra.integer)
495 Con_DPrintf(" = %f\n", alpha);
496 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
499 for (x = 0;x < FOGWIDTH;x++)
501 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506 //data2[x][0] = 255 - b;
507 //data2[x][1] = 255 - b;
508 //data2[x][2] = 255 - b;
511 if (r_texture_fogattenuation)
513 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523 static void R_BuildFogHeightTexture(void)
525 unsigned char *inpixels;
533 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534 if (r_refdef.fogheighttexturename[0])
535 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
538 r_refdef.fog_height_tablesize = 0;
539 if (r_texture_fogheighttexture)
540 R_FreeTexture(r_texture_fogheighttexture);
541 r_texture_fogheighttexture = NULL;
542 if (r_refdef.fog_height_table2d)
543 Mem_Free(r_refdef.fog_height_table2d);
544 r_refdef.fog_height_table2d = NULL;
545 if (r_refdef.fog_height_table1d)
546 Mem_Free(r_refdef.fog_height_table1d);
547 r_refdef.fog_height_table1d = NULL;
551 r_refdef.fog_height_tablesize = size;
552 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556 // LordHavoc: now the magic - what is that table2d for? it is a cooked
557 // average fog color table accounting for every fog layer between a point
558 // and the camera. (Note: attenuation is handled separately!)
559 for (y = 0;y < size;y++)
561 for (x = 0;x < size;x++)
567 for (j = x;j <= y;j++)
569 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 for (j = x;j >= y;j--)
577 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
588 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
591 //=======================================================================================================================================================
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *vertexfilename;
616 const char *geometryfilename;
617 const char *fragmentfilename;
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {"#define USEDIFFUSE\n", " diffuse"},
627 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628 {"#define USEVIEWTINT\n", " viewtint"},
629 {"#define USECOLORMAPPING\n", " colormapping"},
630 {"#define USESATURATION\n", " saturation"},
631 {"#define USEFOGINSIDE\n", " foginside"},
632 {"#define USEFOGOUTSIDE\n", " fogoutside"},
633 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635 {"#define USEGAMMARAMPS\n", " gammaramps"},
636 {"#define USECUBEFILTER\n", " cubefilter"},
637 {"#define USEGLOW\n", " glow"},
638 {"#define USEBLOOM\n", " bloom"},
639 {"#define USESPECULAR\n", " specular"},
640 {"#define USEPOSTPROCESSING\n", " postprocessing"},
641 {"#define USEREFLECTION\n", " reflection"},
642 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
646 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
647 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
656 {"#define USETRIPPY\n", " trippy"},
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 unsigned int permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenDepth;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenDepth;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1102 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1104 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1105 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1106 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1107 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1108 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1109 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1110 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1117 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1118 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1119 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1120 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1122 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1123 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1124 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1125 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1129 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1130 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1131 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1132 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1133 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1134 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1137 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1140 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1141 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1142 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1143 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1144 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1145 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1146 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1147 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1148 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158 // initialize the samplers to refer to the texture units we use
1159 p->tex_Texture_First = -1;
1160 p->tex_Texture_Second = -1;
1161 p->tex_Texture_GammaRamps = -1;
1162 p->tex_Texture_Normal = -1;
1163 p->tex_Texture_Color = -1;
1164 p->tex_Texture_Gloss = -1;
1165 p->tex_Texture_Glow = -1;
1166 p->tex_Texture_SecondaryNormal = -1;
1167 p->tex_Texture_SecondaryColor = -1;
1168 p->tex_Texture_SecondaryGloss = -1;
1169 p->tex_Texture_SecondaryGlow = -1;
1170 p->tex_Texture_Pants = -1;
1171 p->tex_Texture_Shirt = -1;
1172 p->tex_Texture_FogHeightTexture = -1;
1173 p->tex_Texture_FogMask = -1;
1174 p->tex_Texture_Lightmap = -1;
1175 p->tex_Texture_Deluxemap = -1;
1176 p->tex_Texture_Attenuation = -1;
1177 p->tex_Texture_Cube = -1;
1178 p->tex_Texture_Refraction = -1;
1179 p->tex_Texture_Reflection = -1;
1180 p->tex_Texture_ShadowMap2D = -1;
1181 p->tex_Texture_CubeProjection = -1;
1182 p->tex_Texture_ScreenDepth = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1216 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1218 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1219 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1221 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1224 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1228 Mem_Free(vertexstring);
1230 Mem_Free(geometrystring);
1232 Mem_Free(fragmentstring);
1235 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1237 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238 if (r_glsl_permutation != perm)
1240 r_glsl_permutation = perm;
1241 if (!r_glsl_permutation->program)
1243 if (!r_glsl_permutation->compiled)
1244 R_GLSL_CompilePermutation(perm, mode, permutation);
1245 if (!r_glsl_permutation->program)
1247 // remove features until we find a valid permutation
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 // reduce i more quickly whenever it would not remove any bits
1252 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253 if (!(permutation & j))
1256 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (r_glsl_permutation->program)
1262 if (i >= SHADERPERMUTATION_COUNT)
1264 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266 qglUseProgram(0);CHECKGLERROR
1267 return; // no bit left to clear, entire mode is broken
1272 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1274 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1290 /// hash lookup data
1291 struct r_hlsl_permutation_s *hashnext;
1293 unsigned int permutation;
1295 /// indicates if we have tried compiling this permutation already
1297 /// NULL if compilation failed
1298 IDirect3DVertexShader9 *vertexshader;
1299 IDirect3DPixelShader9 *pixelshader;
1301 r_hlsl_permutation_t;
1303 typedef enum D3DVSREGISTER_e
1305 D3DVSREGISTER_TexMatrix = 0, // float4x4
1306 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310 D3DVSREGISTER_ModelToLight = 20, // float4x4
1311 D3DVSREGISTER_EyePosition = 24,
1312 D3DVSREGISTER_FogPlane = 25,
1313 D3DVSREGISTER_LightDir = 26,
1314 D3DVSREGISTER_LightPosition = 27,
1318 typedef enum D3DPSREGISTER_e
1320 D3DPSREGISTER_Alpha = 0,
1321 D3DPSREGISTER_BloomBlur_Parameters = 1,
1322 D3DPSREGISTER_ClientTime = 2,
1323 D3DPSREGISTER_Color_Ambient = 3,
1324 D3DPSREGISTER_Color_Diffuse = 4,
1325 D3DPSREGISTER_Color_Specular = 5,
1326 D3DPSREGISTER_Color_Glow = 6,
1327 D3DPSREGISTER_Color_Pants = 7,
1328 D3DPSREGISTER_Color_Shirt = 8,
1329 D3DPSREGISTER_DeferredColor_Ambient = 9,
1330 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331 D3DPSREGISTER_DeferredColor_Specular = 11,
1332 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333 D3DPSREGISTER_DeferredMod_Specular = 13,
1334 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335 D3DPSREGISTER_EyePosition = 15, // unused
1336 D3DPSREGISTER_FogColor = 16,
1337 D3DPSREGISTER_FogHeightFade = 17,
1338 D3DPSREGISTER_FogPlane = 18,
1339 D3DPSREGISTER_FogPlaneViewDist = 19,
1340 D3DPSREGISTER_FogRangeRecip = 20,
1341 D3DPSREGISTER_LightColor = 21,
1342 D3DPSREGISTER_LightDir = 22, // unused
1343 D3DPSREGISTER_LightPosition = 23,
1344 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345 D3DPSREGISTER_PixelSize = 25,
1346 D3DPSREGISTER_ReflectColor = 26,
1347 D3DPSREGISTER_ReflectFactor = 27,
1348 D3DPSREGISTER_ReflectOffset = 28,
1349 D3DPSREGISTER_RefractColor = 29,
1350 D3DPSREGISTER_Saturation = 30,
1351 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353 D3DPSREGISTER_ScreenToDepth = 33,
1354 D3DPSREGISTER_ShadowMap_Parameters = 34,
1355 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356 D3DPSREGISTER_SpecularPower = 36,
1357 D3DPSREGISTER_UserVec1 = 37,
1358 D3DPSREGISTER_UserVec2 = 38,
1359 D3DPSREGISTER_UserVec3 = 39,
1360 D3DPSREGISTER_UserVec4 = 40,
1361 D3DPSREGISTER_ViewTintColor = 41,
1362 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363 D3DPSREGISTER_BloomColorSubtract = 43,
1364 D3DPSREGISTER_ViewToLight = 44, // float4x4
1365 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366 D3DPSREGISTER_NormalmapScrollBlend = 52,
1367 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368 D3DPSREGISTER_OffsetMapping_Bias = 54,
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1382 //unsigned int hashdepth = 0;
1383 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384 r_hlsl_permutation_t *p;
1385 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1387 if (p->mode == mode && p->permutation == permutation)
1389 //if (hashdepth > 10)
1390 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1395 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1397 p->permutation = permutation;
1398 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399 r_hlsl_permutationhash[mode][hashindex] = p;
1400 //if (hashdepth > 10)
1401 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 if (!filename || !filename[0])
1410 if (!strcmp(filename, "hlsl/default.hlsl"))
1412 if (!hlslshaderstring)
1414 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415 if (hlslshaderstring)
1416 Con_DPrintf("Loading shaders from file %s...\n", filename);
1418 hlslshaderstring = (char *)builtinhlslshaderstring;
1420 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422 return shaderstring;
1424 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (printfromdisknotice)
1428 Con_DPrintf("from disk %s... ", filename);
1429 return shaderstring;
1431 return shaderstring;
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1440 DWORD *vsbin = NULL;
1441 DWORD *psbin = NULL;
1442 fs_offset_t vsbinsize;
1443 fs_offset_t psbinsize;
1444 // IDirect3DVertexShader9 *vs = NULL;
1445 // IDirect3DPixelShader9 *ps = NULL;
1446 ID3DXBuffer *vslog = NULL;
1447 ID3DXBuffer *vsbuffer = NULL;
1448 ID3DXConstantTable *vsconstanttable = NULL;
1449 ID3DXBuffer *pslog = NULL;
1450 ID3DXBuffer *psbuffer = NULL;
1451 ID3DXConstantTable *psconstanttable = NULL;
1454 char temp[MAX_INPUTLINE];
1455 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1912 texturemode = GL_MODULATE;
1913 if (vid.allowalphatocoverage)
1914 GL_AlphaToCoverage(false);
1915 switch (vid.renderpath)
1917 case RENDERPATH_D3D9:
1919 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1920 R_Mesh_TexBind(GL20TU_FIRST , first );
1921 R_Mesh_TexBind(GL20TU_SECOND, second);
1922 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1923 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1926 case RENDERPATH_D3D10:
1927 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929 case RENDERPATH_D3D11:
1930 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_GL20:
1933 case RENDERPATH_GLES2:
1934 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1935 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1937 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1940 case RENDERPATH_GL13:
1941 case RENDERPATH_GLES1:
1942 R_Mesh_TexBind(0, first );
1943 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1944 R_Mesh_TexBind(1, second);
1946 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1948 case RENDERPATH_GL11:
1949 R_Mesh_TexBind(0, first );
1951 case RENDERPATH_SOFT:
1952 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1953 R_Mesh_TexBind(GL20TU_FIRST , first );
1954 R_Mesh_TexBind(GL20TU_SECOND, second);
1959 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1961 unsigned int permutation = 0;
1962 if (r_trippy.integer && !notrippy)
1963 permutation |= SHADERPERMUTATION_TRIPPY;
1964 if (vid.allowalphatocoverage)
1965 GL_AlphaToCoverage(false);
1966 switch (vid.renderpath)
1968 case RENDERPATH_D3D9:
1970 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1973 case RENDERPATH_D3D10:
1974 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1976 case RENDERPATH_D3D11:
1977 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1979 case RENDERPATH_GL20:
1980 case RENDERPATH_GLES2:
1981 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1983 case RENDERPATH_GL13:
1984 case RENDERPATH_GLES1:
1985 R_Mesh_TexBind(0, 0);
1986 R_Mesh_TexBind(1, 0);
1988 case RENDERPATH_GL11:
1989 R_Mesh_TexBind(0, 0);
1991 case RENDERPATH_SOFT:
1992 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 void R_SetupShader_ShowDepth(qboolean notrippy)
1999 int permutation = 0;
2000 if (r_trippy.integer && !notrippy)
2001 permutation |= SHADERPERMUTATION_TRIPPY;
2002 if (vid.allowalphatocoverage)
2003 GL_AlphaToCoverage(false);
2004 switch (vid.renderpath)
2006 case RENDERPATH_D3D9:
2008 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2011 case RENDERPATH_D3D10:
2012 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_D3D11:
2015 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2017 case RENDERPATH_GL20:
2018 case RENDERPATH_GLES2:
2019 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2021 case RENDERPATH_GL13:
2022 case RENDERPATH_GLES1:
2024 case RENDERPATH_GL11:
2026 case RENDERPATH_SOFT:
2027 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2032 extern qboolean r_shadow_usingdeferredprepass;
2033 extern cvar_t r_shadow_deferred_8bitrange;
2034 extern rtexture_t *r_shadow_attenuationgradienttexture;
2035 extern rtexture_t *r_shadow_attenuation2dtexture;
2036 extern rtexture_t *r_shadow_attenuation3dtexture;
2037 extern qboolean r_shadow_usingshadowmap2d;
2038 extern qboolean r_shadow_usingshadowmaportho;
2039 extern float r_shadow_shadowmap_texturescale[2];
2040 extern float r_shadow_shadowmap_parameters[4];
2041 extern qboolean r_shadow_shadowmapvsdct;
2042 extern qboolean r_shadow_shadowmapsampler;
2043 extern int r_shadow_shadowmappcf;
2044 extern rtexture_t *r_shadow_shadowmap2dtexture;
2045 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2046 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2047 extern matrix4x4_t r_shadow_shadowmapmatrix;
2048 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2049 extern int r_shadow_prepass_width;
2050 extern int r_shadow_prepass_height;
2051 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2052 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2053 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2054 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2055 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2057 #define BLENDFUNC_ALLOWS_COLORMOD 1
2058 #define BLENDFUNC_ALLOWS_FOG 2
2059 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2060 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2061 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2062 static int R_BlendFuncFlags(int src, int dst)
2066 // a blendfunc allows colormod if:
2067 // a) it can never keep the destination pixel invariant, or
2068 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2069 // this is to prevent unintended side effects from colormod
2071 // a blendfunc allows fog if:
2072 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2073 // this is to prevent unintended side effects from fog
2075 // these checks are the output of fogeval.pl
2077 r |= BLENDFUNC_ALLOWS_COLORMOD;
2078 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2079 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2080 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2081 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2082 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2084 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2087 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2090 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2091 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2095 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2105 // select a permutation of the lighting shader appropriate to this
2106 // combination of texture, entity, light source, and fogging, only use the
2107 // minimum features necessary to avoid wasting rendering time in the
2108 // fragment shader on features that are not being used
2109 unsigned int permutation = 0;
2110 unsigned int mode = 0;
2112 static float dummy_colormod[3] = {1, 1, 1};
2113 float *colormod = rsurface.colormod;
2115 matrix4x4_t tempmatrix;
2116 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2117 if (r_trippy.integer && !notrippy)
2118 permutation |= SHADERPERMUTATION_TRIPPY;
2119 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2120 permutation |= SHADERPERMUTATION_ALPHAKILL;
2121 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2122 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2128 mode = SHADERMODE_WATER;
2129 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2131 // this is the right thing to do for wateralpha
2132 GL_BlendFunc(GL_ONE, GL_ZERO);
2133 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2137 // this is the right thing to do for entity alpha
2138 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2139 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2142 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2144 mode = SHADERMODE_REFRACTION;
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2150 mode = SHADERMODE_GENERIC;
2151 permutation |= SHADERPERMUTATION_DIFFUSE;
2152 GL_BlendFunc(GL_ONE, GL_ZERO);
2153 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2155 if (vid.allowalphatocoverage)
2156 GL_AlphaToCoverage(false);
2158 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2160 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2162 switch(rsurface.texture->offsetmapping)
2164 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2165 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2166 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2167 case OFFSETMAPPING_OFF: break;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 // normalmap (deferred prepass), may use alpha test on diffuse
2173 mode = SHADERMODE_DEFERREDGEOMETRY;
2174 GL_BlendFunc(GL_ONE, GL_ZERO);
2175 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2176 if (vid.allowalphatocoverage)
2177 GL_AlphaToCoverage(false);
2179 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2181 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2183 switch(rsurface.texture->offsetmapping)
2185 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2186 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2187 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2188 case OFFSETMAPPING_OFF: break;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2194 mode = SHADERMODE_LIGHTSOURCE;
2195 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2196 permutation |= SHADERPERMUTATION_CUBEFILTER;
2197 if (diffusescale > 0)
2198 permutation |= SHADERPERMUTATION_DIFFUSE;
2199 if (specularscale > 0)
2200 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2201 if (r_refdef.fogenabled)
2202 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2203 if (rsurface.texture->colormapping)
2204 permutation |= SHADERPERMUTATION_COLORMAPPING;
2205 if (r_shadow_usingshadowmap2d)
2207 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2208 if(r_shadow_shadowmapvsdct)
2209 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2211 if (r_shadow_shadowmapsampler)
2212 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2213 if (r_shadow_shadowmappcf > 1)
2214 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2215 else if (r_shadow_shadowmappcf)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2218 if (rsurface.texture->reflectmasktexture)
2219 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2220 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2221 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2222 if (vid.allowalphatocoverage)
2223 GL_AlphaToCoverage(false);
2225 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2227 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2229 switch(rsurface.texture->offsetmapping)
2231 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2232 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2233 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2234 case OFFSETMAPPING_OFF: break;
2237 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2238 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2239 // unshaded geometry (fullbright or ambient model lighting)
2240 mode = SHADERMODE_FLATCOLOR;
2241 ambientscale = diffusescale = specularscale = 0;
2242 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2243 permutation |= SHADERPERMUTATION_GLOW;
2244 if (r_refdef.fogenabled)
2245 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2246 if (rsurface.texture->colormapping)
2247 permutation |= SHADERPERMUTATION_COLORMAPPING;
2248 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2250 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2251 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2253 if (r_shadow_shadowmapsampler)
2254 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2255 if (r_shadow_shadowmappcf > 1)
2256 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2257 else if (r_shadow_shadowmappcf)
2258 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2262 if (rsurface.texture->reflectmasktexture)
2263 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2264 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2265 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2266 // when using alphatocoverage, we don't need alphakill
2267 if (vid.allowalphatocoverage)
2269 if (r_transparent_alphatocoverage.integer)
2271 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2272 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2275 GL_AlphaToCoverage(false);
2278 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2280 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2282 switch(rsurface.texture->offsetmapping)
2284 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2285 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2287 case OFFSETMAPPING_OFF: break;
2290 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2291 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2292 // directional model lighting
2293 mode = SHADERMODE_LIGHTDIRECTION;
2294 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2295 permutation |= SHADERPERMUTATION_GLOW;
2296 permutation |= SHADERPERMUTATION_DIFFUSE;
2297 if (specularscale > 0)
2298 permutation |= SHADERPERMUTATION_SPECULAR;
2299 if (r_refdef.fogenabled)
2300 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2301 if (rsurface.texture->colormapping)
2302 permutation |= SHADERPERMUTATION_COLORMAPPING;
2303 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2305 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2306 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2308 if (r_shadow_shadowmapsampler)
2309 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2310 if (r_shadow_shadowmappcf > 1)
2311 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2312 else if (r_shadow_shadowmappcf)
2313 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2316 permutation |= SHADERPERMUTATION_REFLECTION;
2317 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2318 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2319 if (rsurface.texture->reflectmasktexture)
2320 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2321 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2323 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2324 if (r_shadow_bouncegriddirectional)
2325 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2327 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2328 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2329 // when using alphatocoverage, we don't need alphakill
2330 if (vid.allowalphatocoverage)
2332 if (r_transparent_alphatocoverage.integer)
2334 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2335 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2338 GL_AlphaToCoverage(false);
2341 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2343 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2345 switch(rsurface.texture->offsetmapping)
2347 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2348 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2350 case OFFSETMAPPING_OFF: break;
2353 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2354 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2355 // ambient model lighting
2356 mode = SHADERMODE_LIGHTDIRECTION;
2357 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2358 permutation |= SHADERPERMUTATION_GLOW;
2359 if (r_refdef.fogenabled)
2360 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2361 if (rsurface.texture->colormapping)
2362 permutation |= SHADERPERMUTATION_COLORMAPPING;
2363 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2365 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2366 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2368 if (r_shadow_shadowmapsampler)
2369 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2370 if (r_shadow_shadowmappcf > 1)
2371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2372 else if (r_shadow_shadowmappcf)
2373 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2376 permutation |= SHADERPERMUTATION_REFLECTION;
2377 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2378 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2379 if (rsurface.texture->reflectmasktexture)
2380 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2381 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2383 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2384 if (r_shadow_bouncegriddirectional)
2385 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2387 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2388 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2389 // when using alphatocoverage, we don't need alphakill
2390 if (vid.allowalphatocoverage)
2392 if (r_transparent_alphatocoverage.integer)
2394 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2395 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2398 GL_AlphaToCoverage(false);
2403 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2405 switch(rsurface.texture->offsetmapping)
2407 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2408 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2409 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_OFF: break;
2413 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2414 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2416 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2417 permutation |= SHADERPERMUTATION_GLOW;
2418 if (r_refdef.fogenabled)
2419 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2420 if (rsurface.texture->colormapping)
2421 permutation |= SHADERPERMUTATION_COLORMAPPING;
2422 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2424 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2425 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2427 if (r_shadow_shadowmapsampler)
2428 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2429 if (r_shadow_shadowmappcf > 1)
2430 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2431 else if (r_shadow_shadowmappcf)
2432 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2435 permutation |= SHADERPERMUTATION_REFLECTION;
2436 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2437 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2438 if (rsurface.texture->reflectmasktexture)
2439 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2440 if (FAKELIGHT_ENABLED)
2442 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2443 mode = SHADERMODE_FAKELIGHT;
2444 permutation |= SHADERPERMUTATION_DIFFUSE;
2445 if (specularscale > 0)
2446 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2448 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2450 // deluxemapping (light direction texture)
2451 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2454 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2455 permutation |= SHADERPERMUTATION_DIFFUSE;
2456 if (specularscale > 0)
2457 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2459 else if (r_glsl_deluxemapping.integer >= 2)
2461 // fake deluxemapping (uniform light direction in tangentspace)
2462 if (rsurface.uselightmaptexture)
2463 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2465 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2466 permutation |= SHADERPERMUTATION_DIFFUSE;
2467 if (specularscale > 0)
2468 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2470 else if (rsurface.uselightmaptexture)
2472 // ordinary lightmapping (q1bsp, q3bsp)
2473 mode = SHADERMODE_LIGHTMAP;
2477 // ordinary vertex coloring (q3bsp)
2478 mode = SHADERMODE_VERTEXCOLOR;
2480 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2482 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2483 if (r_shadow_bouncegriddirectional)
2484 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2486 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2487 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2488 // when using alphatocoverage, we don't need alphakill
2489 if (vid.allowalphatocoverage)
2491 if (r_transparent_alphatocoverage.integer)
2493 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2494 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2497 GL_AlphaToCoverage(false);
2500 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2501 colormod = dummy_colormod;
2502 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2503 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2504 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2505 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2506 switch(vid.renderpath)
2508 case RENDERPATH_D3D9:
2510 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2511 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2512 R_SetupShader_SetPermutationHLSL(mode, permutation);
2513 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2514 if (mode == SHADERMODE_LIGHTSOURCE)
2516 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2517 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2521 if (mode == SHADERMODE_LIGHTDIRECTION)
2523 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2526 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2527 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2528 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2529 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2530 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2532 if (mode == SHADERMODE_LIGHTSOURCE)
2534 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2537 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2538 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2540 // additive passes are only darkened by fog, not tinted
2541 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2542 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2546 if (mode == SHADERMODE_FLATCOLOR)
2548 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2550 else if (mode == SHADERMODE_LIGHTDIRECTION)
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2555 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2556 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2557 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2558 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2566 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2568 // additive passes are only darkened by fog, not tinted
2569 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2570 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2572 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2573 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2574 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2576 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2577 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2578 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2579 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2580 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2581 if (mode == SHADERMODE_WATER)
2582 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2584 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2585 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2586 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2587 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2588 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2589 if (rsurface.texture->pantstexture)
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2593 if (rsurface.texture->shirttexture)
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2597 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2599 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2600 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2601 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2602 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2603 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2604 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2605 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2607 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2608 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2609 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2610 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2612 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2613 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2614 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2615 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2618 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2619 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2620 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2621 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2622 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2623 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2624 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2625 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2626 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2627 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2628 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2629 if (rsurfacepass == RSURFPASS_BACKGROUND)
2631 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2632 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2633 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2637 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2639 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2640 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2641 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2642 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2643 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2645 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2646 if (rsurface.rtlight)
2648 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2649 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2654 case RENDERPATH_D3D10:
2655 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2657 case RENDERPATH_D3D11:
2658 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2660 case RENDERPATH_GL20:
2661 case RENDERPATH_GLES2:
2662 if (!vid.useinterleavedarrays)
2664 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2665 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2666 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2667 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2668 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2669 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2670 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2671 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2675 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2676 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2678 R_SetupShader_SetPermutationGLSL(mode, permutation);
2679 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2680 if (mode == SHADERMODE_LIGHTSOURCE)
2682 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2683 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2684 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2685 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2686 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2687 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2689 // additive passes are only darkened by fog, not tinted
2690 if (r_glsl_permutation->loc_FogColor >= 0)
2691 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2692 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2696 if (mode == SHADERMODE_FLATCOLOR)
2698 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2700 else if (mode == SHADERMODE_LIGHTDIRECTION)
2702 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2703 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2704 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2705 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2706 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2707 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2708 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2715 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2716 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2718 // additive passes are only darkened by fog, not tinted
2719 if (r_glsl_permutation->loc_FogColor >= 0)
2721 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2722 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2724 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2726 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2727 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]);
2728 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]);
2729 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2730 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2731 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2732 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2733 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2734 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2736 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2737 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2738 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2739 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2740 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2742 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2743 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2744 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2745 if (r_glsl_permutation->loc_Color_Pants >= 0)
2747 if (rsurface.texture->pantstexture)
2748 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2750 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2752 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2754 if (rsurface.texture->shirttexture)
2755 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2757 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2759 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]);
2760 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2761 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2762 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2763 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2764 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2765 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2766 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2767 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2769 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2770 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2771 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]);
2772 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2773 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2774 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2776 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2777 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2778 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2779 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2780 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2781 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2782 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2783 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2784 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2785 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2786 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2787 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2788 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2789 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2790 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2791 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2792 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2793 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2794 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2795 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2796 if (rsurfacepass == RSURFPASS_BACKGROUND)
2798 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2799 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2800 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2804 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2806 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2807 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2808 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2809 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2810 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2812 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2813 if (rsurface.rtlight)
2815 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2816 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2819 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2822 case RENDERPATH_GL11:
2823 case RENDERPATH_GL13:
2824 case RENDERPATH_GLES1:
2826 case RENDERPATH_SOFT:
2827 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2828 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2829 R_SetupShader_SetPermutationSoft(mode, permutation);
2830 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2831 if (mode == SHADERMODE_LIGHTSOURCE)
2833 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2834 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2835 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2836 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2837 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2838 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2840 // additive passes are only darkened by fog, not tinted
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2842 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2846 if (mode == SHADERMODE_FLATCOLOR)
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2850 else if (mode == SHADERMODE_LIGHTDIRECTION)
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2868 // additive passes are only darkened by fog, not tinted
2869 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2873 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2874 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2875 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2876 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2877 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2878 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2879 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2880 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2881 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2883 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2884 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2885 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2886 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2890 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2892 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2894 if (rsurface.texture->pantstexture)
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2899 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2901 if (rsurface.texture->shirttexture)
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2906 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2909 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2911 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2912 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2913 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2914 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2918 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2919 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2921 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2922 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2923 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2924 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2925 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2926 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2927 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2928 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2929 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2930 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2931 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2932 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2933 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2934 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2935 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2936 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2937 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2938 if (rsurfacepass == RSURFPASS_BACKGROUND)
2940 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2941 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2942 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2946 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2948 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2949 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2950 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2951 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2952 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2954 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2955 if (rsurface.rtlight)
2957 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2958 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2965 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2967 // select a permutation of the lighting shader appropriate to this
2968 // combination of texture, entity, light source, and fogging, only use the
2969 // minimum features necessary to avoid wasting rendering time in the
2970 // fragment shader on features that are not being used
2971 unsigned int permutation = 0;
2972 unsigned int mode = 0;
2973 const float *lightcolorbase = rtlight->currentcolor;
2974 float ambientscale = rtlight->ambientscale;
2975 float diffusescale = rtlight->diffusescale;
2976 float specularscale = rtlight->specularscale;
2977 // this is the location of the light in view space
2978 vec3_t viewlightorigin;
2979 // this transforms from view space (camera) to light space (cubemap)
2980 matrix4x4_t viewtolight;
2981 matrix4x4_t lighttoview;
2982 float viewtolight16f[16];
2983 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2985 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2986 if (rtlight->currentcubemap != r_texture_whitecube)
2987 permutation |= SHADERPERMUTATION_CUBEFILTER;
2988 if (diffusescale > 0)
2989 permutation |= SHADERPERMUTATION_DIFFUSE;
2990 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2991 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2992 if (r_shadow_usingshadowmap2d)
2994 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2995 if (r_shadow_shadowmapvsdct)
2996 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2998 if (r_shadow_shadowmapsampler)
2999 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3000 if (r_shadow_shadowmappcf > 1)
3001 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3002 else if (r_shadow_shadowmappcf)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3005 if (vid.allowalphatocoverage)
3006 GL_AlphaToCoverage(false);
3007 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3008 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3009 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3010 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3011 switch(vid.renderpath)
3013 case RENDERPATH_D3D9:
3015 R_SetupShader_SetPermutationHLSL(mode, permutation);
3016 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3017 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3019 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3020 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3021 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3022 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3023 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3024 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3025 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3027 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3028 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3029 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3030 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3031 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3032 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3035 case RENDERPATH_D3D10:
3036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3038 case RENDERPATH_D3D11:
3039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3041 case RENDERPATH_GL20:
3042 case RENDERPATH_GLES2:
3043 R_SetupShader_SetPermutationGLSL(mode, permutation);
3044 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3045 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3046 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3047 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3048 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3049 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3050 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3051 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);
3052 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]);
3053 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3055 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3056 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3057 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3058 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3059 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3060 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_GL11:
3063 case RENDERPATH_GL13:
3064 case RENDERPATH_GLES1:
3066 case RENDERPATH_SOFT:
3067 R_SetupShader_SetPermutationGLSL(mode, permutation);
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3069 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3070 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3071 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3073 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3074 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3075 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3076 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3077 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3079 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3080 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3081 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3082 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3083 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3084 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3089 #define SKINFRAME_HASH 1024
3093 int loadsequence; // incremented each level change
3094 memexpandablearray_t array;
3095 skinframe_t *hash[SKINFRAME_HASH];
3098 r_skinframe_t r_skinframe;
3100 void R_SkinFrame_PrepareForPurge(void)
3102 r_skinframe.loadsequence++;
3103 // wrap it without hitting zero
3104 if (r_skinframe.loadsequence >= 200)
3105 r_skinframe.loadsequence = 1;
3108 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3112 // mark the skinframe as used for the purging code
3113 skinframe->loadsequence = r_skinframe.loadsequence;
3116 void R_SkinFrame_Purge(void)
3120 for (i = 0;i < SKINFRAME_HASH;i++)
3122 for (s = r_skinframe.hash[i];s;s = s->next)
3124 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3126 if (s->merged == s->base)
3128 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3129 R_PurgeTexture(s->stain );s->stain = NULL;
3130 R_PurgeTexture(s->merged);s->merged = NULL;
3131 R_PurgeTexture(s->base );s->base = NULL;
3132 R_PurgeTexture(s->pants );s->pants = NULL;
3133 R_PurgeTexture(s->shirt );s->shirt = NULL;
3134 R_PurgeTexture(s->nmap );s->nmap = NULL;
3135 R_PurgeTexture(s->gloss );s->gloss = NULL;
3136 R_PurgeTexture(s->glow );s->glow = NULL;
3137 R_PurgeTexture(s->fog );s->fog = NULL;
3138 R_PurgeTexture(s->reflect);s->reflect = NULL;
3139 s->loadsequence = 0;
3145 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3147 char basename[MAX_QPATH];
3149 Image_StripImageExtension(name, basename, sizeof(basename));
3151 if( last == NULL ) {
3153 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3154 item = r_skinframe.hash[hashindex];
3159 // linearly search through the hash bucket
3160 for( ; item ; item = item->next ) {
3161 if( !strcmp( item->basename, basename ) ) {
3168 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3172 char basename[MAX_QPATH];
3174 Image_StripImageExtension(name, basename, sizeof(basename));
3176 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3177 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3178 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3182 rtexture_t *dyntexture;
3183 // check whether its a dynamic texture
3184 dyntexture = CL_GetDynTexture( basename );
3185 if (!add && !dyntexture)
3187 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3188 memset(item, 0, sizeof(*item));
3189 strlcpy(item->basename, basename, sizeof(item->basename));
3190 item->base = dyntexture; // either NULL or dyntexture handle
3191 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3192 item->comparewidth = comparewidth;
3193 item->compareheight = compareheight;
3194 item->comparecrc = comparecrc;
3195 item->next = r_skinframe.hash[hashindex];
3196 r_skinframe.hash[hashindex] = item;
3198 else if (textureflags & TEXF_FORCE_RELOAD)
3200 rtexture_t *dyntexture;
3201 // check whether its a dynamic texture
3202 dyntexture = CL_GetDynTexture( basename );
3203 if (!add && !dyntexture)
3205 if (item->merged == item->base)
3206 item->merged = NULL;
3207 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3208 R_PurgeTexture(item->stain );item->stain = NULL;
3209 R_PurgeTexture(item->merged);item->merged = NULL;
3210 R_PurgeTexture(item->base );item->base = NULL;
3211 R_PurgeTexture(item->pants );item->pants = NULL;
3212 R_PurgeTexture(item->shirt );item->shirt = NULL;
3213 R_PurgeTexture(item->nmap );item->nmap = NULL;
3214 R_PurgeTexture(item->gloss );item->gloss = NULL;
3215 R_PurgeTexture(item->glow );item->glow = NULL;
3216 R_PurgeTexture(item->fog );item->fog = NULL;
3217 R_PurgeTexture(item->reflect);item->reflect = NULL;
3218 item->loadsequence = 0;
3220 else if( item->base == NULL )
3222 rtexture_t *dyntexture;
3223 // check whether its a dynamic texture
3224 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3225 dyntexture = CL_GetDynTexture( basename );
3226 item->base = dyntexture; // either NULL or dyntexture handle
3229 R_SkinFrame_MarkUsed(item);
3233 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3235 unsigned long long avgcolor[5], wsum; \
3243 for(pix = 0; pix < cnt; ++pix) \
3246 for(comp = 0; comp < 3; ++comp) \
3248 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3251 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3253 for(comp = 0; comp < 3; ++comp) \
3254 avgcolor[comp] += getpixel * w; \
3257 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3258 avgcolor[4] += getpixel; \
3260 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3262 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3263 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3264 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3265 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3268 extern cvar_t gl_picmip;
3269 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3272 unsigned char *pixels;
3273 unsigned char *bumppixels;
3274 unsigned char *basepixels = NULL;
3275 int basepixels_width = 0;
3276 int basepixels_height = 0;
3277 skinframe_t *skinframe;
3278 rtexture_t *ddsbase = NULL;
3279 qboolean ddshasalpha = false;
3280 float ddsavgcolor[4];
3281 char basename[MAX_QPATH];
3282 int miplevel = R_PicmipForFlags(textureflags);
3283 int savemiplevel = miplevel;
3286 if (cls.state == ca_dedicated)
3289 // return an existing skinframe if already loaded
3290 // if loading of the first image fails, don't make a new skinframe as it
3291 // would cause all future lookups of this to be missing
3292 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3293 if (skinframe && skinframe->base)
3296 Image_StripImageExtension(name, basename, sizeof(basename));
3298 // check for DDS texture file first
3299 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3301 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3302 if (basepixels == NULL)
3306 // FIXME handle miplevel
3308 if (developer_loading.integer)
3309 Con_Printf("loading skin \"%s\"\n", name);
3311 // we've got some pixels to store, so really allocate this new texture now
3313 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3314 textureflags &= ~TEXF_FORCE_RELOAD;
3315 skinframe->stain = NULL;
3316 skinframe->merged = NULL;
3317 skinframe->base = NULL;
3318 skinframe->pants = NULL;
3319 skinframe->shirt = NULL;
3320 skinframe->nmap = NULL;
3321 skinframe->gloss = NULL;
3322 skinframe->glow = NULL;
3323 skinframe->fog = NULL;
3324 skinframe->reflect = NULL;
3325 skinframe->hasalpha = false;
3329 skinframe->base = ddsbase;
3330 skinframe->hasalpha = ddshasalpha;
3331 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3332 if (r_loadfog && skinframe->hasalpha)
3333 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3334 //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]);
3338 basepixels_width = image_width;
3339 basepixels_height = image_height;
3340 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);
3341 if (textureflags & TEXF_ALPHA)
3343 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3345 if (basepixels[j] < 255)
3347 skinframe->hasalpha = true;
3351 if (r_loadfog && skinframe->hasalpha)
3353 // has transparent pixels
3354 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3355 for (j = 0;j < image_width * image_height * 4;j += 4)
3360 pixels[j+3] = basepixels[j+3];
3362 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3366 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3368 //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]);
3369 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3370 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3371 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3372 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3378 mymiplevel = savemiplevel;
3379 if (r_loadnormalmap)
3380 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3381 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3383 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3384 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3385 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3386 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3389 // _norm is the name used by tenebrae and has been adopted as standard
3390 if (r_loadnormalmap && skinframe->nmap == NULL)
3392 mymiplevel = savemiplevel;
3393 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3395 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3399 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3402 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3403 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3405 Mem_Free(bumppixels);
3407 else if (r_shadow_bumpscale_basetexture.value > 0)
3409 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3410 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3411 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3415 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3416 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3420 // _luma is supported only for tenebrae compatibility
3421 // _glow is the preferred name
3422 mymiplevel = savemiplevel;
3423 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3425 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3427 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3428 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3430 Mem_Free(pixels);pixels = NULL;
3433 mymiplevel = savemiplevel;
3434 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3436 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3439 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3445 mymiplevel = savemiplevel;
3446 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3448 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3450 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3451 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3457 mymiplevel = savemiplevel;
3458 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3460 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3462 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3463 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3469 mymiplevel = savemiplevel;
3470 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3472 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3474 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3475 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3482 Mem_Free(basepixels);
3487 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3488 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3491 unsigned char *temp1, *temp2;
3492 skinframe_t *skinframe;
3494 if (cls.state == ca_dedicated)
3497 // if already loaded just return it, otherwise make a new skinframe
3498 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3499 if (skinframe && skinframe->base)
3501 textureflags &= ~TEXF_FORCE_RELOAD;
3503 skinframe->stain = NULL;
3504 skinframe->merged = NULL;
3505 skinframe->base = NULL;
3506 skinframe->pants = NULL;
3507 skinframe->shirt = NULL;
3508 skinframe->nmap = NULL;
3509 skinframe->gloss = NULL;
3510 skinframe->glow = NULL;
3511 skinframe->fog = NULL;
3512 skinframe->reflect = NULL;
3513 skinframe->hasalpha = false;
3515 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3519 if (developer_loading.integer)
3520 Con_Printf("loading 32bit skin \"%s\"\n", name);
3522 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3524 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3525 temp2 = temp1 + width * height * 4;
3526 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3527 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3530 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3531 if (textureflags & TEXF_ALPHA)
3533 for (i = 3;i < width * height * 4;i += 4)
3535 if (skindata[i] < 255)
3537 skinframe->hasalpha = true;
3541 if (r_loadfog && skinframe->hasalpha)
3543 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3544 memcpy(fogpixels, skindata, width * height * 4);
3545 for (i = 0;i < width * height * 4;i += 4)
3546 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3547 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3548 Mem_Free(fogpixels);
3552 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3553 //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]);
3558 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3562 skinframe_t *skinframe;
3564 if (cls.state == ca_dedicated)
3567 // if already loaded just return it, otherwise make a new skinframe
3568 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3569 if (skinframe && skinframe->base)
3571 textureflags &= ~TEXF_FORCE_RELOAD;
3573 skinframe->stain = NULL;
3574 skinframe->merged = NULL;
3575 skinframe->base = NULL;
3576 skinframe->pants = NULL;
3577 skinframe->shirt = NULL;
3578 skinframe->nmap = NULL;
3579 skinframe->gloss = NULL;
3580 skinframe->glow = NULL;
3581 skinframe->fog = NULL;
3582 skinframe->reflect = NULL;
3583 skinframe->hasalpha = false;
3585 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3589 if (developer_loading.integer)
3590 Con_Printf("loading quake skin \"%s\"\n", name);
3592 // 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)
3593 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3594 memcpy(skinframe->qpixels, skindata, width*height);
3595 skinframe->qwidth = width;
3596 skinframe->qheight = height;
3599 for (i = 0;i < width * height;i++)
3600 featuresmask |= palette_featureflags[skindata[i]];
3602 skinframe->hasalpha = false;
3603 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3604 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3605 skinframe->qgeneratemerged = true;
3606 skinframe->qgeneratebase = skinframe->qhascolormapping;
3607 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3609 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3610 //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]);
3615 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3619 unsigned char *skindata;
3621 if (!skinframe->qpixels)
3624 if (!skinframe->qhascolormapping)
3625 colormapped = false;
3629 if (!skinframe->qgeneratebase)
3634 if (!skinframe->qgeneratemerged)
3638 width = skinframe->qwidth;
3639 height = skinframe->qheight;
3640 skindata = skinframe->qpixels;
3642 if (skinframe->qgeneratenmap)
3644 unsigned char *temp1, *temp2;
3645 skinframe->qgeneratenmap = false;
3646 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3647 temp2 = temp1 + width * height * 4;
3648 // use either a custom palette or the quake palette
3649 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3650 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3651 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3655 if (skinframe->qgenerateglow)
3657 skinframe->qgenerateglow = false;
3658 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3663 skinframe->qgeneratebase = false;
3664 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3665 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3666 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3670 skinframe->qgeneratemerged = false;
3671 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);
3674 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3676 Mem_Free(skinframe->qpixels);
3677 skinframe->qpixels = NULL;
3681 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)
3684 skinframe_t *skinframe;
3686 if (cls.state == ca_dedicated)
3689 // if already loaded just return it, otherwise make a new skinframe
3690 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3691 if (skinframe && skinframe->base)
3693 textureflags &= ~TEXF_FORCE_RELOAD;
3695 skinframe->stain = NULL;
3696 skinframe->merged = NULL;
3697 skinframe->base = NULL;
3698 skinframe->pants = NULL;
3699 skinframe->shirt = NULL;
3700 skinframe->nmap = NULL;
3701 skinframe->gloss = NULL;
3702 skinframe->glow = NULL;
3703 skinframe->fog = NULL;
3704 skinframe->reflect = NULL;
3705 skinframe->hasalpha = false;
3707 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3711 if (developer_loading.integer)
3712 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3714 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3715 if (textureflags & TEXF_ALPHA)
3717 for (i = 0;i < width * height;i++)
3719 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3721 skinframe->hasalpha = true;
3725 if (r_loadfog && skinframe->hasalpha)
3726 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3729 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3730 //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]);
3735 skinframe_t *R_SkinFrame_LoadMissing(void)
3737 skinframe_t *skinframe;
3739 if (cls.state == ca_dedicated)
3742 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3743 skinframe->stain = NULL;
3744 skinframe->merged = NULL;
3745 skinframe->base = NULL;
3746 skinframe->pants = NULL;
3747 skinframe->shirt = NULL;
3748 skinframe->nmap = NULL;
3749 skinframe->gloss = NULL;
3750 skinframe->glow = NULL;
3751 skinframe->fog = NULL;
3752 skinframe->reflect = NULL;
3753 skinframe->hasalpha = false;
3755 skinframe->avgcolor[0] = rand() / RAND_MAX;
3756 skinframe->avgcolor[1] = rand() / RAND_MAX;
3757 skinframe->avgcolor[2] = rand() / RAND_MAX;
3758 skinframe->avgcolor[3] = 1;
3763 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3764 typedef struct suffixinfo_s
3767 qboolean flipx, flipy, flipdiagonal;
3770 static suffixinfo_t suffix[3][6] =
3773 {"px", false, false, false},
3774 {"nx", false, false, false},
3775 {"py", false, false, false},
3776 {"ny", false, false, false},
3777 {"pz", false, false, false},
3778 {"nz", false, false, false}
3781 {"posx", false, false, false},
3782 {"negx", false, false, false},
3783 {"posy", false, false, false},
3784 {"negy", false, false, false},
3785 {"posz", false, false, false},
3786 {"negz", false, false, false}
3789 {"rt", true, false, true},
3790 {"lf", false, true, true},
3791 {"ft", true, true, false},
3792 {"bk", false, false, false},
3793 {"up", true, false, true},
3794 {"dn", true, false, true}
3798 static int componentorder[4] = {0, 1, 2, 3};
3800 rtexture_t *R_LoadCubemap(const char *basename)
3802 int i, j, cubemapsize;
3803 unsigned char *cubemappixels, *image_buffer;
3804 rtexture_t *cubemaptexture;
3806 // must start 0 so the first loadimagepixels has no requested width/height
3808 cubemappixels = NULL;
3809 cubemaptexture = NULL;
3810 // keep trying different suffix groups (posx, px, rt) until one loads
3811 for (j = 0;j < 3 && !cubemappixels;j++)
3813 // load the 6 images in the suffix group
3814 for (i = 0;i < 6;i++)
3816 // generate an image name based on the base and and suffix
3817 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3819 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3821 // an image loaded, make sure width and height are equal
3822 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3824 // if this is the first image to load successfully, allocate the cubemap memory
3825 if (!cubemappixels && image_width >= 1)
3827 cubemapsize = image_width;
3828 // note this clears to black, so unavailable sides are black
3829 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3831 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3833 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);
3836 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3838 Mem_Free(image_buffer);
3842 // if a cubemap loaded, upload it
3845 if (developer_loading.integer)
3846 Con_Printf("loading cubemap \"%s\"\n", basename);
3848 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);
3849 Mem_Free(cubemappixels);
3853 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3854 if (developer_loading.integer)
3856 Con_Printf("(tried tried images ");
3857 for (j = 0;j < 3;j++)
3858 for (i = 0;i < 6;i++)
3859 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3860 Con_Print(" and was unable to find any of them).\n");
3863 return cubemaptexture;
3866 rtexture_t *R_GetCubemap(const char *basename)
3869 for (i = 0;i < r_texture_numcubemaps;i++)
3870 if (r_texture_cubemaps[i] != NULL)
3871 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3872 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3873 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3874 return r_texture_whitecube;
3875 r_texture_numcubemaps++;
3876 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3877 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3878 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3879 return r_texture_cubemaps[i]->texture;
3882 void R_FreeCubemap(const char *basename)
3886 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3890 if (r_texture_cubemaps[i]->texture)
3892 if (developer_loading.integer)
3893 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3894 R_FreeTexture(r_texture_cubemaps[i]->texture);
3895 Mem_Free(r_texture_cubemaps[i]);
3896 r_texture_cubemaps[i] = NULL;
3902 void R_FreeCubemaps(void)
3905 for (i = 0;i < r_texture_numcubemaps;i++)
3907 if (developer_loading.integer)
3908 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3909 if (r_texture_cubemaps[i] != NULL)
3911 if (r_texture_cubemaps[i]->texture)
3912 R_FreeTexture(r_texture_cubemaps[i]->texture);
3913 Mem_Free(r_texture_cubemaps[i]);
3916 r_texture_numcubemaps = 0;
3919 void R_Main_FreeViewCache(void)
3921 if (r_refdef.viewcache.entityvisible)
3922 Mem_Free(r_refdef.viewcache.entityvisible);
3923 if (r_refdef.viewcache.world_pvsbits)
3924 Mem_Free(r_refdef.viewcache.world_pvsbits);
3925 if (r_refdef.viewcache.world_leafvisible)
3926 Mem_Free(r_refdef.viewcache.world_leafvisible);
3927 if (r_refdef.viewcache.world_surfacevisible)
3928 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3929 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3932 void R_Main_ResizeViewCache(void)
3934 int numentities = r_refdef.scene.numentities;
3935 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3936 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3937 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3938 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3939 if (r_refdef.viewcache.maxentities < numentities)
3941 r_refdef.viewcache.maxentities = numentities;
3942 if (r_refdef.viewcache.entityvisible)
3943 Mem_Free(r_refdef.viewcache.entityvisible);
3944 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3946 if (r_refdef.viewcache.world_numclusters != numclusters)
3948 r_refdef.viewcache.world_numclusters = numclusters;
3949 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3954 if (r_refdef.viewcache.world_numleafs != numleafs)
3956 r_refdef.viewcache.world_numleafs = numleafs;
3957 if (r_refdef.viewcache.world_leafvisible)
3958 Mem_Free(r_refdef.viewcache.world_leafvisible);
3959 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3961 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3963 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3964 if (r_refdef.viewcache.world_surfacevisible)
3965 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3966 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3970 extern rtexture_t *loadingscreentexture;
3971 void gl_main_start(void)
3973 loadingscreentexture = NULL;
3974 r_texture_blanknormalmap = NULL;
3975 r_texture_white = NULL;
3976 r_texture_grey128 = NULL;
3977 r_texture_black = NULL;
3978 r_texture_whitecube = NULL;
3979 r_texture_normalizationcube = NULL;
3980 r_texture_fogattenuation = NULL;
3981 r_texture_fogheighttexture = NULL;
3982 r_texture_gammaramps = NULL;
3983 r_texture_numcubemaps = 0;
3985 r_loaddds = r_texture_dds_load.integer != 0;
3986 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3988 switch(vid.renderpath)
3990 case RENDERPATH_GL20:
3991 case RENDERPATH_D3D9:
3992 case RENDERPATH_D3D10:
3993 case RENDERPATH_D3D11:
3994 case RENDERPATH_SOFT:
3995 case RENDERPATH_GLES2:
3996 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3997 Cvar_SetValueQuick(&gl_combine, 1);
3998 Cvar_SetValueQuick(&r_glsl, 1);
3999 r_loadnormalmap = true;
4003 case RENDERPATH_GL13:
4004 case RENDERPATH_GLES1:
4005 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4006 Cvar_SetValueQuick(&gl_combine, 1);
4007 Cvar_SetValueQuick(&r_glsl, 0);
4008 r_loadnormalmap = false;
4009 r_loadgloss = false;
4012 case RENDERPATH_GL11:
4013 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4014 Cvar_SetValueQuick(&gl_combine, 0);
4015 Cvar_SetValueQuick(&r_glsl, 0);
4016 r_loadnormalmap = false;
4017 r_loadgloss = false;
4023 R_FrameData_Reset();
4027 memset(r_queries, 0, sizeof(r_queries));
4029 r_qwskincache = NULL;
4030 r_qwskincache_size = 0;
4032 // due to caching of texture_t references, the collision cache must be reset
4033 Collision_Cache_Reset(true);
4035 // set up r_skinframe loading system for textures
4036 memset(&r_skinframe, 0, sizeof(r_skinframe));
4037 r_skinframe.loadsequence = 1;
4038 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4040 r_main_texturepool = R_AllocTexturePool();
4041 R_BuildBlankTextures();
4043 if (vid.support.arb_texture_cube_map)
4046 R_BuildNormalizationCube();
4048 r_texture_fogattenuation = NULL;
4049 r_texture_fogheighttexture = NULL;
4050 r_texture_gammaramps = NULL;
4051 //r_texture_fogintensity = NULL;
4052 memset(&r_fb, 0, sizeof(r_fb));
4053 r_glsl_permutation = NULL;
4054 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4055 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4056 glslshaderstring = NULL;
4058 r_hlsl_permutation = NULL;
4059 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4060 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4062 hlslshaderstring = NULL;
4063 memset(&r_svbsp, 0, sizeof (r_svbsp));
4065 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4066 r_texture_numcubemaps = 0;
4068 r_refdef.fogmasktable_density = 0;
4071 void gl_main_shutdown(void)
4074 R_FrameData_Reset();
4076 R_Main_FreeViewCache();
4078 switch(vid.renderpath)
4080 case RENDERPATH_GL11:
4081 case RENDERPATH_GL13:
4082 case RENDERPATH_GL20:
4083 case RENDERPATH_GLES1:
4084 case RENDERPATH_GLES2:
4085 #ifdef GL_SAMPLES_PASSED_ARB
4087 qglDeleteQueriesARB(r_maxqueries, r_queries);
4090 case RENDERPATH_D3D9:
4091 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4093 case RENDERPATH_D3D10:
4094 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4096 case RENDERPATH_D3D11:
4097 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4099 case RENDERPATH_SOFT:
4105 memset(r_queries, 0, sizeof(r_queries));
4107 r_qwskincache = NULL;
4108 r_qwskincache_size = 0;
4110 // clear out the r_skinframe state
4111 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4112 memset(&r_skinframe, 0, sizeof(r_skinframe));
4115 Mem_Free(r_svbsp.nodes);
4116 memset(&r_svbsp, 0, sizeof (r_svbsp));
4117 R_FreeTexturePool(&r_main_texturepool);
4118 loadingscreentexture = NULL;
4119 r_texture_blanknormalmap = NULL;
4120 r_texture_white = NULL;
4121 r_texture_grey128 = NULL;
4122 r_texture_black = NULL;
4123 r_texture_whitecube = NULL;
4124 r_texture_normalizationcube = NULL;
4125 r_texture_fogattenuation = NULL;
4126 r_texture_fogheighttexture = NULL;
4127 r_texture_gammaramps = NULL;
4128 r_texture_numcubemaps = 0;
4129 //r_texture_fogintensity = NULL;
4130 memset(&r_fb, 0, sizeof(r_fb));
4133 r_glsl_permutation = NULL;
4134 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4135 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4136 glslshaderstring = NULL;
4138 r_hlsl_permutation = NULL;
4139 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4140 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4142 hlslshaderstring = NULL;
4145 extern void CL_ParseEntityLump(char *entitystring);
4146 void gl_main_newmap(void)
4148 // FIXME: move this code to client
4149 char *entities, entname[MAX_QPATH];
4151 Mem_Free(r_qwskincache);
4152 r_qwskincache = NULL;
4153 r_qwskincache_size = 0;
4156 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4157 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4159 CL_ParseEntityLump(entities);
4163 if (cl.worldmodel->brush.entities)
4164 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4166 R_Main_FreeViewCache();
4168 R_FrameData_Reset();
4171 void GL_Main_Init(void)
4173 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4175 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4176 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4177 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4178 if (gamemode == GAME_NEHAHRA)
4180 Cvar_RegisterVariable (&gl_fogenable);
4181 Cvar_RegisterVariable (&gl_fogdensity);
4182 Cvar_RegisterVariable (&gl_fogred);
4183 Cvar_RegisterVariable (&gl_foggreen);
4184 Cvar_RegisterVariable (&gl_fogblue);
4185 Cvar_RegisterVariable (&gl_fogstart);
4186 Cvar_RegisterVariable (&gl_fogend);
4187 Cvar_RegisterVariable (&gl_skyclip);
4189 Cvar_RegisterVariable(&r_motionblur);
4190 Cvar_RegisterVariable(&r_damageblur);
4191 Cvar_RegisterVariable(&r_motionblur_averaging);
4192 Cvar_RegisterVariable(&r_motionblur_randomize);
4193 Cvar_RegisterVariable(&r_motionblur_minblur);
4194 Cvar_RegisterVariable(&r_motionblur_maxblur);
4195 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4196 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4197 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4198 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4199 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4200 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4201 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4202 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4203 Cvar_RegisterVariable(&r_equalize_entities_by);
4204 Cvar_RegisterVariable(&r_equalize_entities_to);
4205 Cvar_RegisterVariable(&r_depthfirst);
4206 Cvar_RegisterVariable(&r_useinfinitefarclip);
4207 Cvar_RegisterVariable(&r_farclip_base);
4208 Cvar_RegisterVariable(&r_farclip_world);
4209 Cvar_RegisterVariable(&r_nearclip);
4210 Cvar_RegisterVariable(&r_deformvertexes);
4211 Cvar_RegisterVariable(&r_transparent);
4212 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4213 Cvar_RegisterVariable(&r_showoverdraw);
4214 Cvar_RegisterVariable(&r_showbboxes);
4215 Cvar_RegisterVariable(&r_showsurfaces);
4216 Cvar_RegisterVariable(&r_showtris);
4217 Cvar_RegisterVariable(&r_shownormals);
4218 Cvar_RegisterVariable(&r_showlighting);
4219 Cvar_RegisterVariable(&r_showshadowvolumes);
4220 Cvar_RegisterVariable(&r_showcollisionbrushes);
4221 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4222 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4223 Cvar_RegisterVariable(&r_showdisabledepthtest);
4224 Cvar_RegisterVariable(&r_drawportals);
4225 Cvar_RegisterVariable(&r_drawentities);
4226 Cvar_RegisterVariable(&r_draw2d);
4227 Cvar_RegisterVariable(&r_drawworld);
4228 Cvar_RegisterVariable(&r_cullentities_trace);
4229 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4230 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4231 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4232 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4233 Cvar_RegisterVariable(&r_sortentities);
4234 Cvar_RegisterVariable(&r_drawviewmodel);
4235 Cvar_RegisterVariable(&r_drawexteriormodel);
4236 Cvar_RegisterVariable(&r_speeds);
4237 Cvar_RegisterVariable(&r_fullbrights);
4238 Cvar_RegisterVariable(&r_wateralpha);
4239 Cvar_RegisterVariable(&r_dynamic);
4240 Cvar_RegisterVariable(&r_fakelight);
4241 Cvar_RegisterVariable(&r_fakelight_intensity);
4242 Cvar_RegisterVariable(&r_fullbright);
4243 Cvar_RegisterVariable(&r_shadows);
4244 Cvar_RegisterVariable(&r_shadows_darken);
4245 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4246 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4247 Cvar_RegisterVariable(&r_shadows_throwdistance);
4248 Cvar_RegisterVariable(&r_shadows_throwdirection);
4249 Cvar_RegisterVariable(&r_shadows_focus);
4250 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4251 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4252 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4253 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4254 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4255 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4256 Cvar_RegisterVariable(&r_fog_exp2);
4257 Cvar_RegisterVariable(&r_fog_clear);
4258 Cvar_RegisterVariable(&r_drawfog);
4259 Cvar_RegisterVariable(&r_transparentdepthmasking);
4260 Cvar_RegisterVariable(&r_transparent_sortmindist);
4261 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4262 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4263 Cvar_RegisterVariable(&r_texture_dds_load);
4264 Cvar_RegisterVariable(&r_texture_dds_save);
4265 Cvar_RegisterVariable(&r_textureunits);
4266 Cvar_RegisterVariable(&gl_combine);
4267 Cvar_RegisterVariable(&r_viewfbo);
4268 Cvar_RegisterVariable(&r_viewscale);
4269 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4270 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4271 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4272 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4273 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4274 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4275 Cvar_RegisterVariable(&r_glsl);
4276 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4277 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4278 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4279 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4280 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4281 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4282 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4283 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4284 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4285 Cvar_RegisterVariable(&r_glsl_postprocess);
4286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4292 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4293 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4295 Cvar_RegisterVariable(&r_water);
4296 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4297 Cvar_RegisterVariable(&r_water_clippingplanebias);
4298 Cvar_RegisterVariable(&r_water_refractdistort);
4299 Cvar_RegisterVariable(&r_water_reflectdistort);
4300 Cvar_RegisterVariable(&r_water_scissormode);
4301 Cvar_RegisterVariable(&r_water_lowquality);
4302 Cvar_RegisterVariable(&r_water_hideplayer);
4304 Cvar_RegisterVariable(&r_lerpsprites);
4305 Cvar_RegisterVariable(&r_lerpmodels);
4306 Cvar_RegisterVariable(&r_lerplightstyles);
4307 Cvar_RegisterVariable(&r_waterscroll);
4308 Cvar_RegisterVariable(&r_bloom);
4309 Cvar_RegisterVariable(&r_bloom_colorscale);
4310 Cvar_RegisterVariable(&r_bloom_brighten);
4311 Cvar_RegisterVariable(&r_bloom_blur);
4312 Cvar_RegisterVariable(&r_bloom_resolution);
4313 Cvar_RegisterVariable(&r_bloom_colorexponent);
4314 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4315 Cvar_RegisterVariable(&r_hdr);
4316 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4317 Cvar_RegisterVariable(&r_hdr_glowintensity);
4318 Cvar_RegisterVariable(&r_hdr_range);
4319 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4320 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4321 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4322 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4323 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4324 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4325 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4326 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4327 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4328 Cvar_RegisterVariable(&developer_texturelogging);
4329 Cvar_RegisterVariable(&gl_lightmaps);
4330 Cvar_RegisterVariable(&r_test);
4331 Cvar_RegisterVariable(&r_glsl_saturation);
4332 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4333 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4334 Cvar_RegisterVariable(&r_framedatasize);
4335 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4336 Cvar_SetValue("r_fullbrights", 0);
4337 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4340 extern void R_Textures_Init(void);
4341 extern void GL_Draw_Init(void);
4342 extern void GL_Main_Init(void);
4343 extern void R_Shadow_Init(void);
4344 extern void R_Sky_Init(void);
4345 extern void GL_Surf_Init(void);
4346 extern void R_Particles_Init(void);
4347 extern void R_Explosion_Init(void);
4348 extern void gl_backend_init(void);
4349 extern void Sbar_Init(void);
4350 extern void R_LightningBeams_Init(void);
4351 extern void Mod_RenderInit(void);
4352 extern void Font_Init(void);
4354 void Render_Init(void)
4367 R_LightningBeams_Init();
4377 extern char *ENGINE_EXTENSIONS;
4380 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4381 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4382 gl_version = (const char *)qglGetString(GL_VERSION);
4383 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4387 if (!gl_platformextensions)
4388 gl_platformextensions = "";
4390 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4391 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4392 Con_Printf("GL_VERSION: %s\n", gl_version);
4393 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4394 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4396 VID_CheckExtensions();
4398 // LordHavoc: report supported extensions
4399 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4401 // clear to black (loading plaque will be seen over this)
4402 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4406 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4410 if (r_trippy.integer)
4412 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4414 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4417 p = r_refdef.view.frustum + i;
4422 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4426 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4430 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4434 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4442 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4446 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4450 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4458 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4462 if (r_trippy.integer)
4464 for (i = 0;i < numplanes;i++)
4471 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4475 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4479 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4483 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4487 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4491 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4495 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4499 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4507 //==================================================================================
4509 // LordHavoc: this stores temporary data used within the same frame
4511 typedef struct r_framedata_mem_s
4513 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4514 size_t size; // how much usable space
4515 size_t current; // how much space in use
4516 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4517 size_t wantedsize; // how much space was allocated
4518 unsigned char *data; // start of real data (16byte aligned)
4522 static r_framedata_mem_t *r_framedata_mem;
4524 void R_FrameData_Reset(void)
4526 while (r_framedata_mem)
4528 r_framedata_mem_t *next = r_framedata_mem->purge;
4529 Mem_Free(r_framedata_mem);
4530 r_framedata_mem = next;
4534 void R_FrameData_Resize(void)
4537 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4538 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4539 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4541 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4542 newmem->wantedsize = wantedsize;
4543 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4544 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4545 newmem->current = 0;
4547 newmem->purge = r_framedata_mem;
4548 r_framedata_mem = newmem;
4552 void R_FrameData_NewFrame(void)
4554 R_FrameData_Resize();
4555 if (!r_framedata_mem)
4557 // if we ran out of space on the last frame, free the old memory now
4558 while (r_framedata_mem->purge)
4560 // repeatedly remove the second item in the list, leaving only head
4561 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4562 Mem_Free(r_framedata_mem->purge);
4563 r_framedata_mem->purge = next;
4565 // reset the current mem pointer
4566 r_framedata_mem->current = 0;
4567 r_framedata_mem->mark = 0;
4570 void *R_FrameData_Alloc(size_t size)
4574 // align to 16 byte boundary - the data pointer is already aligned, so we
4575 // only need to ensure the size of every allocation is also aligned
4576 size = (size + 15) & ~15;
4578 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4580 // emergency - we ran out of space, allocate more memory
4581 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4582 R_FrameData_Resize();
4585 data = r_framedata_mem->data + r_framedata_mem->current;
4586 r_framedata_mem->current += size;
4588 // count the usage for stats
4589 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4590 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4592 return (void *)data;
4595 void *R_FrameData_Store(size_t size, void *data)
4597 void *d = R_FrameData_Alloc(size);
4599 memcpy(d, data, size);
4603 void R_FrameData_SetMark(void)
4605 if (!r_framedata_mem)
4607 r_framedata_mem->mark = r_framedata_mem->current;
4610 void R_FrameData_ReturnToMark(void)
4612 if (!r_framedata_mem)
4614 r_framedata_mem->current = r_framedata_mem->mark;
4617 //==================================================================================
4619 // LordHavoc: animcache originally written by Echon, rewritten since then
4622 * Animation cache prevents re-generating mesh data for an animated model
4623 * multiple times in one frame for lighting, shadowing, reflections, etc.
4626 void R_AnimCache_Free(void)
4630 void R_AnimCache_ClearCache(void)
4633 entity_render_t *ent;
4635 for (i = 0;i < r_refdef.scene.numentities;i++)
4637 ent = r_refdef.scene.entities[i];
4638 ent->animcache_vertex3f = NULL;
4639 ent->animcache_normal3f = NULL;
4640 ent->animcache_svector3f = NULL;
4641 ent->animcache_tvector3f = NULL;
4642 ent->animcache_vertexmesh = NULL;
4643 ent->animcache_vertex3fbuffer = NULL;
4644 ent->animcache_vertexmeshbuffer = NULL;
4648 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4652 // check if we need the meshbuffers
4653 if (!vid.useinterleavedarrays)
4656 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4657 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4658 // TODO: upload vertex3f buffer?
4659 if (ent->animcache_vertexmesh)
4661 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4662 for (i = 0;i < numvertices;i++)
4663 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4664 if (ent->animcache_svector3f)
4665 for (i = 0;i < numvertices;i++)
4666 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4667 if (ent->animcache_tvector3f)
4668 for (i = 0;i < numvertices;i++)
4669 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4670 if (ent->animcache_normal3f)
4671 for (i = 0;i < numvertices;i++)
4672 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4673 // TODO: upload vertexmeshbuffer?
4677 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4679 dp_model_t *model = ent->model;
4681 // see if it's already cached this frame
4682 if (ent->animcache_vertex3f)
4684 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4685 if (wantnormals || wanttangents)
4687 if (ent->animcache_normal3f)
4688 wantnormals = false;
4689 if (ent->animcache_svector3f)
4690 wanttangents = false;
4691 if (wantnormals || wanttangents)
4693 numvertices = model->surfmesh.num_vertices;
4695 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4698 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4699 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4701 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4702 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4708 // see if this ent is worth caching
4709 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4711 // get some memory for this entity and generate mesh data
4712 numvertices = model->surfmesh.num_vertices;
4713 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4715 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4718 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4719 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4721 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4722 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4727 void R_AnimCache_CacheVisibleEntities(void)
4730 qboolean wantnormals = true;
4731 qboolean wanttangents = !r_showsurfaces.integer;
4733 switch(vid.renderpath)
4735 case RENDERPATH_GL20:
4736 case RENDERPATH_D3D9:
4737 case RENDERPATH_D3D10:
4738 case RENDERPATH_D3D11:
4739 case RENDERPATH_GLES2:
4741 case RENDERPATH_GL11:
4742 case RENDERPATH_GL13:
4743 case RENDERPATH_GLES1:
4744 wanttangents = false;
4746 case RENDERPATH_SOFT:
4750 if (r_shownormals.integer)
4751 wanttangents = wantnormals = true;
4753 // TODO: thread this
4754 // NOTE: R_PrepareRTLights() also caches entities
4756 for (i = 0;i < r_refdef.scene.numentities;i++)
4757 if (r_refdef.viewcache.entityvisible[i])
4758 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4761 //==================================================================================
4763 extern cvar_t r_overheadsprites_pushback;
4765 static void R_View_UpdateEntityLighting (void)
4768 entity_render_t *ent;
4769 vec3_t tempdiffusenormal, avg;
4770 vec_t f, fa, fd, fdd;
4771 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4773 for (i = 0;i < r_refdef.scene.numentities;i++)
4775 ent = r_refdef.scene.entities[i];
4777 // skip unseen models and models that updated by CSQC
4778 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4782 if (ent->model && ent->model->brush.num_leafs)
4784 // TODO: use modellight for r_ambient settings on world?
4785 VectorSet(ent->modellight_ambient, 0, 0, 0);
4786 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4787 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4791 // fetch the lighting from the worldmodel data
4792 VectorClear(ent->modellight_ambient);
4793 VectorClear(ent->modellight_diffuse);
4794 VectorClear(tempdiffusenormal);
4795 if (ent->flags & RENDER_LIGHT)
4798 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4800 // complete lightning for lit sprites
4801 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4802 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4804 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4805 org[2] = org[2] + r_overheadsprites_pushback.value;
4806 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4809 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4811 if(ent->flags & RENDER_EQUALIZE)
4813 // first fix up ambient lighting...
4814 if(r_equalize_entities_minambient.value > 0)
4816 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4819 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4820 if(fa < r_equalize_entities_minambient.value * fd)
4823 // fa'/fd' = minambient
4824 // fa'+0.25*fd' = fa+0.25*fd
4826 // fa' = fd' * minambient
4827 // fd'*(0.25+minambient) = fa+0.25*fd
4829 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4830 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4832 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4833 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4834 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4835 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4840 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4842 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4847 // adjust brightness and saturation to target
4848 avg[0] = avg[1] = avg[2] = fa / f;
4849 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4850 avg[0] = avg[1] = avg[2] = fd / f;
4851 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4857 VectorSet(ent->modellight_ambient, 1, 1, 1);
4859 // move the light direction into modelspace coordinates for lighting code
4860 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4861 if(VectorLength2(ent->modellight_lightdir) == 0)
4862 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4863 VectorNormalize(ent->modellight_lightdir);
4867 #define MAX_LINEOFSIGHTTRACES 64
4869 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4872 vec3_t boxmins, boxmaxs;
4875 dp_model_t *model = r_refdef.scene.worldmodel;
4877 if (!model || !model->brush.TraceLineOfSight)
4880 // expand the box a little
4881 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4882 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4883 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4884 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4885 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4886 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4888 // return true if eye is inside enlarged box
4889 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4893 VectorCopy(eye, start);
4894 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4895 if (model->brush.TraceLineOfSight(model, start, end))
4898 // try various random positions
4899 for (i = 0;i < numsamples;i++)
4901 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4902 if (model->brush.TraceLineOfSight(model, start, end))
4910 static void R_View_UpdateEntityVisible (void)
4915 entity_render_t *ent;
4917 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4918 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4919 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4920 : RENDER_EXTERIORMODEL;
4921 if (!r_drawviewmodel.integer)
4922 renderimask |= RENDER_VIEWMODEL;
4923 if (!r_drawexteriormodel.integer)
4924 renderimask |= RENDER_EXTERIORMODEL;
4925 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4927 // worldmodel can check visibility
4928 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4929 for (i = 0;i < r_refdef.scene.numentities;i++)
4931 ent = r_refdef.scene.entities[i];
4932 if (!(ent->flags & renderimask))
4933 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)))
4934 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))
4935 r_refdef.viewcache.entityvisible[i] = true;
4940 // no worldmodel or it can't check visibility
4941 for (i = 0;i < r_refdef.scene.numentities;i++)
4943 ent = r_refdef.scene.entities[i];
4944 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4947 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4948 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4950 for (i = 0;i < r_refdef.scene.numentities;i++)
4952 if (!r_refdef.viewcache.entityvisible[i])
4954 ent = r_refdef.scene.entities[i];
4955 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4957 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4959 continue; // temp entities do pvs only
4960 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4961 ent->last_trace_visibility = realtime;
4962 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4963 r_refdef.viewcache.entityvisible[i] = 0;
4969 /// only used if skyrendermasked, and normally returns false
4970 int R_DrawBrushModelsSky (void)
4973 entity_render_t *ent;
4976 for (i = 0;i < r_refdef.scene.numentities;i++)
4978 if (!r_refdef.viewcache.entityvisible[i])
4980 ent = r_refdef.scene.entities[i];
4981 if (!ent->model || !ent->model->DrawSky)
4983 ent->model->DrawSky(ent);
4989 static void R_DrawNoModel(entity_render_t *ent);
4990 static void R_DrawModels(void)
4993 entity_render_t *ent;
4995 for (i = 0;i < r_refdef.scene.numentities;i++)
4997 if (!r_refdef.viewcache.entityvisible[i])
4999 ent = r_refdef.scene.entities[i];
5000 r_refdef.stats.entities++;
5002 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5005 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5006 Con_Printf("R_DrawModels\n");
5007 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]);
5008 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);
5009 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);
5012 if (ent->model && ent->model->Draw != NULL)
5013 ent->model->Draw(ent);
5019 static void R_DrawModelsDepth(void)
5022 entity_render_t *ent;
5024 for (i = 0;i < r_refdef.scene.numentities;i++)
5026 if (!r_refdef.viewcache.entityvisible[i])
5028 ent = r_refdef.scene.entities[i];
5029 if (ent->model && ent->model->DrawDepth != NULL)
5030 ent->model->DrawDepth(ent);
5034 static void R_DrawModelsDebug(void)
5037 entity_render_t *ent;
5039 for (i = 0;i < r_refdef.scene.numentities;i++)
5041 if (!r_refdef.viewcache.entityvisible[i])
5043 ent = r_refdef.scene.entities[i];
5044 if (ent->model && ent->model->DrawDebug != NULL)
5045 ent->model->DrawDebug(ent);
5049 static void R_DrawModelsAddWaterPlanes(void)
5052 entity_render_t *ent;
5054 for (i = 0;i < r_refdef.scene.numentities;i++)
5056 if (!r_refdef.viewcache.entityvisible[i])
5058 ent = r_refdef.scene.entities[i];
5059 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5060 ent->model->DrawAddWaterPlanes(ent);
5064 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}};
5066 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5068 if (r_hdr_irisadaptation.integer)
5073 vec3_t diffusenormal;
5075 vec_t brightness = 0.0f;
5080 VectorCopy(r_refdef.view.forward, forward);
5081 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5083 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5084 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5085 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5086 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5087 d = DotProduct(forward, diffusenormal);
5088 brightness += VectorLength(ambient);
5090 brightness += d * VectorLength(diffuse);
5092 brightness *= 1.0f / c;
5093 brightness += 0.00001f; // make sure it's never zero
5094 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5095 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5096 current = r_hdr_irisadaptation_value.value;
5098 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5099 else if (current > goal)
5100 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5101 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5102 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5104 else if (r_hdr_irisadaptation_value.value != 1.0f)
5105 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5108 static void R_View_SetFrustum(const int *scissor)
5111 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5112 vec3_t forward, left, up, origin, v;
5116 // flipped x coordinates (because x points left here)
5117 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5118 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5120 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5121 switch(vid.renderpath)
5123 case RENDERPATH_D3D9:
5124 case RENDERPATH_D3D10:
5125 case RENDERPATH_D3D11:
5126 // non-flipped y coordinates
5127 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5128 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5130 case RENDERPATH_SOFT:
5131 case RENDERPATH_GL11:
5132 case RENDERPATH_GL13:
5133 case RENDERPATH_GL20:
5134 case RENDERPATH_GLES1:
5135 case RENDERPATH_GLES2:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5143 // we can't trust r_refdef.view.forward and friends in reflected scenes
5144 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5147 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5148 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5149 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5150 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5151 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5152 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5153 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5154 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5155 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5156 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5157 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5158 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5162 zNear = r_refdef.nearclip;
5163 nudge = 1.0 - 1.0 / (1<<23);
5164 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5165 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5166 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5167 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5168 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5169 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5170 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5171 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5177 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5178 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5179 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5180 r_refdef.view.frustum[0].dist = m[15] - m[12];
5182 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5183 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5184 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5185 r_refdef.view.frustum[1].dist = m[15] + m[12];
5187 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5188 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5189 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5190 r_refdef.view.frustum[2].dist = m[15] - m[13];
5192 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5193 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5194 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5195 r_refdef.view.frustum[3].dist = m[15] + m[13];
5197 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5198 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5199 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5200 r_refdef.view.frustum[4].dist = m[15] - m[14];
5202 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5203 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5204 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5205 r_refdef.view.frustum[5].dist = m[15] + m[14];
5208 if (r_refdef.view.useperspective)
5210 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5211 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]);
5212 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]);
5213 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]);
5214 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]);
5216 // then the normals from the corners relative to origin
5217 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5218 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5219 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5220 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5222 // in a NORMAL view, forward cross left == up
5223 // in a REFLECTED view, forward cross left == down
5224 // so our cross products above need to be adjusted for a left handed coordinate system
5225 CrossProduct(forward, left, v);
5226 if(DotProduct(v, up) < 0)
5228 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5229 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5230 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5231 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5234 // Leaving those out was a mistake, those were in the old code, and they
5235 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5236 // I couldn't reproduce it after adding those normalizations. --blub
5237 VectorNormalize(r_refdef.view.frustum[0].normal);
5238 VectorNormalize(r_refdef.view.frustum[1].normal);
5239 VectorNormalize(r_refdef.view.frustum[2].normal);
5240 VectorNormalize(r_refdef.view.frustum[3].normal);
5242 // make the corners absolute
5243 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5244 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5245 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5246 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5249 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5251 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5252 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5253 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5254 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5255 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5259 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5260 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5261 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5262 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5263 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5264 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5265 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5266 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5267 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5268 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5270 r_refdef.view.numfrustumplanes = 5;
5272 if (r_refdef.view.useclipplane)
5274 r_refdef.view.numfrustumplanes = 6;
5275 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5278 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5279 PlaneClassify(r_refdef.view.frustum + i);
5281 // LordHavoc: note to all quake engine coders, Quake had a special case
5282 // for 90 degrees which assumed a square view (wrong), so I removed it,
5283 // Quake2 has it disabled as well.
5285 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5286 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5287 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5288 //PlaneClassify(&frustum[0]);
5290 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5291 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5292 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5293 //PlaneClassify(&frustum[1]);
5295 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5297 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5298 //PlaneClassify(&frustum[2]);
5300 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5302 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5303 //PlaneClassify(&frustum[3]);
5306 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5307 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5308 //PlaneClassify(&frustum[4]);
5311 void R_View_UpdateWithScissor(const int *myscissor)
5313 R_Main_ResizeViewCache();
5314 R_View_SetFrustum(myscissor);
5315 R_View_WorldVisibility(r_refdef.view.useclipplane);
5316 R_View_UpdateEntityVisible();
5317 R_View_UpdateEntityLighting();
5318 R_AnimCache_CacheVisibleEntities();
5321 void R_View_Update(void)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(NULL);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5328 R_AnimCache_CacheVisibleEntities();
5331 float viewscalefpsadjusted = 1.0f;
5333 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5335 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5336 scale = bound(0.03125f, scale, 1.0f);
5337 *outwidth = (int)ceil(width * scale);
5338 *outheight = (int)ceil(height * scale);
5341 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5343 const float *customclipplane = NULL;
5345 int scaledwidth, scaledheight;
5346 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5348 // LordHavoc: couldn't figure out how to make this approach the
5349 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5350 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5351 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5352 dist = r_refdef.view.clipplane.dist;
5353 plane[0] = r_refdef.view.clipplane.normal[0];
5354 plane[1] = r_refdef.view.clipplane.normal[1];
5355 plane[2] = r_refdef.view.clipplane.normal[2];
5357 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5360 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5361 if (!r_refdef.view.useperspective)
5362 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5363 else if (vid.stencil && r_useinfinitefarclip.integer)
5364 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5366 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5367 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5368 R_SetViewport(&r_refdef.view.viewport);
5369 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5371 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5372 float screenplane[4];
5373 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5374 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5375 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5376 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5377 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5381 void R_EntityMatrix(const matrix4x4_t *matrix)
5383 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5385 gl_modelmatrixchanged = false;
5386 gl_modelmatrix = *matrix;
5387 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5388 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5389 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5390 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5392 switch(vid.renderpath)
5394 case RENDERPATH_D3D9:
5396 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5397 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5400 case RENDERPATH_D3D10:
5401 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5403 case RENDERPATH_D3D11:
5404 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5406 case RENDERPATH_GL11:
5407 case RENDERPATH_GL13:
5408 case RENDERPATH_GLES1:
5409 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5411 case RENDERPATH_SOFT:
5412 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5413 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5415 case RENDERPATH_GL20:
5416 case RENDERPATH_GLES2:
5417 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5418 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5424 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5426 r_viewport_t viewport;
5429 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5430 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5431 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5432 R_SetViewport(&viewport);
5433 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5434 GL_Color(1, 1, 1, 1);
5435 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5436 GL_BlendFunc(GL_ONE, GL_ZERO);
5437 GL_ScissorTest(false);
5438 GL_DepthMask(false);
5439 GL_DepthRange(0, 1);
5440 GL_DepthTest(false);
5441 GL_DepthFunc(GL_LEQUAL);
5442 R_EntityMatrix(&identitymatrix);
5443 R_Mesh_ResetTextureState();
5444 GL_PolygonOffset(0, 0);
5445 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5446 switch(vid.renderpath)
5448 case RENDERPATH_GL11:
5449 case RENDERPATH_GL13:
5450 case RENDERPATH_GL20:
5451 case RENDERPATH_GLES1:
5452 case RENDERPATH_GLES2:
5453 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5455 case RENDERPATH_D3D9:
5456 case RENDERPATH_D3D10:
5457 case RENDERPATH_D3D11:
5458 case RENDERPATH_SOFT:
5461 GL_CullFace(GL_NONE);
5464 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5468 R_SetupView(true, fbo, depthtexture, colortexture);
5469 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5470 GL_Color(1, 1, 1, 1);
5471 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5472 GL_BlendFunc(GL_ONE, GL_ZERO);
5473 GL_ScissorTest(true);
5475 GL_DepthRange(0, 1);
5477 GL_DepthFunc(GL_LEQUAL);
5478 R_EntityMatrix(&identitymatrix);
5479 R_Mesh_ResetTextureState();
5480 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5481 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5482 switch(vid.renderpath)
5484 case RENDERPATH_GL11:
5485 case RENDERPATH_GL13:
5486 case RENDERPATH_GL20:
5487 case RENDERPATH_GLES1:
5488 case RENDERPATH_GLES2:
5489 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5491 case RENDERPATH_D3D9:
5492 case RENDERPATH_D3D10:
5493 case RENDERPATH_D3D11:
5494 case RENDERPATH_SOFT:
5497 GL_CullFace(r_refdef.view.cullface_back);
5502 R_RenderView_UpdateViewVectors
5505 static void R_RenderView_UpdateViewVectors(void)
5507 // break apart the view matrix into vectors for various purposes
5508 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5509 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5510 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5511 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5512 // make an inverted copy of the view matrix for tracking sprites
5513 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5516 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5517 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5519 static void R_Water_StartFrame(void)
5522 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5523 r_waterstate_waterplane_t *p;
5525 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5528 switch(vid.renderpath)
5530 case RENDERPATH_GL20:
5531 case RENDERPATH_D3D9:
5532 case RENDERPATH_D3D10:
5533 case RENDERPATH_D3D11:
5534 case RENDERPATH_SOFT:
5535 case RENDERPATH_GLES2:
5537 case RENDERPATH_GL11:
5538 case RENDERPATH_GL13:
5539 case RENDERPATH_GLES1:
5543 // set waterwidth and waterheight to the water resolution that will be
5544 // used (often less than the screen resolution for faster rendering)
5545 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5547 // calculate desired texture sizes
5548 // can't use water if the card does not support the texture size
5549 if (!r_water.integer || r_showsurfaces.integer)
5550 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5551 else if (vid.support.arb_texture_non_power_of_two)
5553 texturewidth = waterwidth;
5554 textureheight = waterheight;
5555 camerawidth = waterwidth;
5556 cameraheight = waterheight;
5560 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5561 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5562 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5563 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5566 // allocate textures as needed
5567 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight)
5569 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5570 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5572 if (p->texture_refraction)
5573 R_FreeTexture(p->texture_refraction);
5574 p->texture_refraction = NULL;
5575 if (p->texture_reflection)
5576 R_FreeTexture(p->texture_reflection);
5577 p->texture_reflection = NULL;
5578 if (p->texture_camera)
5579 R_FreeTexture(p->texture_camera);
5580 p->texture_camera = NULL;
5582 memset(&r_fb.water, 0, sizeof(r_fb.water));
5583 r_fb.water.texturewidth = texturewidth;
5584 r_fb.water.textureheight = textureheight;
5585 r_fb.water.camerawidth = camerawidth;
5586 r_fb.water.cameraheight = cameraheight;
5589 if (r_fb.water.texturewidth)
5591 int scaledwidth, scaledheight;
5593 r_fb.water.enabled = true;
5595 // water resolution is usually reduced
5596 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5597 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5598 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5600 // set up variables that will be used in shader setup
5601 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5602 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5603 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5604 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5607 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5608 r_fb.water.numwaterplanes = 0;
5611 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5613 int planeindex, bestplaneindex, vertexindex;
5614 vec3_t mins, maxs, normal, center, v, n;
5615 vec_t planescore, bestplanescore;
5617 r_waterstate_waterplane_t *p;
5618 texture_t *t = R_GetCurrentTexture(surface->texture);
5620 rsurface.texture = t;
5621 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5622 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5623 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5625 // average the vertex normals, find the surface bounds (after deformvertexes)
5626 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5627 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5628 VectorCopy(n, normal);
5629 VectorCopy(v, mins);
5630 VectorCopy(v, maxs);
5631 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5633 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5634 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5635 VectorAdd(normal, n, normal);
5636 mins[0] = min(mins[0], v[0]);
5637 mins[1] = min(mins[1], v[1]);
5638 mins[2] = min(mins[2], v[2]);
5639 maxs[0] = max(maxs[0], v[0]);
5640 maxs[1] = max(maxs[1], v[1]);
5641 maxs[2] = max(maxs[2], v[2]);
5643 VectorNormalize(normal);
5644 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5646 VectorCopy(normal, plane.normal);
5647 VectorNormalize(plane.normal);
5648 plane.dist = DotProduct(center, plane.normal);
5649 PlaneClassify(&plane);
5650 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5652 // skip backfaces (except if nocullface is set)
5653 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5655 VectorNegate(plane.normal, plane.normal);
5657 PlaneClassify(&plane);
5661 // find a matching plane if there is one
5662 bestplaneindex = -1;
5663 bestplanescore = 1048576.0f;
5664 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5666 if(p->camera_entity == t->camera_entity)
5668 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5669 if (bestplaneindex < 0 || bestplanescore > planescore)
5671 bestplaneindex = planeindex;
5672 bestplanescore = planescore;
5676 planeindex = bestplaneindex;
5677 p = r_fb.water.waterplanes + planeindex;
5679 // if this surface does not fit any known plane rendered this frame, add one
5680 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5682 // store the new plane
5683 planeindex = r_fb.water.numwaterplanes++;
5684 p = r_fb.water.waterplanes + planeindex;
5686 // clear materialflags and pvs
5687 p->materialflags = 0;
5688 p->pvsvalid = false;
5689 p->camera_entity = t->camera_entity;
5690 VectorCopy(mins, p->mins);
5691 VectorCopy(maxs, p->maxs);
5695 // merge mins/maxs when we're adding this surface to the plane
5696 p->mins[0] = min(p->mins[0], mins[0]);
5697 p->mins[1] = min(p->mins[1], mins[1]);
5698 p->mins[2] = min(p->mins[2], mins[2]);
5699 p->maxs[0] = max(p->maxs[0], maxs[0]);
5700 p->maxs[1] = max(p->maxs[1], maxs[1]);
5701 p->maxs[2] = max(p->maxs[2], maxs[2]);
5703 // merge this surface's materialflags into the waterplane
5704 p->materialflags |= t->currentmaterialflags;
5705 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5707 // merge this surface's PVS into the waterplane
5708 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5709 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5711 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5717 extern cvar_t r_drawparticles;
5718 extern cvar_t r_drawdecals;
5720 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5723 r_refdef_view_t originalview;
5724 r_refdef_view_t myview;
5725 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;
5726 r_waterstate_waterplane_t *p;
5729 originalview = r_refdef.view;
5731 // lowquality hack, temporarily shut down some cvars and restore afterwards
5732 qualityreduction = r_water_lowquality.integer;
5733 if (qualityreduction > 0)
5735 if (qualityreduction >= 1)
5737 old_r_shadows = r_shadows.integer;
5738 old_r_worldrtlight = r_shadow_realtime_world.integer;
5739 old_r_dlight = r_shadow_realtime_dlight.integer;
5740 Cvar_SetValueQuick(&r_shadows, 0);
5741 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5742 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5744 if (qualityreduction >= 2)
5746 old_r_dynamic = r_dynamic.integer;
5747 old_r_particles = r_drawparticles.integer;
5748 old_r_decals = r_drawdecals.integer;
5749 Cvar_SetValueQuick(&r_dynamic, 0);
5750 Cvar_SetValueQuick(&r_drawparticles, 0);
5751 Cvar_SetValueQuick(&r_drawdecals, 0);
5755 // make sure enough textures are allocated
5756 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5760 if (!p->texture_refraction)
5761 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5762 if (!p->texture_refraction)
5765 else if (p->materialflags & MATERIALFLAG_CAMERA)
5767 if (!p->texture_camera)
5768 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5769 if (!p->texture_camera)
5773 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5775 if (!p->texture_reflection)
5776 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5777 if (!p->texture_reflection)
5783 r_refdef.view = originalview;
5784 r_refdef.view.showdebug = false;
5785 r_refdef.view.width = r_fb.water.waterwidth;
5786 r_refdef.view.height = r_fb.water.waterheight;
5787 r_refdef.view.useclipplane = true;
5788 myview = r_refdef.view;
5789 r_fb.water.renderingscene = true;
5790 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5792 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5794 r_refdef.view = myview;
5795 if(r_water_scissormode.integer)
5797 R_SetupView(true, fbo, depthtexture, colortexture);
5798 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5799 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5802 // render reflected scene and copy into texture
5803 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5804 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5805 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5806 r_refdef.view.clipplane = p->plane;
5807 // reverse the cullface settings for this render
5808 r_refdef.view.cullface_front = GL_FRONT;
5809 r_refdef.view.cullface_back = GL_BACK;
5810 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5812 r_refdef.view.usecustompvs = true;
5814 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5816 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5819 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5820 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5821 R_ClearScreen(r_refdef.fogenabled);
5822 if(r_water_scissormode.integer & 2)
5823 R_View_UpdateWithScissor(myscissor);
5826 if(r_water_scissormode.integer & 1)
5827 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5828 R_RenderScene(fbo, depthtexture, colortexture);
5830 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5831 r_fb.water.hideplayer = false;
5834 // render the normal view scene and copy into texture
5835 // (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)
5836 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5838 r_refdef.view = myview;
5839 if(r_water_scissormode.integer)
5841 R_SetupView(true, fbo, depthtexture, colortexture);
5842 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5843 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5846 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5848 r_refdef.view.clipplane = p->plane;
5849 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5850 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5852 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5854 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5855 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5856 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5857 R_RenderView_UpdateViewVectors();
5858 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5860 r_refdef.view.usecustompvs = true;
5861 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);
5865 PlaneClassify(&r_refdef.view.clipplane);
5867 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5868 R_ClearScreen(r_refdef.fogenabled);
5869 if(r_water_scissormode.integer & 2)
5870 R_View_UpdateWithScissor(myscissor);
5873 if(r_water_scissormode.integer & 1)
5874 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5875 R_RenderScene(fbo, depthtexture, colortexture);
5877 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5878 r_fb.water.hideplayer = false;
5880 else if (p->materialflags & MATERIALFLAG_CAMERA)
5882 r_refdef.view = myview;
5884 r_refdef.view.clipplane = p->plane;
5885 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5886 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5888 r_refdef.view.width = r_fb.water.camerawidth;
5889 r_refdef.view.height = r_fb.water.cameraheight;
5890 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5891 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5892 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5893 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5895 if(p->camera_entity)
5897 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5898 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5901 // note: all of the view is used for displaying... so
5902 // there is no use in scissoring
5904 // reverse the cullface settings for this render
5905 r_refdef.view.cullface_front = GL_FRONT;
5906 r_refdef.view.cullface_back = GL_BACK;
5907 // also reverse the view matrix
5908 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
5909 R_RenderView_UpdateViewVectors();
5910 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5912 r_refdef.view.usecustompvs = true;
5913 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);
5916 // camera needs no clipplane
5917 r_refdef.view.useclipplane = false;
5919 PlaneClassify(&r_refdef.view.clipplane);
5921 r_fb.water.hideplayer = false;
5923 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5924 R_ClearScreen(r_refdef.fogenabled);
5926 R_RenderScene(fbo, depthtexture, colortexture);
5928 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5929 r_fb.water.hideplayer = false;
5933 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5934 r_fb.water.renderingscene = false;
5935 r_refdef.view = originalview;
5936 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5937 R_ClearScreen(r_refdef.fogenabled);
5941 r_refdef.view = originalview;
5942 r_fb.water.renderingscene = false;
5943 Cvar_SetValueQuick(&r_water, 0);
5944 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5946 // lowquality hack, restore cvars
5947 if (qualityreduction > 0)
5949 if (qualityreduction >= 1)
5951 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5952 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5953 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5955 if (qualityreduction >= 2)
5957 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5958 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5959 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5964 void R_Bloom_StartFrame(void)
5966 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5967 int viewwidth, viewheight;
5970 if (r_viewscale_fpsscaling.integer)
5972 double actualframetime;
5973 double targetframetime;
5975 actualframetime = r_refdef.lastdrawscreentime;
5976 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5977 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5978 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5979 if (r_viewscale_fpsscaling_stepsize.value > 0)
5980 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5981 viewscalefpsadjusted += adjust;
5982 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5985 viewscalefpsadjusted = 1.0f;
5987 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5989 switch(vid.renderpath)
5991 case RENDERPATH_GL20:
5992 case RENDERPATH_D3D9:
5993 case RENDERPATH_D3D10:
5994 case RENDERPATH_D3D11:
5995 case RENDERPATH_SOFT:
5996 case RENDERPATH_GLES2:
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6004 // set bloomwidth and bloomheight to the bloom resolution that will be
6005 // used (often less than the screen resolution for faster rendering)
6006 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6007 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6008 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6009 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6010 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6012 // calculate desired texture sizes
6013 if (vid.support.arb_texture_non_power_of_two)
6015 screentexturewidth = vid.width;
6016 screentextureheight = vid.height;
6017 bloomtexturewidth = r_fb.bloomwidth;
6018 bloomtextureheight = r_fb.bloomheight;
6022 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6023 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6024 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6025 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6028 if ((r_hdr.integer || 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))
6030 Cvar_SetValueQuick(&r_hdr, 0);
6031 Cvar_SetValueQuick(&r_bloom, 0);
6032 Cvar_SetValueQuick(&r_motionblur, 0);
6033 Cvar_SetValueQuick(&r_damageblur, 0);
6036 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6037 screentexturewidth = screentextureheight = 0;
6038 if (!r_hdr.integer && !r_bloom.integer)
6039 bloomtexturewidth = bloomtextureheight = 0;
6041 textype = TEXTYPE_COLORBUFFER;
6042 switch (vid.renderpath)
6044 case RENDERPATH_GL20:
6045 case RENDERPATH_GLES2:
6046 if (vid.support.ext_framebuffer_object)
6048 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6049 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6052 case RENDERPATH_GL11:
6053 case RENDERPATH_GL13:
6054 case RENDERPATH_GLES1:
6055 case RENDERPATH_D3D9:
6056 case RENDERPATH_D3D10:
6057 case RENDERPATH_D3D11:
6058 case RENDERPATH_SOFT:
6062 // allocate textures as needed
6063 if (r_fb.screentexturewidth != screentexturewidth
6064 || r_fb.screentextureheight != screentextureheight
6065 || r_fb.bloomtexturewidth != bloomtexturewidth
6066 || r_fb.bloomtextureheight != bloomtextureheight
6067 || r_fb.texturetype != textype
6068 || r_fb.viewfbo != r_viewfbo.integer)
6070 if (r_fb.texture_bloom)
6071 R_FreeTexture(r_fb.texture_bloom);
6072 r_fb.texture_bloom = NULL;
6073 if (r_fb.texture_screen)
6074 R_FreeTexture(r_fb.texture_screen);
6075 r_fb.texture_screen = NULL;
6076 if (r_fb.fbo_framebuffer)
6077 R_Mesh_DestroyFramebufferObject(r_fb.fbo_framebuffer);
6078 r_fb.fbo_framebuffer = 0;
6079 if (r_fb.texture_framebuffercolor)
6080 R_FreeTexture(r_fb.texture_framebuffercolor);
6081 r_fb.texture_framebuffercolor = NULL;
6082 if (r_fb.texture_framebufferdepth)
6083 R_FreeTexture(r_fb.texture_framebufferdepth);
6084 r_fb.texture_framebufferdepth = NULL;
6085 r_fb.screentexturewidth = screentexturewidth;
6086 r_fb.screentextureheight = screentextureheight;
6087 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6088 r_fb.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6089 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6091 // FIXME: choose depth bits based on a cvar
6092 r_fb.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6093 r_fb.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6094 r_fb.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL);
6095 R_Mesh_SetRenderTargets(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL);
6097 // render depth into one texture and normalmap into the other
6101 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6102 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6103 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6104 if (status != GL_FRAMEBUFFER_COMPLETE)
6105 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6109 r_fb.bloomtexturewidth = bloomtexturewidth;
6110 r_fb.bloomtextureheight = bloomtextureheight;
6111 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6112 r_fb.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6113 r_fb.viewfbo = r_viewfbo.integer;
6114 r_fb.texturetype = textype;
6117 // bloom texture is a different resolution
6118 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6119 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6120 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6121 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6122 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6124 // set up a texcoord array for the full resolution screen image
6125 // (we have to keep this around to copy back during final render)
6126 r_fb.screentexcoord2f[0] = 0;
6127 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6128 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6129 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6130 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6131 r_fb.screentexcoord2f[5] = 0;
6132 r_fb.screentexcoord2f[6] = 0;
6133 r_fb.screentexcoord2f[7] = 0;
6135 // set up a texcoord array for the reduced resolution bloom image
6136 // (which will be additive blended over the screen image)
6137 r_fb.bloomtexcoord2f[0] = 0;
6138 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6139 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6140 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6141 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6142 r_fb.bloomtexcoord2f[5] = 0;
6143 r_fb.bloomtexcoord2f[6] = 0;
6144 r_fb.bloomtexcoord2f[7] = 0;
6146 switch(vid.renderpath)
6148 case RENDERPATH_GL11:
6149 case RENDERPATH_GL13:
6150 case RENDERPATH_GL20:
6151 case RENDERPATH_SOFT:
6152 case RENDERPATH_GLES1:
6153 case RENDERPATH_GLES2:
6155 case RENDERPATH_D3D9:
6156 case RENDERPATH_D3D10:
6157 case RENDERPATH_D3D11:
6160 for (i = 0;i < 4;i++)
6162 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6163 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6164 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6165 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6171 if ((r_hdr.integer || r_bloom.integer) && r_fb.bloomwidth)
6173 r_fb.enabled = true;
6174 r_fb.hdr = r_hdr.integer != 0 && !r_fb.fbo_framebuffer;
6177 R_Viewport_InitOrtho(&r_fb.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6179 if (r_fb.fbo_framebuffer)
6180 r_refdef.view.clear = true;
6183 void R_Bloom_CopyBloomTexture(float colorscale)
6185 r_refdef.stats.bloom++;
6187 // scale down screen texture to the bloom texture size
6189 R_Mesh_SetRenderTargets(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL);
6190 R_SetViewport(&r_fb.viewport);
6191 GL_BlendFunc(GL_ONE, GL_ZERO);
6192 GL_Color(colorscale, colorscale, colorscale, 1);
6193 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6194 switch(vid.renderpath)
6196 case RENDERPATH_GL11:
6197 case RENDERPATH_GL13:
6198 case RENDERPATH_GL20:
6199 case RENDERPATH_GLES1:
6200 case RENDERPATH_GLES2:
6201 case RENDERPATH_SOFT:
6202 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6204 case RENDERPATH_D3D9:
6205 case RENDERPATH_D3D10:
6206 case RENDERPATH_D3D11:
6207 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6210 // TODO: do boxfilter scale-down in shader?
6211 R_SetupShader_Generic(r_fb.texture_screen, NULL, GL_MODULATE, 1, false, true);
6212 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6213 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6215 // we now have a bloom image in the framebuffer
6216 // copy it into the bloom image texture for later processing
6217 R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height);
6218 r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height;
6221 void R_Bloom_CopyHDRTexture(void)
6223 R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6224 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6227 void R_Bloom_MakeTexture(void)
6230 float xoffset, yoffset, r, brighten;
6232 r_refdef.stats.bloom++;
6234 R_ResetViewRendering2D(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6236 // we have a bloom image in the framebuffer
6238 R_SetViewport(&r_fb.viewport);
6240 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6243 r = bound(0, r_bloom_colorexponent.value / x, 1);
6244 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6246 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6247 R_SetupShader_Generic(r_fb.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6248 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6249 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6251 // copy the vertically blurred bloom view to a texture
6252 R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height);
6253 r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height;
6256 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6257 brighten = r_bloom_brighten.value;
6259 brighten *= r_hdr_range.value;
6260 brighten = sqrt(brighten);
6262 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6263 R_SetupShader_Generic(r_fb.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6265 for (dir = 0;dir < 2;dir++)
6267 // blend on at multiple vertical offsets to achieve a vertical blur
6268 // TODO: do offset blends using GLSL
6269 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6270 GL_BlendFunc(GL_ONE, GL_ZERO);
6271 for (x = -range;x <= range;x++)
6273 if (!dir){xoffset = 0;yoffset = x;}
6274 else {xoffset = x;yoffset = 0;}
6275 xoffset /= (float)r_fb.bloomtexturewidth;
6276 yoffset /= (float)r_fb.bloomtextureheight;
6277 // compute a texcoord array with the specified x and y offset
6278 r_fb.offsettexcoord2f[0] = xoffset+0;
6279 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6280 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6281 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6282 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6283 r_fb.offsettexcoord2f[5] = yoffset+0;
6284 r_fb.offsettexcoord2f[6] = xoffset+0;
6285 r_fb.offsettexcoord2f[7] = yoffset+0;
6286 // this r value looks like a 'dot' particle, fading sharply to
6287 // black at the edges
6288 // (probably not realistic but looks good enough)
6289 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6290 //r = brighten/(range*2+1);
6291 r = brighten / (range * 2 + 1);
6293 r *= (1 - x*x/(float)(range*range));
6294 GL_Color(r, r, r, 1);
6295 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6296 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6297 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6298 GL_BlendFunc(GL_ONE, GL_ONE);
6301 // copy the vertically blurred bloom view to a texture
6302 R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height);
6303 r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height;
6307 void R_HDR_RenderBloomTexture(void)
6309 int oldwidth, oldheight;
6310 float oldcolorscale;
6311 qboolean oldwaterstate;
6313 oldwaterstate = r_fb.water.enabled;
6314 oldcolorscale = r_refdef.view.colorscale;
6315 oldwidth = r_refdef.view.width;
6316 oldheight = r_refdef.view.height;
6317 r_refdef.view.width = r_fb.bloomwidth;
6318 r_refdef.view.height = r_fb.bloomheight;
6320 if(r_hdr.integer < 2)
6321 r_fb.water.enabled = false;
6323 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6324 // TODO: add exposure compensation features
6325 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6327 r_refdef.view.showdebug = false;
6328 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6330 R_ResetViewRendering3D(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6332 R_ClearScreen(r_refdef.fogenabled);
6333 if (r_timereport_active)
6334 R_TimeReport("HDRclear");
6337 if (r_timereport_active)
6338 R_TimeReport("visibility");
6340 // only do secondary renders with HDR if r_hdr is 2 or higher
6341 r_fb.water.numwaterplanes = 0;
6342 if (r_fb.water.enabled)
6343 R_RenderWaterPlanes(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6345 r_refdef.view.showdebug = true;
6346 R_RenderScene(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6347 r_fb.water.numwaterplanes = 0;
6349 R_ResetViewRendering2D(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6351 R_Bloom_CopyHDRTexture();
6352 R_Bloom_MakeTexture();
6354 // restore the view settings
6355 r_fb.water.enabled = oldwaterstate;
6356 r_refdef.view.width = oldwidth;
6357 r_refdef.view.height = oldheight;
6358 r_refdef.view.colorscale = oldcolorscale;
6360 R_ResetViewRendering3D(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor);
6362 R_ClearScreen(r_refdef.fogenabled);
6363 if (r_timereport_active)
6364 R_TimeReport("viewclear");
6367 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6369 unsigned int permutation;
6370 float uservecs[4][4];
6372 switch (vid.renderpath)
6374 case RENDERPATH_GL20:
6375 case RENDERPATH_D3D9:
6376 case RENDERPATH_D3D10:
6377 case RENDERPATH_D3D11:
6378 case RENDERPATH_SOFT:
6379 case RENDERPATH_GLES2:
6381 (r_fb.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6382 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6383 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6384 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6385 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6387 if (r_fb.texture_screen)
6389 // make sure the buffer is available
6390 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6392 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6394 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6396 // declare variables
6397 float blur_factor, blur_mouseaccel, blur_velocity;
6398 static float blur_average;
6399 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6401 // set a goal for the factoring
6402 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6403 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6404 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6405 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6406 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6407 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6409 // from the goal, pick an averaged value between goal and last value
6410 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6411 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6413 // enforce minimum amount of blur
6414 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6416 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6418 // calculate values into a standard alpha
6419 cl.motionbluralpha = 1 - exp(-
6421 (r_motionblur.value * blur_factor / 80)
6423 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6426 max(0.0001, cl.time - cl.oldtime) // fps independent
6429 // randomization for the blur value to combat persistent ghosting
6430 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6431 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6434 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6436 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6437 GL_Color(1, 1, 1, cl.motionbluralpha);
6438 switch(vid.renderpath)
6440 case RENDERPATH_GL11:
6441 case RENDERPATH_GL13:
6442 case RENDERPATH_GL20:
6443 case RENDERPATH_GLES1:
6444 case RENDERPATH_GLES2:
6445 case RENDERPATH_SOFT:
6446 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6448 case RENDERPATH_D3D9:
6449 case RENDERPATH_D3D10:
6450 case RENDERPATH_D3D11:
6451 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6454 R_SetupShader_Generic(r_fb.texture_screen, NULL, GL_MODULATE, 1, false, true);
6455 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6456 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6459 // updates old view angles for next pass
6460 VectorCopy(cl.viewangles, blur_oldangles);
6463 // copy view into the screen texture
6464 R_Mesh_CopyToTexture(r_fb.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6465 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6469 // we may still have to do view tint...
6470 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6472 // apply a color tint to the whole view
6473 R_ResetViewRendering2D(0, NULL, NULL);
6474 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6475 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6476 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6478 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6480 break; // no screen processing, no bloom, skip it
6483 if (r_fb.texture_bloom && !r_fb.hdr)
6485 // render simple bloom effect
6486 // copy the screen and shrink it and darken it for the bloom process
6487 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6488 // make the bloom texture
6489 R_Bloom_MakeTexture();
6492 #if _MSC_VER >= 1400
6493 #define sscanf sscanf_s
6495 memset(uservecs, 0, sizeof(uservecs));
6496 if (r_glsl_postprocess_uservec1_enable.integer)
6497 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6498 if (r_glsl_postprocess_uservec2_enable.integer)
6499 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6500 if (r_glsl_postprocess_uservec3_enable.integer)
6501 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6502 if (r_glsl_postprocess_uservec4_enable.integer)
6503 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6505 R_ResetViewRendering2D(0, NULL, NULL);
6506 GL_Color(1, 1, 1, 1);
6507 GL_BlendFunc(GL_ONE, GL_ZERO);
6509 switch(vid.renderpath)
6511 case RENDERPATH_GL20:
6512 case RENDERPATH_GLES2:
6513 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6514 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6515 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.texture_screen);
6516 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.texture_bloom );
6517 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6518 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]);
6519 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6520 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]);
6521 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]);
6522 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]);
6523 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]);
6524 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6525 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6526 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);
6528 case RENDERPATH_D3D9:
6530 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6531 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6532 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6533 R_Mesh_TexBind(GL20TU_FIRST , r_fb.texture_screen);
6534 R_Mesh_TexBind(GL20TU_SECOND , r_fb.texture_bloom );
6535 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6536 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6537 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6538 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6539 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6540 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6541 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6542 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6543 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6544 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6547 case RENDERPATH_D3D10:
6548 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6550 case RENDERPATH_D3D11:
6551 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6553 case RENDERPATH_SOFT:
6554 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6555 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6556 R_Mesh_TexBind(GL20TU_FIRST , r_fb.texture_screen);
6557 R_Mesh_TexBind(GL20TU_SECOND , r_fb.texture_bloom );
6558 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6559 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6560 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6561 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6562 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6563 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6564 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6565 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6566 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6567 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6572 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6573 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6575 case RENDERPATH_GL11:
6576 case RENDERPATH_GL13:
6577 case RENDERPATH_GLES1:
6578 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6580 // apply a color tint to the whole view
6581 R_ResetViewRendering2D(0, NULL, NULL);
6582 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6583 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6584 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6585 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6586 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6592 matrix4x4_t r_waterscrollmatrix;
6594 void R_UpdateFog(void)
6597 if (gamemode == GAME_NEHAHRA)
6599 if (gl_fogenable.integer)
6601 r_refdef.oldgl_fogenable = true;
6602 r_refdef.fog_density = gl_fogdensity.value;
6603 r_refdef.fog_red = gl_fogred.value;
6604 r_refdef.fog_green = gl_foggreen.value;
6605 r_refdef.fog_blue = gl_fogblue.value;
6606 r_refdef.fog_alpha = 1;
6607 r_refdef.fog_start = 0;
6608 r_refdef.fog_end = gl_skyclip.value;
6609 r_refdef.fog_height = 1<<30;
6610 r_refdef.fog_fadedepth = 128;
6612 else if (r_refdef.oldgl_fogenable)
6614 r_refdef.oldgl_fogenable = false;
6615 r_refdef.fog_density = 0;
6616 r_refdef.fog_red = 0;
6617 r_refdef.fog_green = 0;
6618 r_refdef.fog_blue = 0;
6619 r_refdef.fog_alpha = 0;
6620 r_refdef.fog_start = 0;
6621 r_refdef.fog_end = 0;
6622 r_refdef.fog_height = 1<<30;
6623 r_refdef.fog_fadedepth = 128;
6628 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6629 r_refdef.fog_start = max(0, r_refdef.fog_start);
6630 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6632 if (r_refdef.fog_density && r_drawfog.integer)
6634 r_refdef.fogenabled = true;
6635 // this is the point where the fog reaches 0.9986 alpha, which we
6636 // consider a good enough cutoff point for the texture
6637 // (0.9986 * 256 == 255.6)
6638 if (r_fog_exp2.integer)
6639 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6641 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6642 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6643 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6644 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6645 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6646 R_BuildFogHeightTexture();
6647 // fog color was already set
6648 // update the fog texture
6649 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)
6650 R_BuildFogTexture();
6651 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6652 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6655 r_refdef.fogenabled = false;
6658 if (r_refdef.fog_density)
6660 r_refdef.fogcolor[0] = r_refdef.fog_red;
6661 r_refdef.fogcolor[1] = r_refdef.fog_green;
6662 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6664 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6665 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6666 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6667 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6671 VectorCopy(r_refdef.fogcolor, fogvec);
6672 // color.rgb *= ContrastBoost * SceneBrightness;
6673 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6674 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6675 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6676 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6681 void R_UpdateVariables(void)
6685 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6687 r_refdef.farclip = r_farclip_base.value;
6688 if (r_refdef.scene.worldmodel)
6689 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6690 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6692 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6693 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6694 r_refdef.polygonfactor = 0;
6695 r_refdef.polygonoffset = 0;
6696 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6697 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6699 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6700 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6701 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6702 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6703 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6704 if (FAKELIGHT_ENABLED)
6706 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6708 if (r_showsurfaces.integer)
6710 r_refdef.scene.rtworld = false;
6711 r_refdef.scene.rtworldshadows = false;
6712 r_refdef.scene.rtdlight = false;
6713 r_refdef.scene.rtdlightshadows = false;
6714 r_refdef.lightmapintensity = 0;
6717 switch(vid.renderpath)
6719 case RENDERPATH_GL20:
6720 case RENDERPATH_D3D9:
6721 case RENDERPATH_D3D10:
6722 case RENDERPATH_D3D11:
6723 case RENDERPATH_SOFT:
6724 case RENDERPATH_GLES2:
6725 if(v_glslgamma.integer && !vid_gammatables_trivial)
6727 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6729 // build GLSL gamma texture
6730 #define RAMPWIDTH 256
6731 unsigned short ramp[RAMPWIDTH * 3];
6732 unsigned char rampbgr[RAMPWIDTH][4];
6735 r_texture_gammaramps_serial = vid_gammatables_serial;
6737 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6738 for(i = 0; i < RAMPWIDTH; ++i)
6740 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6741 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6742 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6745 if (r_texture_gammaramps)
6747 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6751 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6757 // remove GLSL gamma texture
6760 case RENDERPATH_GL11:
6761 case RENDERPATH_GL13:
6762 case RENDERPATH_GLES1:
6767 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6768 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6774 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6775 if( scenetype != r_currentscenetype ) {
6776 // store the old scenetype
6777 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6778 r_currentscenetype = scenetype;
6779 // move in the new scene
6780 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6789 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6791 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6792 if( scenetype == r_currentscenetype ) {
6793 return &r_refdef.scene;
6795 return &r_scenes_store[ scenetype ];
6799 int R_SortEntities_Compare(const void *ap, const void *bp)
6801 const entity_render_t *a = *(const entity_render_t **)ap;
6802 const entity_render_t *b = *(const entity_render_t **)bp;
6805 if(a->model < b->model)
6807 if(a->model > b->model)
6811 // TODO possibly calculate the REAL skinnum here first using
6813 if(a->skinnum < b->skinnum)
6815 if(a->skinnum > b->skinnum)
6818 // everything we compared is equal
6821 void R_SortEntities(void)
6823 // below or equal 2 ents, sorting never gains anything
6824 if(r_refdef.scene.numentities <= 2)
6827 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6835 int dpsoftrast_test;
6836 extern void R_Shadow_UpdateBounceGridTexture(void);
6837 extern cvar_t r_shadow_bouncegrid;
6838 void R_RenderView(void)
6840 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6842 rtexture_t *depthtexture;
6843 rtexture_t *colortexture;
6845 dpsoftrast_test = r_test.integer;
6847 if (r_timereport_active)
6848 R_TimeReport("start");
6849 r_textureframe++; // used only by R_GetCurrentTexture
6850 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6852 if(R_CompileShader_CheckStaticParms())
6855 if (!r_drawentities.integer)
6856 r_refdef.scene.numentities = 0;
6857 else if (r_sortentities.integer)
6860 R_AnimCache_ClearCache();
6861 R_FrameData_NewFrame();
6863 /* adjust for stereo display */
6864 if(R_Stereo_Active())
6866 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);
6867 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6870 if (r_refdef.view.isoverlay)
6872 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6873 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6874 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6875 R_TimeReport("depthclear");
6877 r_refdef.view.showdebug = false;
6879 r_fb.water.enabled = false;
6880 r_fb.water.numwaterplanes = 0;
6882 R_RenderScene(0, NULL, NULL);
6884 r_refdef.view.matrix = originalmatrix;
6890 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6892 r_refdef.view.matrix = originalmatrix;
6893 return; //Host_Error ("R_RenderView: NULL worldmodel");
6896 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6898 R_RenderView_UpdateViewVectors();
6900 R_Shadow_UpdateWorldLightSelection();
6902 R_Bloom_StartFrame();
6903 R_Water_StartFrame();
6905 // now we probably have an fbo to render into
6906 fbo = r_fb.fbo_framebuffer;
6907 depthtexture = r_fb.texture_framebufferdepth;
6908 colortexture = r_fb.texture_framebuffercolor;
6911 if (r_timereport_active)
6912 R_TimeReport("viewsetup");
6914 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6916 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6918 R_ClearScreen(r_refdef.fogenabled);
6919 if (r_timereport_active)
6920 R_TimeReport("viewclear");
6922 r_refdef.view.clear = true;
6924 // this produces a bloom texture to be used in R_BlendView() later
6927 R_HDR_RenderBloomTexture();
6928 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6929 r_textureframe++; // used only by R_GetCurrentTexture
6932 r_refdef.view.showdebug = true;
6935 if (r_timereport_active)
6936 R_TimeReport("visibility");
6938 R_Shadow_UpdateBounceGridTexture();
6939 if (r_timereport_active && r_shadow_bouncegrid.integer)
6940 R_TimeReport("bouncegrid");
6942 r_fb.water.numwaterplanes = 0;
6943 if (r_fb.water.enabled)
6944 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6946 R_RenderScene(fbo, depthtexture, colortexture);
6947 r_fb.water.numwaterplanes = 0;
6949 R_BlendView(fbo, depthtexture, colortexture);
6950 if (r_timereport_active)
6951 R_TimeReport("blendview");
6953 GL_Scissor(0, 0, vid.width, vid.height);
6954 GL_ScissorTest(false);
6956 r_refdef.view.matrix = originalmatrix;
6961 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6963 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6965 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6966 if (r_timereport_active)
6967 R_TimeReport("waterworld");
6970 // don't let sound skip if going slow
6971 if (r_refdef.scene.extraupdate)
6974 R_DrawModelsAddWaterPlanes();
6975 if (r_timereport_active)
6976 R_TimeReport("watermodels");
6978 if (r_fb.water.numwaterplanes)
6980 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6981 if (r_timereport_active)
6982 R_TimeReport("waterscenes");
6986 extern void R_DrawLightningBeams (void);
6987 extern void VM_CL_AddPolygonsToMeshQueue (void);
6988 extern void R_DrawPortals (void);
6989 extern cvar_t cl_locs_show;
6990 static void R_DrawLocs(void);
6991 static void R_DrawEntityBBoxes(void);
6992 static void R_DrawModelDecals(void);
6993 extern void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
6994 extern void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
6995 extern cvar_t cl_decals_newsystem;
6996 extern qboolean r_shadow_usingdeferredprepass;
6997 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6999 qboolean shadowmapping = false;
7001 if (r_timereport_active)
7002 R_TimeReport("beginscene");
7004 r_refdef.stats.renders++;
7008 // don't let sound skip if going slow
7009 if (r_refdef.scene.extraupdate)
7012 R_MeshQueue_BeginScene();
7016 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);
7018 if (r_timereport_active)
7019 R_TimeReport("skystartframe");
7021 if (cl.csqc_vidvars.drawworld)
7023 // don't let sound skip if going slow
7024 if (r_refdef.scene.extraupdate)
7027 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7029 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7030 if (r_timereport_active)
7031 R_TimeReport("worldsky");
7034 if (R_DrawBrushModelsSky() && r_timereport_active)
7035 R_TimeReport("bmodelsky");
7037 if (skyrendermasked && skyrenderlater)
7039 // we have to force off the water clipping plane while rendering sky
7040 R_SetupView(false, fbo, depthtexture, colortexture);
7042 R_SetupView(true, fbo, depthtexture, colortexture);
7043 if (r_timereport_active)
7044 R_TimeReport("sky");
7048 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7049 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7050 R_Shadow_PrepareModelShadows();
7051 if (r_timereport_active)
7052 R_TimeReport("preparelights");
7054 if (R_Shadow_ShadowMappingEnabled())
7055 shadowmapping = true;
7057 if (r_shadow_usingdeferredprepass)
7058 R_Shadow_DrawPrepass();
7060 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7062 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7063 if (r_timereport_active)
7064 R_TimeReport("worlddepth");
7066 if (r_depthfirst.integer >= 2)
7068 R_DrawModelsDepth();
7069 if (r_timereport_active)
7070 R_TimeReport("modeldepth");
7073 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7075 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7076 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7077 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7078 // don't let sound skip if going slow
7079 if (r_refdef.scene.extraupdate)
7083 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7085 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7086 if (r_timereport_active)
7087 R_TimeReport("world");
7090 // don't let sound skip if going slow
7091 if (r_refdef.scene.extraupdate)
7095 if (r_timereport_active)
7096 R_TimeReport("models");
7098 // don't let sound skip if going slow
7099 if (r_refdef.scene.extraupdate)
7102 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7104 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7105 R_DrawModelShadows(fbo, depthtexture, colortexture);
7106 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7107 // don't let sound skip if going slow
7108 if (r_refdef.scene.extraupdate)
7112 if (!r_shadow_usingdeferredprepass)
7114 R_Shadow_DrawLights();
7115 if (r_timereport_active)
7116 R_TimeReport("rtlights");
7119 // don't let sound skip if going slow
7120 if (r_refdef.scene.extraupdate)
7123 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7125 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7126 R_DrawModelShadows(fbo, depthtexture, colortexture);
7127 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7128 // don't let sound skip if going slow
7129 if (r_refdef.scene.extraupdate)
7133 if (cl.csqc_vidvars.drawworld)
7135 if (cl_decals_newsystem.integer)
7137 R_DrawModelDecals();
7138 if (r_timereport_active)
7139 R_TimeReport("modeldecals");
7144 if (r_timereport_active)
7145 R_TimeReport("decals");
7149 if (r_timereport_active)
7150 R_TimeReport("particles");
7153 if (r_timereport_active)
7154 R_TimeReport("explosions");
7156 R_DrawLightningBeams();
7157 if (r_timereport_active)
7158 R_TimeReport("lightning");
7161 VM_CL_AddPolygonsToMeshQueue();
7163 if (r_refdef.view.showdebug)
7165 if (cl_locs_show.integer)
7168 if (r_timereport_active)
7169 R_TimeReport("showlocs");
7172 if (r_drawportals.integer)
7175 if (r_timereport_active)
7176 R_TimeReport("portals");
7179 if (r_showbboxes.value > 0)
7181 R_DrawEntityBBoxes();
7182 if (r_timereport_active)
7183 R_TimeReport("bboxes");
7187 if (r_transparent.integer)
7189 R_MeshQueue_RenderTransparent();
7190 if (r_timereport_active)
7191 R_TimeReport("drawtrans");
7194 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))
7196 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7197 if (r_timereport_active)
7198 R_TimeReport("worlddebug");
7199 R_DrawModelsDebug();
7200 if (r_timereport_active)
7201 R_TimeReport("modeldebug");
7204 if (cl.csqc_vidvars.drawworld)
7206 R_Shadow_DrawCoronas();
7207 if (r_timereport_active)
7208 R_TimeReport("coronas");
7213 GL_DepthTest(false);
7214 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7215 GL_Color(1, 1, 1, 1);
7216 qglBegin(GL_POLYGON);
7217 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7218 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7219 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7220 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7222 qglBegin(GL_POLYGON);
7223 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7224 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7225 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7226 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7228 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7232 // don't let sound skip if going slow
7233 if (r_refdef.scene.extraupdate)
7236 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
7239 static const unsigned short bboxelements[36] =
7249 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7252 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7254 RSurf_ActiveWorldEntity();
7256 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7257 GL_DepthMask(false);
7258 GL_DepthRange(0, 1);
7259 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7260 // R_Mesh_ResetTextureState();
7262 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7263 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7264 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7265 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7266 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7267 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7268 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7269 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7270 R_FillColors(color4f, 8, cr, cg, cb, ca);
7271 if (r_refdef.fogenabled)
7273 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7275 f1 = RSurf_FogVertex(v);
7277 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7278 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7279 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7282 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7283 R_Mesh_ResetTextureState();
7284 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7285 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7288 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7292 prvm_edict_t *edict;
7293 prvm_prog_t *prog_save = prog;
7295 // this function draws bounding boxes of server entities
7299 GL_CullFace(GL_NONE);
7300 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7304 for (i = 0;i < numsurfaces;i++)
7306 edict = PRVM_EDICT_NUM(surfacelist[i]);
7307 switch ((int)PRVM_serveredictfloat(edict, solid))
7309 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7310 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7311 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7312 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7313 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7314 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7316 color[3] *= r_showbboxes.value;
7317 color[3] = bound(0, color[3], 1);
7318 GL_DepthTest(!r_showdisabledepthtest.integer);
7319 GL_CullFace(r_refdef.view.cullface_front);
7320 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7326 static void R_DrawEntityBBoxes(void)
7329 prvm_edict_t *edict;
7331 prvm_prog_t *prog_save = prog;
7333 // this function draws bounding boxes of server entities
7339 for (i = 0;i < prog->num_edicts;i++)
7341 edict = PRVM_EDICT_NUM(i);
7342 if (edict->priv.server->free)
7344 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7345 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7347 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7349 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7350 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7356 static const int nomodelelement3i[24] =
7368 static const unsigned short nomodelelement3s[24] =
7380 static const float nomodelvertex3f[6*3] =
7390 static const float nomodelcolor4f[6*4] =
7392 0.0f, 0.0f, 0.5f, 1.0f,
7393 0.0f, 0.0f, 0.5f, 1.0f,
7394 0.0f, 0.5f, 0.0f, 1.0f,
7395 0.0f, 0.5f, 0.0f, 1.0f,
7396 0.5f, 0.0f, 0.0f, 1.0f,
7397 0.5f, 0.0f, 0.0f, 1.0f
7400 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7406 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);
7408 // this is only called once per entity so numsurfaces is always 1, and
7409 // surfacelist is always {0}, so this code does not handle batches
7411 if (rsurface.ent_flags & RENDER_ADDITIVE)
7413 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7414 GL_DepthMask(false);
7416 else if (rsurface.colormod[3] < 1)
7418 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7419 GL_DepthMask(false);
7423 GL_BlendFunc(GL_ONE, GL_ZERO);
7426 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7427 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7428 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7429 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7430 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7431 for (i = 0, c = color4f;i < 6;i++, c += 4)
7433 c[0] *= rsurface.colormod[0];
7434 c[1] *= rsurface.colormod[1];
7435 c[2] *= rsurface.colormod[2];
7436 c[3] *= rsurface.colormod[3];
7438 if (r_refdef.fogenabled)
7440 for (i = 0, c = color4f;i < 6;i++, c += 4)
7442 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7444 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7445 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7446 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7449 // R_Mesh_ResetTextureState();
7450 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7451 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7452 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7455 void R_DrawNoModel(entity_render_t *ent)
7458 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7459 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7460 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7462 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7465 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7467 vec3_t right1, right2, diff, normal;
7469 VectorSubtract (org2, org1, normal);
7471 // calculate 'right' vector for start
7472 VectorSubtract (r_refdef.view.origin, org1, diff);
7473 CrossProduct (normal, diff, right1);
7474 VectorNormalize (right1);
7476 // calculate 'right' vector for end
7477 VectorSubtract (r_refdef.view.origin, org2, diff);
7478 CrossProduct (normal, diff, right2);
7479 VectorNormalize (right2);
7481 vert[ 0] = org1[0] + width * right1[0];
7482 vert[ 1] = org1[1] + width * right1[1];
7483 vert[ 2] = org1[2] + width * right1[2];
7484 vert[ 3] = org1[0] - width * right1[0];
7485 vert[ 4] = org1[1] - width * right1[1];
7486 vert[ 5] = org1[2] - width * right1[2];
7487 vert[ 6] = org2[0] - width * right2[0];
7488 vert[ 7] = org2[1] - width * right2[1];
7489 vert[ 8] = org2[2] - width * right2[2];
7490 vert[ 9] = org2[0] + width * right2[0];
7491 vert[10] = org2[1] + width * right2[1];
7492 vert[11] = org2[2] + width * right2[2];
7495 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)
7497 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7498 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7499 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7500 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7501 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7502 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7503 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7504 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7505 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7506 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7507 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7508 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7511 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7516 VectorSet(v, x, y, z);
7517 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7518 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7520 if (i == mesh->numvertices)
7522 if (mesh->numvertices < mesh->maxvertices)
7524 VectorCopy(v, vertex3f);
7525 mesh->numvertices++;
7527 return mesh->numvertices;
7533 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7537 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7538 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7539 e = mesh->element3i + mesh->numtriangles * 3;
7540 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7542 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7543 if (mesh->numtriangles < mesh->maxtriangles)
7548 mesh->numtriangles++;
7550 element[1] = element[2];
7554 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7558 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7559 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7560 e = mesh->element3i + mesh->numtriangles * 3;
7561 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7563 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7564 if (mesh->numtriangles < mesh->maxtriangles)
7569 mesh->numtriangles++;
7571 element[1] = element[2];
7575 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7576 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7578 int planenum, planenum2;
7581 mplane_t *plane, *plane2;
7583 double temppoints[2][256*3];
7584 // figure out how large a bounding box we need to properly compute this brush
7586 for (w = 0;w < numplanes;w++)
7587 maxdist = max(maxdist, fabs(planes[w].dist));
7588 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7589 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7590 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7594 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7595 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7597 if (planenum2 == planenum)
7599 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);
7602 if (tempnumpoints < 3)
7604 // generate elements forming a triangle fan for this polygon
7605 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7609 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)
7611 texturelayer_t *layer;
7612 layer = t->currentlayers + t->currentnumlayers++;
7614 layer->depthmask = depthmask;
7615 layer->blendfunc1 = blendfunc1;
7616 layer->blendfunc2 = blendfunc2;
7617 layer->texture = texture;
7618 layer->texmatrix = *matrix;
7619 layer->color[0] = r;
7620 layer->color[1] = g;
7621 layer->color[2] = b;
7622 layer->color[3] = a;
7625 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7627 if(parms[0] == 0 && parms[1] == 0)
7629 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7630 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7635 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7638 index = parms[2] + rsurface.shadertime * parms[3];
7639 index -= floor(index);
7640 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7643 case Q3WAVEFUNC_NONE:
7644 case Q3WAVEFUNC_NOISE:
7645 case Q3WAVEFUNC_COUNT:
7648 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7649 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7650 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7651 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7652 case Q3WAVEFUNC_TRIANGLE:
7654 f = index - floor(index);
7667 f = parms[0] + parms[1] * f;
7668 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7669 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7673 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7679 matrix4x4_t matrix, temp;
7680 switch(tcmod->tcmod)
7684 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7685 matrix = r_waterscrollmatrix;
7687 matrix = identitymatrix;
7689 case Q3TCMOD_ENTITYTRANSLATE:
7690 // this is used in Q3 to allow the gamecode to control texcoord
7691 // scrolling on the entity, which is not supported in darkplaces yet.
7692 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7694 case Q3TCMOD_ROTATE:
7695 f = tcmod->parms[0] * rsurface.shadertime;
7696 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7697 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7698 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7701 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7703 case Q3TCMOD_SCROLL:
7704 // extra care is needed because of precision breakdown with large values of time
7705 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7706 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7707 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7709 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7710 w = (int) tcmod->parms[0];
7711 h = (int) tcmod->parms[1];
7712 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7714 idx = (int) floor(f * w * h);
7715 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7717 case Q3TCMOD_STRETCH:
7718 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7719 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7721 case Q3TCMOD_TRANSFORM:
7722 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7723 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7724 VectorSet(tcmat + 6, 0 , 0 , 1);
7725 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7726 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7728 case Q3TCMOD_TURBULENT:
7729 // this is handled in the RSurf_PrepareVertices function
7730 matrix = identitymatrix;
7734 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7737 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7739 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7740 char name[MAX_QPATH];
7741 skinframe_t *skinframe;
7742 unsigned char pixels[296*194];
7743 strlcpy(cache->name, skinname, sizeof(cache->name));
7744 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7745 if (developer_loading.integer)
7746 Con_Printf("loading %s\n", name);
7747 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7748 if (!skinframe || !skinframe->base)
7751 fs_offset_t filesize;
7753 f = FS_LoadFile(name, tempmempool, true, &filesize);
7756 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7757 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7761 cache->skinframe = skinframe;
7764 texture_t *R_GetCurrentTexture(texture_t *t)
7767 const entity_render_t *ent = rsurface.entity;
7768 dp_model_t *model = ent->model;
7769 q3shaderinfo_layer_tcmod_t *tcmod;
7771 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7772 return t->currentframe;
7773 t->update_lastrenderframe = r_textureframe;
7774 t->update_lastrenderentity = (void *)ent;
7776 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7777 t->camera_entity = ent->entitynumber;
7779 t->camera_entity = 0;
7781 // switch to an alternate material if this is a q1bsp animated material
7783 texture_t *texture = t;
7784 int s = rsurface.ent_skinnum;
7785 if ((unsigned int)s >= (unsigned int)model->numskins)
7787 if (model->skinscenes)
7789 if (model->skinscenes[s].framecount > 1)
7790 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7792 s = model->skinscenes[s].firstframe;
7795 t = t + s * model->num_surfaces;
7798 // use an alternate animation if the entity's frame is not 0,
7799 // and only if the texture has an alternate animation
7800 if (rsurface.ent_alttextures && t->anim_total[1])
7801 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7803 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7805 texture->currentframe = t;
7808 // update currentskinframe to be a qw skin or animation frame
7809 if (rsurface.ent_qwskin >= 0)
7811 i = rsurface.ent_qwskin;
7812 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7814 r_qwskincache_size = cl.maxclients;
7816 Mem_Free(r_qwskincache);
7817 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7819 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7820 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7821 t->currentskinframe = r_qwskincache[i].skinframe;
7822 if (t->currentskinframe == NULL)
7823 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7825 else if (t->numskinframes >= 2)
7826 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7827 if (t->backgroundnumskinframes >= 2)
7828 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7830 t->currentmaterialflags = t->basematerialflags;
7831 t->currentalpha = rsurface.colormod[3];
7832 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7833 t->currentalpha *= r_wateralpha.value;
7834 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7835 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7836 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7837 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7838 if (!(rsurface.ent_flags & RENDER_LIGHT))
7839 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7840 else if (FAKELIGHT_ENABLED)
7842 // no modellight if using fakelight for the map
7844 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7846 // pick a model lighting mode
7847 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7848 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7850 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7852 if (rsurface.ent_flags & RENDER_ADDITIVE)
7853 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7854 else if (t->currentalpha < 1)
7855 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7856 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7857 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7858 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7859 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7860 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7861 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7862 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7863 if (t->backgroundnumskinframes)
7864 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7865 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7867 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7868 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7871 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7872 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7874 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7875 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7877 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7878 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7880 // there is no tcmod
7881 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7883 t->currenttexmatrix = r_waterscrollmatrix;
7884 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7886 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7888 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7889 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7892 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7893 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7894 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7895 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7897 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7898 if (t->currentskinframe->qpixels)
7899 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7900 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7901 if (!t->basetexture)
7902 t->basetexture = r_texture_notexture;
7903 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7904 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7905 t->nmaptexture = t->currentskinframe->nmap;
7906 if (!t->nmaptexture)
7907 t->nmaptexture = r_texture_blanknormalmap;
7908 t->glosstexture = r_texture_black;
7909 t->glowtexture = t->currentskinframe->glow;
7910 t->fogtexture = t->currentskinframe->fog;
7911 t->reflectmasktexture = t->currentskinframe->reflect;
7912 if (t->backgroundnumskinframes)
7914 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7915 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7916 t->backgroundglosstexture = r_texture_black;
7917 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7918 if (!t->backgroundnmaptexture)
7919 t->backgroundnmaptexture = r_texture_blanknormalmap;
7923 t->backgroundbasetexture = r_texture_white;
7924 t->backgroundnmaptexture = r_texture_blanknormalmap;
7925 t->backgroundglosstexture = r_texture_black;
7926 t->backgroundglowtexture = NULL;
7928 t->specularpower = r_shadow_glossexponent.value;
7929 // TODO: store reference values for these in the texture?
7930 t->specularscale = 0;
7931 if (r_shadow_gloss.integer > 0)
7933 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7935 if (r_shadow_glossintensity.value > 0)
7937 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7938 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7939 t->specularscale = r_shadow_glossintensity.value;
7942 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7944 t->glosstexture = r_texture_white;
7945 t->backgroundglosstexture = r_texture_white;
7946 t->specularscale = r_shadow_gloss2intensity.value;
7947 t->specularpower = r_shadow_gloss2exponent.value;
7950 t->specularscale *= t->specularscalemod;
7951 t->specularpower *= t->specularpowermod;
7952 t->rtlightambient = 0;
7954 // lightmaps mode looks bad with dlights using actual texturing, so turn
7955 // off the colormap and glossmap, but leave the normalmap on as it still
7956 // accurately represents the shading involved
7957 if (gl_lightmaps.integer)
7959 t->basetexture = r_texture_grey128;
7960 t->pantstexture = r_texture_black;
7961 t->shirttexture = r_texture_black;
7962 t->nmaptexture = r_texture_blanknormalmap;
7963 t->glosstexture = r_texture_black;
7964 t->glowtexture = NULL;
7965 t->fogtexture = NULL;
7966 t->reflectmasktexture = NULL;
7967 t->backgroundbasetexture = NULL;
7968 t->backgroundnmaptexture = r_texture_blanknormalmap;
7969 t->backgroundglosstexture = r_texture_black;
7970 t->backgroundglowtexture = NULL;
7971 t->specularscale = 0;
7972 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7975 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7976 VectorClear(t->dlightcolor);
7977 t->currentnumlayers = 0;
7978 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7980 int blendfunc1, blendfunc2;
7982 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7984 blendfunc1 = GL_SRC_ALPHA;
7985 blendfunc2 = GL_ONE;
7987 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7989 blendfunc1 = GL_SRC_ALPHA;
7990 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7992 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7994 blendfunc1 = t->customblendfunc[0];
7995 blendfunc2 = t->customblendfunc[1];
7999 blendfunc1 = GL_ONE;
8000 blendfunc2 = GL_ZERO;
8002 // don't colormod evilblend textures
8003 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8004 VectorSet(t->lightmapcolor, 1, 1, 1);
8005 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8006 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8008 // fullbright is not affected by r_refdef.lightmapintensity
8009 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8010 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8011 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8012 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8013 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8017 vec3_t ambientcolor;
8019 // set the color tint used for lights affecting this surface
8020 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8022 // q3bsp has no lightmap updates, so the lightstylevalue that
8023 // would normally be baked into the lightmap must be
8024 // applied to the color
8025 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8026 if (model->type == mod_brushq3)
8027 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8028 colorscale *= r_refdef.lightmapintensity;
8029 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8030 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8031 // basic lit geometry
8032 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8033 // add pants/shirt if needed
8034 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8036 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8037 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8038 // now add ambient passes if needed
8039 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8042 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8043 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8044 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8045 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8048 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8049 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8050 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8052 // if this is opaque use alpha blend which will darken the earlier
8055 // if this is an alpha blended material, all the earlier passes
8056 // were darkened by fog already, so we only need to add the fog
8057 // color ontop through the fog mask texture
8059 // if this is an additive blended material, all the earlier passes
8060 // were darkened by fog already, and we should not add fog color
8061 // (because the background was not darkened, there is no fog color
8062 // that was lost behind it).
8063 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8067 return t->currentframe;
8070 rsurfacestate_t rsurface;
8072 void RSurf_ActiveWorldEntity(void)
8074 dp_model_t *model = r_refdef.scene.worldmodel;
8075 //if (rsurface.entity == r_refdef.scene.worldentity)
8077 rsurface.entity = r_refdef.scene.worldentity;
8078 rsurface.skeleton = NULL;
8079 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8080 rsurface.ent_skinnum = 0;
8081 rsurface.ent_qwskin = -1;
8082 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8083 rsurface.shadertime = r_refdef.scene.time;
8084 rsurface.matrix = identitymatrix;
8085 rsurface.inversematrix = identitymatrix;
8086 rsurface.matrixscale = 1;
8087 rsurface.inversematrixscale = 1;
8088 R_EntityMatrix(&identitymatrix);
8089 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8090 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8091 rsurface.fograngerecip = r_refdef.fograngerecip;
8092 rsurface.fogheightfade = r_refdef.fogheightfade;
8093 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8094 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8095 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8096 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8097 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8098 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8099 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8100 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8101 rsurface.colormod[3] = 1;
8102 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8103 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8104 rsurface.frameblend[0].lerp = 1;
8105 rsurface.ent_alttextures = false;
8106 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8107 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8108 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8109 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8110 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8111 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8112 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8114 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8115 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8116 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8117 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8118 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8119 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8120 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8121 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8122 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8123 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8124 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8125 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8126 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8127 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8129 rsurface.modelelement3i = model->surfmesh.data_element3i;
8130 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8131 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8132 rsurface.modelelement3s = model->surfmesh.data_element3s;
8133 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8134 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8135 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8136 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8137 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8138 rsurface.modelsurfaces = model->data_surfaces;
8139 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8140 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8141 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8142 rsurface.modelgeneratedvertex = false;
8143 rsurface.batchgeneratedvertex = false;
8144 rsurface.batchfirstvertex = 0;
8145 rsurface.batchnumvertices = 0;
8146 rsurface.batchfirsttriangle = 0;
8147 rsurface.batchnumtriangles = 0;
8148 rsurface.batchvertex3f = NULL;
8149 rsurface.batchvertex3f_vertexbuffer = NULL;
8150 rsurface.batchvertex3f_bufferoffset = 0;
8151 rsurface.batchsvector3f = NULL;
8152 rsurface.batchsvector3f_vertexbuffer = NULL;
8153 rsurface.batchsvector3f_bufferoffset = 0;
8154 rsurface.batchtvector3f = NULL;
8155 rsurface.batchtvector3f_vertexbuffer = NULL;
8156 rsurface.batchtvector3f_bufferoffset = 0;
8157 rsurface.batchnormal3f = NULL;
8158 rsurface.batchnormal3f_vertexbuffer = NULL;
8159 rsurface.batchnormal3f_bufferoffset = 0;
8160 rsurface.batchlightmapcolor4f = NULL;
8161 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8162 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8163 rsurface.batchtexcoordtexture2f = NULL;
8164 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8165 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8166 rsurface.batchtexcoordlightmap2f = NULL;
8167 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8168 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8169 rsurface.batchvertexmesh = NULL;
8170 rsurface.batchvertexmeshbuffer = NULL;
8171 rsurface.batchvertex3fbuffer = NULL;
8172 rsurface.batchelement3i = NULL;
8173 rsurface.batchelement3i_indexbuffer = NULL;
8174 rsurface.batchelement3i_bufferoffset = 0;
8175 rsurface.batchelement3s = NULL;
8176 rsurface.batchelement3s_indexbuffer = NULL;
8177 rsurface.batchelement3s_bufferoffset = 0;
8178 rsurface.passcolor4f = NULL;
8179 rsurface.passcolor4f_vertexbuffer = NULL;
8180 rsurface.passcolor4f_bufferoffset = 0;
8183 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8185 dp_model_t *model = ent->model;
8186 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8188 rsurface.entity = (entity_render_t *)ent;
8189 rsurface.skeleton = ent->skeleton;
8190 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8191 rsurface.ent_skinnum = ent->skinnum;
8192 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;
8193 rsurface.ent_flags = ent->flags;
8194 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8195 rsurface.matrix = ent->matrix;
8196 rsurface.inversematrix = ent->inversematrix;
8197 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8198 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8199 R_EntityMatrix(&rsurface.matrix);
8200 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8201 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8202 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8203 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8204 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8205 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8206 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8207 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8208 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8209 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8210 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8211 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8212 rsurface.colormod[3] = ent->alpha;
8213 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8214 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8215 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8216 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8217 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8218 if (ent->model->brush.submodel && !prepass)
8220 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8221 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8223 if (model->surfmesh.isanimated && model->AnimateVertices)
8225 if (ent->animcache_vertex3f)
8227 rsurface.modelvertex3f = ent->animcache_vertex3f;
8228 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8229 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8230 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8231 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8232 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8233 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8235 else if (wanttangents)
8237 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8242 rsurface.modelvertexmesh = NULL;
8243 rsurface.modelvertexmeshbuffer = NULL;
8244 rsurface.modelvertex3fbuffer = NULL;
8246 else if (wantnormals)
8248 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8249 rsurface.modelsvector3f = NULL;
8250 rsurface.modeltvector3f = NULL;
8251 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8253 rsurface.modelvertexmesh = NULL;
8254 rsurface.modelvertexmeshbuffer = NULL;
8255 rsurface.modelvertex3fbuffer = NULL;
8259 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8260 rsurface.modelsvector3f = NULL;
8261 rsurface.modeltvector3f = NULL;
8262 rsurface.modelnormal3f = NULL;
8263 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8264 rsurface.modelvertexmesh = NULL;
8265 rsurface.modelvertexmeshbuffer = NULL;
8266 rsurface.modelvertex3fbuffer = NULL;
8268 rsurface.modelvertex3f_vertexbuffer = 0;
8269 rsurface.modelvertex3f_bufferoffset = 0;
8270 rsurface.modelsvector3f_vertexbuffer = 0;
8271 rsurface.modelsvector3f_bufferoffset = 0;
8272 rsurface.modeltvector3f_vertexbuffer = 0;
8273 rsurface.modeltvector3f_bufferoffset = 0;
8274 rsurface.modelnormal3f_vertexbuffer = 0;
8275 rsurface.modelnormal3f_bufferoffset = 0;
8276 rsurface.modelgeneratedvertex = true;
8280 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8281 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8283 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8284 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8286 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8287 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8288 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8289 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8290 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8291 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8292 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8293 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8294 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8295 rsurface.modelgeneratedvertex = false;
8297 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8298 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8299 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8300 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8301 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8303 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8304 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8306 rsurface.modelelement3i = model->surfmesh.data_element3i;
8307 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8308 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8309 rsurface.modelelement3s = model->surfmesh.data_element3s;
8310 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8311 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8312 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8313 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8314 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8315 rsurface.modelsurfaces = model->data_surfaces;
8316 rsurface.batchgeneratedvertex = false;
8317 rsurface.batchfirstvertex = 0;
8318 rsurface.batchnumvertices = 0;
8319 rsurface.batchfirsttriangle = 0;
8320 rsurface.batchnumtriangles = 0;
8321 rsurface.batchvertex3f = NULL;
8322 rsurface.batchvertex3f_vertexbuffer = NULL;
8323 rsurface.batchvertex3f_bufferoffset = 0;
8324 rsurface.batchsvector3f = NULL;
8325 rsurface.batchsvector3f_vertexbuffer = NULL;
8326 rsurface.batchsvector3f_bufferoffset = 0;
8327 rsurface.batchtvector3f = NULL;
8328 rsurface.batchtvector3f_vertexbuffer = NULL;
8329 rsurface.batchtvector3f_bufferoffset = 0;
8330 rsurface.batchnormal3f = NULL;
8331 rsurface.batchnormal3f_vertexbuffer = NULL;
8332 rsurface.batchnormal3f_bufferoffset = 0;
8333 rsurface.batchlightmapcolor4f = NULL;
8334 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8335 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8336 rsurface.batchtexcoordtexture2f = NULL;
8337 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8338 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8339 rsurface.batchtexcoordlightmap2f = NULL;
8340 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8341 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8342 rsurface.batchvertexmesh = NULL;
8343 rsurface.batchvertexmeshbuffer = NULL;
8344 rsurface.batchvertex3fbuffer = NULL;
8345 rsurface.batchelement3i = NULL;
8346 rsurface.batchelement3i_indexbuffer = NULL;
8347 rsurface.batchelement3i_bufferoffset = 0;
8348 rsurface.batchelement3s = NULL;
8349 rsurface.batchelement3s_indexbuffer = NULL;
8350 rsurface.batchelement3s_bufferoffset = 0;
8351 rsurface.passcolor4f = NULL;
8352 rsurface.passcolor4f_vertexbuffer = NULL;
8353 rsurface.passcolor4f_bufferoffset = 0;
8356 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)
8358 rsurface.entity = r_refdef.scene.worldentity;
8359 rsurface.skeleton = NULL;
8360 rsurface.ent_skinnum = 0;
8361 rsurface.ent_qwskin = -1;
8362 rsurface.ent_flags = entflags;
8363 rsurface.shadertime = r_refdef.scene.time - shadertime;
8364 rsurface.modelnumvertices = numvertices;
8365 rsurface.modelnumtriangles = numtriangles;
8366 rsurface.matrix = *matrix;
8367 rsurface.inversematrix = *inversematrix;
8368 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8369 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8370 R_EntityMatrix(&rsurface.matrix);
8371 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8372 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8373 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8374 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8375 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8376 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8377 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8378 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8379 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8380 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8381 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8382 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8383 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8384 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8385 rsurface.frameblend[0].lerp = 1;
8386 rsurface.ent_alttextures = false;
8387 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8388 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8391 rsurface.modelvertex3f = (float *)vertex3f;
8392 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8393 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8396 else if (wantnormals)
8398 rsurface.modelvertex3f = (float *)vertex3f;
8399 rsurface.modelsvector3f = NULL;
8400 rsurface.modeltvector3f = NULL;
8401 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8405 rsurface.modelvertex3f = (float *)vertex3f;
8406 rsurface.modelsvector3f = NULL;
8407 rsurface.modeltvector3f = NULL;
8408 rsurface.modelnormal3f = NULL;
8410 rsurface.modelvertexmesh = NULL;
8411 rsurface.modelvertexmeshbuffer = NULL;
8412 rsurface.modelvertex3fbuffer = NULL;
8413 rsurface.modelvertex3f_vertexbuffer = 0;
8414 rsurface.modelvertex3f_bufferoffset = 0;
8415 rsurface.modelsvector3f_vertexbuffer = 0;
8416 rsurface.modelsvector3f_bufferoffset = 0;
8417 rsurface.modeltvector3f_vertexbuffer = 0;
8418 rsurface.modeltvector3f_bufferoffset = 0;
8419 rsurface.modelnormal3f_vertexbuffer = 0;
8420 rsurface.modelnormal3f_bufferoffset = 0;
8421 rsurface.modelgeneratedvertex = true;
8422 rsurface.modellightmapcolor4f = (float *)color4f;
8423 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8424 rsurface.modellightmapcolor4f_bufferoffset = 0;
8425 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8426 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8427 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8428 rsurface.modeltexcoordlightmap2f = NULL;
8429 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8430 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8431 rsurface.modelelement3i = (int *)element3i;
8432 rsurface.modelelement3i_indexbuffer = NULL;
8433 rsurface.modelelement3i_bufferoffset = 0;
8434 rsurface.modelelement3s = (unsigned short *)element3s;
8435 rsurface.modelelement3s_indexbuffer = NULL;
8436 rsurface.modelelement3s_bufferoffset = 0;
8437 rsurface.modellightmapoffsets = NULL;
8438 rsurface.modelsurfaces = NULL;
8439 rsurface.batchgeneratedvertex = false;
8440 rsurface.batchfirstvertex = 0;
8441 rsurface.batchnumvertices = 0;
8442 rsurface.batchfirsttriangle = 0;
8443 rsurface.batchnumtriangles = 0;
8444 rsurface.batchvertex3f = NULL;
8445 rsurface.batchvertex3f_vertexbuffer = NULL;
8446 rsurface.batchvertex3f_bufferoffset = 0;
8447 rsurface.batchsvector3f = NULL;
8448 rsurface.batchsvector3f_vertexbuffer = NULL;
8449 rsurface.batchsvector3f_bufferoffset = 0;
8450 rsurface.batchtvector3f = NULL;
8451 rsurface.batchtvector3f_vertexbuffer = NULL;
8452 rsurface.batchtvector3f_bufferoffset = 0;
8453 rsurface.batchnormal3f = NULL;
8454 rsurface.batchnormal3f_vertexbuffer = NULL;
8455 rsurface.batchnormal3f_bufferoffset = 0;
8456 rsurface.batchlightmapcolor4f = NULL;
8457 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8458 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8459 rsurface.batchtexcoordtexture2f = NULL;
8460 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8461 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8462 rsurface.batchtexcoordlightmap2f = NULL;
8463 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8464 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8465 rsurface.batchvertexmesh = NULL;
8466 rsurface.batchvertexmeshbuffer = NULL;
8467 rsurface.batchvertex3fbuffer = NULL;
8468 rsurface.batchelement3i = NULL;
8469 rsurface.batchelement3i_indexbuffer = NULL;
8470 rsurface.batchelement3i_bufferoffset = 0;
8471 rsurface.batchelement3s = NULL;
8472 rsurface.batchelement3s_indexbuffer = NULL;
8473 rsurface.batchelement3s_bufferoffset = 0;
8474 rsurface.passcolor4f = NULL;
8475 rsurface.passcolor4f_vertexbuffer = NULL;
8476 rsurface.passcolor4f_bufferoffset = 0;
8478 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8480 if ((wantnormals || wanttangents) && !normal3f)
8482 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8483 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8485 if (wanttangents && !svector3f)
8487 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8488 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8489 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8494 float RSurf_FogPoint(const float *v)
8496 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8497 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8498 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8499 float FogHeightFade = r_refdef.fogheightfade;
8501 unsigned int fogmasktableindex;
8502 if (r_refdef.fogplaneviewabove)
8503 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8505 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8506 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8507 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8510 float RSurf_FogVertex(const float *v)
8512 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8513 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8514 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8515 float FogHeightFade = rsurface.fogheightfade;
8517 unsigned int fogmasktableindex;
8518 if (r_refdef.fogplaneviewabove)
8519 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8521 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8522 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8523 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8526 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8529 for (i = 0;i < numelements;i++)
8530 outelement3i[i] = inelement3i[i] + adjust;
8533 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8534 extern cvar_t gl_vbo;
8535 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8543 int surfacefirsttriangle;
8544 int surfacenumtriangles;
8545 int surfacefirstvertex;
8546 int surfaceendvertex;
8547 int surfacenumvertices;
8548 int batchnumvertices;
8549 int batchnumtriangles;
8553 qboolean dynamicvertex;
8557 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8559 q3shaderinfo_deform_t *deform;
8560 const msurface_t *surface, *firstsurface;
8561 r_vertexmesh_t *vertexmesh;
8562 if (!texturenumsurfaces)
8564 // find vertex range of this surface batch
8566 firstsurface = texturesurfacelist[0];
8567 firsttriangle = firstsurface->num_firsttriangle;
8568 batchnumvertices = 0;
8569 batchnumtriangles = 0;
8570 firstvertex = endvertex = firstsurface->num_firstvertex;
8571 for (i = 0;i < texturenumsurfaces;i++)
8573 surface = texturesurfacelist[i];
8574 if (surface != firstsurface + i)
8576 surfacefirstvertex = surface->num_firstvertex;
8577 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8578 surfacenumvertices = surface->num_vertices;
8579 surfacenumtriangles = surface->num_triangles;
8580 if (firstvertex > surfacefirstvertex)
8581 firstvertex = surfacefirstvertex;
8582 if (endvertex < surfaceendvertex)
8583 endvertex = surfaceendvertex;
8584 batchnumvertices += surfacenumvertices;
8585 batchnumtriangles += surfacenumtriangles;
8588 // we now know the vertex range used, and if there are any gaps in it
8589 rsurface.batchfirstvertex = firstvertex;
8590 rsurface.batchnumvertices = endvertex - firstvertex;
8591 rsurface.batchfirsttriangle = firsttriangle;
8592 rsurface.batchnumtriangles = batchnumtriangles;
8594 // this variable holds flags for which properties have been updated that
8595 // may require regenerating vertexmesh array...
8598 // check if any dynamic vertex processing must occur
8599 dynamicvertex = false;
8601 // if there is a chance of animated vertex colors, it's a dynamic batch
8602 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8604 dynamicvertex = true;
8605 batchneed |= BATCHNEED_NOGAPS;
8606 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8609 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8611 switch (deform->deform)
8614 case Q3DEFORM_PROJECTIONSHADOW:
8615 case Q3DEFORM_TEXT0:
8616 case Q3DEFORM_TEXT1:
8617 case Q3DEFORM_TEXT2:
8618 case Q3DEFORM_TEXT3:
8619 case Q3DEFORM_TEXT4:
8620 case Q3DEFORM_TEXT5:
8621 case Q3DEFORM_TEXT6:
8622 case Q3DEFORM_TEXT7:
8625 case Q3DEFORM_AUTOSPRITE:
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630 case Q3DEFORM_AUTOSPRITE2:
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8633 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8635 case Q3DEFORM_NORMAL:
8636 dynamicvertex = true;
8637 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8638 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8641 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8642 break; // if wavefunc is a nop, ignore this transform
8643 dynamicvertex = true;
8644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8645 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8647 case Q3DEFORM_BULGE:
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8650 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8653 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8654 break; // if wavefunc is a nop, ignore this transform
8655 dynamicvertex = true;
8656 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8657 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8661 switch(rsurface.texture->tcgen.tcgen)
8664 case Q3TCGEN_TEXTURE:
8666 case Q3TCGEN_LIGHTMAP:
8667 dynamicvertex = true;
8668 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8669 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8671 case Q3TCGEN_VECTOR:
8672 dynamicvertex = true;
8673 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8674 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8676 case Q3TCGEN_ENVIRONMENT:
8677 dynamicvertex = true;
8678 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8679 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8682 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8684 dynamicvertex = true;
8685 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8686 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8689 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8691 dynamicvertex = true;
8692 batchneed |= BATCHNEED_NOGAPS;
8693 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8696 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8698 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8699 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8700 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8701 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8702 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8703 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8704 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8707 // when the model data has no vertex buffer (dynamic mesh), we need to
8709 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8710 batchneed |= BATCHNEED_NOGAPS;
8712 // if needsupdate, we have to do a dynamic vertex batch for sure
8713 if (needsupdate & batchneed)
8714 dynamicvertex = true;
8716 // see if we need to build vertexmesh from arrays
8717 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8718 dynamicvertex = true;
8720 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8721 // also some drivers strongly dislike firstvertex
8722 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8723 dynamicvertex = true;
8725 rsurface.batchvertex3f = rsurface.modelvertex3f;
8726 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8727 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8728 rsurface.batchsvector3f = rsurface.modelsvector3f;
8729 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8730 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8731 rsurface.batchtvector3f = rsurface.modeltvector3f;
8732 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8733 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8734 rsurface.batchnormal3f = rsurface.modelnormal3f;
8735 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8736 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8737 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8738 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8739 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8740 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8741 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8742 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8743 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8744 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8745 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8746 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8747 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8748 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8749 rsurface.batchelement3i = rsurface.modelelement3i;
8750 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8751 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8752 rsurface.batchelement3s = rsurface.modelelement3s;
8753 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8754 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8756 // if any dynamic vertex processing has to occur in software, we copy the
8757 // entire surface list together before processing to rebase the vertices
8758 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8760 // if any gaps exist and we do not have a static vertex buffer, we have to
8761 // copy the surface list together to avoid wasting upload bandwidth on the
8762 // vertices in the gaps.
8764 // if gaps exist and we have a static vertex buffer, we still have to
8765 // combine the index buffer ranges into one dynamic index buffer.
8767 // in all cases we end up with data that can be drawn in one call.
8771 // static vertex data, just set pointers...
8772 rsurface.batchgeneratedvertex = false;
8773 // if there are gaps, we want to build a combined index buffer,
8774 // otherwise use the original static buffer with an appropriate offset
8777 // build a new triangle elements array for this batch
8778 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8779 rsurface.batchfirsttriangle = 0;
8781 for (i = 0;i < texturenumsurfaces;i++)
8783 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8784 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8785 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8786 numtriangles += surfacenumtriangles;
8788 rsurface.batchelement3i_indexbuffer = NULL;
8789 rsurface.batchelement3i_bufferoffset = 0;
8790 rsurface.batchelement3s = NULL;
8791 rsurface.batchelement3s_indexbuffer = NULL;
8792 rsurface.batchelement3s_bufferoffset = 0;
8793 if (endvertex <= 65536)
8795 // make a 16bit (unsigned short) index array if possible
8796 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8797 for (i = 0;i < numtriangles*3;i++)
8798 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8804 // something needs software processing, do it for real...
8805 // we only directly handle separate array data in this case and then
8806 // generate interleaved data if needed...
8807 rsurface.batchgeneratedvertex = true;
8809 // now copy the vertex data into a combined array and make an index array
8810 // (this is what Quake3 does all the time)
8811 //if (gaps || rsurface.batchfirstvertex)
8813 rsurface.batchvertex3fbuffer = NULL;
8814 rsurface.batchvertexmesh = NULL;
8815 rsurface.batchvertexmeshbuffer = NULL;
8816 rsurface.batchvertex3f = NULL;
8817 rsurface.batchvertex3f_vertexbuffer = NULL;
8818 rsurface.batchvertex3f_bufferoffset = 0;
8819 rsurface.batchsvector3f = NULL;
8820 rsurface.batchsvector3f_vertexbuffer = NULL;
8821 rsurface.batchsvector3f_bufferoffset = 0;
8822 rsurface.batchtvector3f = NULL;
8823 rsurface.batchtvector3f_vertexbuffer = NULL;
8824 rsurface.batchtvector3f_bufferoffset = 0;
8825 rsurface.batchnormal3f = NULL;
8826 rsurface.batchnormal3f_vertexbuffer = NULL;
8827 rsurface.batchnormal3f_bufferoffset = 0;
8828 rsurface.batchlightmapcolor4f = NULL;
8829 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8830 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8831 rsurface.batchtexcoordtexture2f = NULL;
8832 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8833 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8834 rsurface.batchtexcoordlightmap2f = NULL;
8835 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8836 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8837 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8838 rsurface.batchelement3i_indexbuffer = NULL;
8839 rsurface.batchelement3i_bufferoffset = 0;
8840 rsurface.batchelement3s = NULL;
8841 rsurface.batchelement3s_indexbuffer = NULL;
8842 rsurface.batchelement3s_bufferoffset = 0;
8843 // we'll only be setting up certain arrays as needed
8844 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8845 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8846 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8847 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8849 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8850 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8852 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8855 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8856 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8857 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8858 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8859 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8860 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8863 for (i = 0;i < texturenumsurfaces;i++)
8865 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8866 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8867 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8868 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8869 // copy only the data requested
8870 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8871 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8872 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8874 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8876 if (rsurface.batchvertex3f)
8877 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8879 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8881 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8883 if (rsurface.modelnormal3f)
8884 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8888 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8890 if (rsurface.modelsvector3f)
8892 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8893 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8898 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8903 if (rsurface.modellightmapcolor4f)
8904 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8906 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8908 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8910 if (rsurface.modeltexcoordtexture2f)
8911 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8913 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8915 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8917 if (rsurface.modeltexcoordlightmap2f)
8918 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8920 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8923 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8924 numvertices += surfacenumvertices;
8925 numtriangles += surfacenumtriangles;
8928 // generate a 16bit index array as well if possible
8929 // (in general, dynamic batches fit)
8930 if (numvertices <= 65536)
8932 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8933 for (i = 0;i < numtriangles*3;i++)
8934 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8937 // since we've copied everything, the batch now starts at 0
8938 rsurface.batchfirstvertex = 0;
8939 rsurface.batchnumvertices = batchnumvertices;
8940 rsurface.batchfirsttriangle = 0;
8941 rsurface.batchnumtriangles = batchnumtriangles;
8944 // q1bsp surfaces rendered in vertex color mode have to have colors
8945 // calculated based on lightstyles
8946 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8948 // generate color arrays for the surfaces in this list
8953 const unsigned char *lm;
8954 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8955 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8956 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8958 for (i = 0;i < texturenumsurfaces;i++)
8960 surface = texturesurfacelist[i];
8961 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8962 surfacenumvertices = surface->num_vertices;
8963 if (surface->lightmapinfo->samples)
8965 for (j = 0;j < surfacenumvertices;j++)
8967 lm = surface->lightmapinfo->samples + offsets[j];
8968 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8969 VectorScale(lm, scale, c);
8970 if (surface->lightmapinfo->styles[1] != 255)
8972 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8974 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8975 VectorMA(c, scale, lm, c);
8976 if (surface->lightmapinfo->styles[2] != 255)
8979 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8980 VectorMA(c, scale, lm, c);
8981 if (surface->lightmapinfo->styles[3] != 255)
8984 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8985 VectorMA(c, scale, lm, c);
8992 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);
8998 for (j = 0;j < surfacenumvertices;j++)
9000 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9007 // if vertices are deformed (sprite flares and things in maps, possibly
9008 // water waves, bulges and other deformations), modify the copied vertices
9010 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9012 switch (deform->deform)
9015 case Q3DEFORM_PROJECTIONSHADOW:
9016 case Q3DEFORM_TEXT0:
9017 case Q3DEFORM_TEXT1:
9018 case Q3DEFORM_TEXT2:
9019 case Q3DEFORM_TEXT3:
9020 case Q3DEFORM_TEXT4:
9021 case Q3DEFORM_TEXT5:
9022 case Q3DEFORM_TEXT6:
9023 case Q3DEFORM_TEXT7:
9026 case Q3DEFORM_AUTOSPRITE:
9027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9029 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9030 VectorNormalize(newforward);
9031 VectorNormalize(newright);
9032 VectorNormalize(newup);
9033 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9034 // rsurface.batchvertex3f_vertexbuffer = NULL;
9035 // rsurface.batchvertex3f_bufferoffset = 0;
9036 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9037 // rsurface.batchsvector3f_vertexbuffer = NULL;
9038 // rsurface.batchsvector3f_bufferoffset = 0;
9039 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9040 // rsurface.batchtvector3f_vertexbuffer = NULL;
9041 // rsurface.batchtvector3f_bufferoffset = 0;
9042 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9043 // rsurface.batchnormal3f_vertexbuffer = NULL;
9044 // rsurface.batchnormal3f_bufferoffset = 0;
9045 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9046 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9047 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9048 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9049 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);
9050 // a single autosprite surface can contain multiple sprites...
9051 for (j = 0;j < batchnumvertices - 3;j += 4)
9053 VectorClear(center);
9054 for (i = 0;i < 4;i++)
9055 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9056 VectorScale(center, 0.25f, center);
9057 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9058 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9059 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9060 for (i = 0;i < 4;i++)
9062 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9063 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9066 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9067 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9068 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);
9070 case Q3DEFORM_AUTOSPRITE2:
9071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9074 VectorNormalize(newforward);
9075 VectorNormalize(newright);
9076 VectorNormalize(newup);
9077 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9078 // rsurface.batchvertex3f_vertexbuffer = NULL;
9079 // rsurface.batchvertex3f_bufferoffset = 0;
9081 const float *v1, *v2;
9091 memset(shortest, 0, sizeof(shortest));
9092 // a single autosprite surface can contain multiple sprites...
9093 for (j = 0;j < batchnumvertices - 3;j += 4)
9095 VectorClear(center);
9096 for (i = 0;i < 4;i++)
9097 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9098 VectorScale(center, 0.25f, center);
9099 // find the two shortest edges, then use them to define the
9100 // axis vectors for rotating around the central axis
9101 for (i = 0;i < 6;i++)
9103 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9104 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9105 l = VectorDistance2(v1, v2);
9106 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9108 l += (1.0f / 1024.0f);
9109 if (shortest[0].length2 > l || i == 0)
9111 shortest[1] = shortest[0];
9112 shortest[0].length2 = l;
9113 shortest[0].v1 = v1;
9114 shortest[0].v2 = v2;
9116 else if (shortest[1].length2 > l || i == 1)
9118 shortest[1].length2 = l;
9119 shortest[1].v1 = v1;
9120 shortest[1].v2 = v2;
9123 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9124 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9125 // this calculates the right vector from the shortest edge
9126 // and the up vector from the edge midpoints
9127 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9128 VectorNormalize(right);
9129 VectorSubtract(end, start, up);
9130 VectorNormalize(up);
9131 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9132 VectorSubtract(rsurface.localvieworigin, center, forward);
9133 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9134 VectorNegate(forward, forward);
9135 VectorReflect(forward, 0, up, forward);
9136 VectorNormalize(forward);
9137 CrossProduct(up, forward, newright);
9138 VectorNormalize(newright);
9139 // rotate the quad around the up axis vector, this is made
9140 // especially easy by the fact we know the quad is flat,
9141 // so we only have to subtract the center position and
9142 // measure distance along the right vector, and then
9143 // multiply that by the newright vector and add back the
9145 // we also need to subtract the old position to undo the
9146 // displacement from the center, which we do with a
9147 // DotProduct, the subtraction/addition of center is also
9148 // optimized into DotProducts here
9149 l = DotProduct(right, center);
9150 for (i = 0;i < 4;i++)
9152 v1 = rsurface.batchvertex3f + 3*(j+i);
9153 f = DotProduct(right, v1) - l;
9154 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9158 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9160 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9161 // rsurface.batchnormal3f_vertexbuffer = NULL;
9162 // rsurface.batchnormal3f_bufferoffset = 0;
9163 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9165 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9167 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9168 // rsurface.batchsvector3f_vertexbuffer = NULL;
9169 // rsurface.batchsvector3f_bufferoffset = 0;
9170 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 // rsurface.batchtvector3f_vertexbuffer = NULL;
9172 // rsurface.batchtvector3f_bufferoffset = 0;
9173 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);
9176 case Q3DEFORM_NORMAL:
9177 // deform the normals to make reflections wavey
9178 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9179 rsurface.batchnormal3f_vertexbuffer = NULL;
9180 rsurface.batchnormal3f_bufferoffset = 0;
9181 for (j = 0;j < batchnumvertices;j++)
9184 float *normal = rsurface.batchnormal3f + 3*j;
9185 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9186 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9189 VectorNormalize(normal);
9191 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9193 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9194 // rsurface.batchsvector3f_vertexbuffer = NULL;
9195 // rsurface.batchsvector3f_bufferoffset = 0;
9196 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9197 // rsurface.batchtvector3f_vertexbuffer = NULL;
9198 // rsurface.batchtvector3f_bufferoffset = 0;
9199 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);
9203 // deform vertex array to make wavey water and flags and such
9204 waveparms[0] = deform->waveparms[0];
9205 waveparms[1] = deform->waveparms[1];
9206 waveparms[2] = deform->waveparms[2];
9207 waveparms[3] = deform->waveparms[3];
9208 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9209 break; // if wavefunc is a nop, don't make a dynamic vertex array
9210 // this is how a divisor of vertex influence on deformation
9211 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9212 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9213 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9214 // rsurface.batchvertex3f_vertexbuffer = NULL;
9215 // rsurface.batchvertex3f_bufferoffset = 0;
9216 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9217 // rsurface.batchnormal3f_vertexbuffer = NULL;
9218 // rsurface.batchnormal3f_bufferoffset = 0;
9219 for (j = 0;j < batchnumvertices;j++)
9221 // if the wavefunc depends on time, evaluate it per-vertex
9224 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9225 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9227 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9229 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9230 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9231 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9233 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9234 // rsurface.batchsvector3f_vertexbuffer = NULL;
9235 // rsurface.batchsvector3f_bufferoffset = 0;
9236 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 // rsurface.batchtvector3f_vertexbuffer = NULL;
9238 // rsurface.batchtvector3f_bufferoffset = 0;
9239 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);
9242 case Q3DEFORM_BULGE:
9243 // deform vertex array to make the surface have moving bulges
9244 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9245 // rsurface.batchvertex3f_vertexbuffer = NULL;
9246 // rsurface.batchvertex3f_bufferoffset = 0;
9247 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9248 // rsurface.batchnormal3f_vertexbuffer = NULL;
9249 // rsurface.batchnormal3f_bufferoffset = 0;
9250 for (j = 0;j < batchnumvertices;j++)
9252 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9253 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9255 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9256 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9257 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9259 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9260 // rsurface.batchsvector3f_vertexbuffer = NULL;
9261 // rsurface.batchsvector3f_bufferoffset = 0;
9262 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9263 // rsurface.batchtvector3f_vertexbuffer = NULL;
9264 // rsurface.batchtvector3f_bufferoffset = 0;
9265 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);
9269 // deform vertex array
9270 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9271 break; // if wavefunc is a nop, don't make a dynamic vertex array
9272 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9273 VectorScale(deform->parms, scale, waveparms);
9274 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9275 // rsurface.batchvertex3f_vertexbuffer = NULL;
9276 // rsurface.batchvertex3f_bufferoffset = 0;
9277 for (j = 0;j < batchnumvertices;j++)
9278 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9283 // generate texcoords based on the chosen texcoord source
9284 switch(rsurface.texture->tcgen.tcgen)
9287 case Q3TCGEN_TEXTURE:
9289 case Q3TCGEN_LIGHTMAP:
9290 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9291 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9292 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9293 if (rsurface.batchtexcoordlightmap2f)
9294 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9296 case Q3TCGEN_VECTOR:
9297 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9298 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9299 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9300 for (j = 0;j < batchnumvertices;j++)
9302 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9303 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9306 case Q3TCGEN_ENVIRONMENT:
9307 // make environment reflections using a spheremap
9308 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9309 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9310 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9311 for (j = 0;j < batchnumvertices;j++)
9313 // identical to Q3A's method, but executed in worldspace so
9314 // carried models can be shiny too
9316 float viewer[3], d, reflected[3], worldreflected[3];
9318 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9319 // VectorNormalize(viewer);
9321 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9323 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9324 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9325 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9326 // note: this is proportinal to viewer, so we can normalize later
9328 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9329 VectorNormalize(worldreflected);
9331 // note: this sphere map only uses world x and z!
9332 // so positive and negative y will LOOK THE SAME.
9333 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9334 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9338 // the only tcmod that needs software vertex processing is turbulent, so
9339 // check for it here and apply the changes if needed
9340 // and we only support that as the first one
9341 // (handling a mixture of turbulent and other tcmods would be problematic
9342 // without punting it entirely to a software path)
9343 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9345 amplitude = rsurface.texture->tcmods[0].parms[1];
9346 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9347 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9348 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9349 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9350 for (j = 0;j < batchnumvertices;j++)
9352 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);
9353 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9357 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9359 // convert the modified arrays to vertex structs
9360 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9361 // rsurface.batchvertexmeshbuffer = NULL;
9362 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9363 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9364 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9365 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9366 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9368 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9370 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9372 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9373 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9376 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9377 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9378 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9379 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9380 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9381 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9382 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9383 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9388 void RSurf_DrawBatch(void)
9390 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9391 // through the pipeline, killing it earlier in the pipeline would have
9392 // per-surface overhead rather than per-batch overhead, so it's best to
9393 // reject it here, before it hits glDraw.
9394 if (rsurface.batchnumtriangles == 0)
9397 // batch debugging code
9398 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9404 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9405 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9408 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9410 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9412 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9413 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);
9420 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);
9423 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9425 // pick the closest matching water plane
9426 int planeindex, vertexindex, bestplaneindex = -1;
9430 r_waterstate_waterplane_t *p;
9431 qboolean prepared = false;
9433 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9435 if(p->camera_entity != rsurface.texture->camera_entity)
9440 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9442 if(rsurface.batchnumvertices == 0)
9445 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9447 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9448 d += fabs(PlaneDiff(vert, &p->plane));
9450 if (bestd > d || bestplaneindex < 0)
9453 bestplaneindex = planeindex;
9456 return bestplaneindex;
9457 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9458 // this situation though, as it might be better to render single larger
9459 // batches with useless stuff (backface culled for example) than to
9460 // render multiple smaller batches
9463 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9466 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9467 rsurface.passcolor4f_vertexbuffer = 0;
9468 rsurface.passcolor4f_bufferoffset = 0;
9469 for (i = 0;i < rsurface.batchnumvertices;i++)
9470 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9473 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9480 if (rsurface.passcolor4f)
9482 // generate color arrays
9483 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9484 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9485 rsurface.passcolor4f_vertexbuffer = 0;
9486 rsurface.passcolor4f_bufferoffset = 0;
9487 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9489 f = RSurf_FogVertex(v);
9498 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9499 rsurface.passcolor4f_vertexbuffer = 0;
9500 rsurface.passcolor4f_bufferoffset = 0;
9501 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9503 f = RSurf_FogVertex(v);
9512 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9519 if (!rsurface.passcolor4f)
9521 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9522 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9523 rsurface.passcolor4f_vertexbuffer = 0;
9524 rsurface.passcolor4f_bufferoffset = 0;
9525 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9527 f = RSurf_FogVertex(v);
9528 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9529 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9530 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9535 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9540 if (!rsurface.passcolor4f)
9542 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9543 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9544 rsurface.passcolor4f_vertexbuffer = 0;
9545 rsurface.passcolor4f_bufferoffset = 0;
9546 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9555 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9560 if (!rsurface.passcolor4f)
9562 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9563 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9564 rsurface.passcolor4f_vertexbuffer = 0;
9565 rsurface.passcolor4f_bufferoffset = 0;
9566 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9568 c2[0] = c[0] + r_refdef.scene.ambient;
9569 c2[1] = c[1] + r_refdef.scene.ambient;
9570 c2[2] = c[2] + r_refdef.scene.ambient;
9575 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9578 rsurface.passcolor4f = NULL;
9579 rsurface.passcolor4f_vertexbuffer = 0;
9580 rsurface.passcolor4f_bufferoffset = 0;
9581 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9582 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9583 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9584 GL_Color(r, g, b, a);
9585 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9589 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9591 // TODO: optimize applyfog && applycolor case
9592 // just apply fog if necessary, and tint the fog color array if necessary
9593 rsurface.passcolor4f = NULL;
9594 rsurface.passcolor4f_vertexbuffer = 0;
9595 rsurface.passcolor4f_bufferoffset = 0;
9596 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9597 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9598 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9599 GL_Color(r, g, b, a);
9603 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9606 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9607 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9608 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9609 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9610 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9611 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9612 GL_Color(r, g, b, a);
9616 static void RSurf_DrawBatch_GL11_ClampColor(void)
9621 if (!rsurface.passcolor4f)
9623 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9625 c2[0] = bound(0.0f, c1[0], 1.0f);
9626 c2[1] = bound(0.0f, c1[1], 1.0f);
9627 c2[2] = bound(0.0f, c1[2], 1.0f);
9628 c2[3] = bound(0.0f, c1[3], 1.0f);
9632 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9642 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9643 rsurface.passcolor4f_vertexbuffer = 0;
9644 rsurface.passcolor4f_bufferoffset = 0;
9645 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9647 f = -DotProduct(r_refdef.view.forward, n);
9649 f = f * 0.85 + 0.15; // work around so stuff won't get black
9650 f *= r_refdef.lightmapintensity;
9651 Vector4Set(c, f, f, f, 1);
9655 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9657 RSurf_DrawBatch_GL11_ApplyFakeLight();
9658 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9659 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9660 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9661 GL_Color(r, g, b, a);
9665 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9673 vec3_t ambientcolor;
9674 vec3_t diffusecolor;
9678 VectorCopy(rsurface.modellight_lightdir, lightdir);
9679 f = 0.5f * r_refdef.lightmapintensity;
9680 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9681 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9682 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9683 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9684 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9685 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9687 if (VectorLength2(diffusecolor) > 0)
9689 // q3-style directional shading
9690 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9691 rsurface.passcolor4f_vertexbuffer = 0;
9692 rsurface.passcolor4f_bufferoffset = 0;
9693 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9695 if ((f = DotProduct(n, lightdir)) > 0)
9696 VectorMA(ambientcolor, f, diffusecolor, c);
9698 VectorCopy(ambientcolor, c);
9705 *applycolor = false;
9709 *r = ambientcolor[0];
9710 *g = ambientcolor[1];
9711 *b = ambientcolor[2];
9712 rsurface.passcolor4f = NULL;
9713 rsurface.passcolor4f_vertexbuffer = 0;
9714 rsurface.passcolor4f_bufferoffset = 0;
9718 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9720 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9721 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9722 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9723 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9724 GL_Color(r, g, b, a);
9728 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9736 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9737 rsurface.passcolor4f_vertexbuffer = 0;
9738 rsurface.passcolor4f_bufferoffset = 0;
9740 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9742 f = 1 - RSurf_FogVertex(v);
9750 void RSurf_SetupDepthAndCulling(void)
9752 // submodels are biased to avoid z-fighting with world surfaces that they
9753 // may be exactly overlapping (avoids z-fighting artifacts on certain
9754 // doors and things in Quake maps)
9755 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9756 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9757 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9758 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9761 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9763 // transparent sky would be ridiculous
9764 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9766 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9767 skyrenderlater = true;
9768 RSurf_SetupDepthAndCulling();
9770 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9771 // skymasking on them, and Quake3 never did sky masking (unlike
9772 // software Quake and software Quake2), so disable the sky masking
9773 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9774 // and skymasking also looks very bad when noclipping outside the
9775 // level, so don't use it then either.
9776 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9778 R_Mesh_ResetTextureState();
9779 if (skyrendermasked)
9781 R_SetupShader_DepthOrShadow(false);
9782 // depth-only (masking)
9783 GL_ColorMask(0,0,0,0);
9784 // just to make sure that braindead drivers don't draw
9785 // anything despite that colormask...
9786 GL_BlendFunc(GL_ZERO, GL_ONE);
9787 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9788 if (rsurface.batchvertex3fbuffer)
9789 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9791 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9795 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9797 GL_BlendFunc(GL_ONE, GL_ZERO);
9798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9799 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9800 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9803 if (skyrendermasked)
9804 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9806 R_Mesh_ResetTextureState();
9807 GL_Color(1, 1, 1, 1);
9810 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9811 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9812 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9814 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9818 // render screenspace normalmap to texture
9820 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9824 // bind lightmap texture
9826 // water/refraction/reflection/camera surfaces have to be handled specially
9827 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9829 int start, end, startplaneindex;
9830 for (start = 0;start < texturenumsurfaces;start = end)
9832 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9833 if(startplaneindex < 0)
9835 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9836 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9840 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9842 // now that we have a batch using the same planeindex, render it
9843 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9845 // render water or distortion background
9847 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9849 // blend surface on top
9850 GL_DepthMask(false);
9851 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9854 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9856 // render surface with reflection texture as input
9857 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9858 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9865 // render surface batch normally
9866 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9867 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9871 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9873 // OpenGL 1.3 path - anything not completely ancient
9874 qboolean applycolor;
9877 const texturelayer_t *layer;
9878 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9879 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9881 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9884 int layertexrgbscale;
9885 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9887 if (layerindex == 0)
9891 GL_AlphaTest(false);
9892 GL_DepthFunc(GL_EQUAL);
9895 GL_DepthMask(layer->depthmask && writedepth);
9896 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9897 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9899 layertexrgbscale = 4;
9900 VectorScale(layer->color, 0.25f, layercolor);
9902 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9904 layertexrgbscale = 2;
9905 VectorScale(layer->color, 0.5f, layercolor);
9909 layertexrgbscale = 1;
9910 VectorScale(layer->color, 1.0f, layercolor);
9912 layercolor[3] = layer->color[3];
9913 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9914 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9915 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9916 switch (layer->type)
9918 case TEXTURELAYERTYPE_LITTEXTURE:
9919 // single-pass lightmapped texture with 2x rgbscale
9920 R_Mesh_TexBind(0, r_texture_white);
9921 R_Mesh_TexMatrix(0, NULL);
9922 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9923 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9924 R_Mesh_TexBind(1, layer->texture);
9925 R_Mesh_TexMatrix(1, &layer->texmatrix);
9926 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9927 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9928 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9929 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 else if (FAKELIGHT_ENABLED)
9931 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9932 else if (rsurface.uselightmaptexture)
9933 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9937 case TEXTURELAYERTYPE_TEXTURE:
9938 // singletexture unlit texture with transparency support
9939 R_Mesh_TexBind(0, layer->texture);
9940 R_Mesh_TexMatrix(0, &layer->texmatrix);
9941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9943 R_Mesh_TexBind(1, 0);
9944 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9945 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9947 case TEXTURELAYERTYPE_FOG:
9948 // singletexture fogging
9951 R_Mesh_TexBind(0, layer->texture);
9952 R_Mesh_TexMatrix(0, &layer->texmatrix);
9953 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9954 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9958 R_Mesh_TexBind(0, 0);
9959 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9961 R_Mesh_TexBind(1, 0);
9962 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9963 // generate a color array for the fog pass
9964 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9965 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9969 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9972 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9974 GL_DepthFunc(GL_LEQUAL);
9975 GL_AlphaTest(false);
9979 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9981 // OpenGL 1.1 - crusty old voodoo path
9984 const texturelayer_t *layer;
9985 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9986 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9988 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9990 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9992 if (layerindex == 0)
9996 GL_AlphaTest(false);
9997 GL_DepthFunc(GL_EQUAL);
10000 GL_DepthMask(layer->depthmask && writedepth);
10001 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10002 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10003 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10004 switch (layer->type)
10006 case TEXTURELAYERTYPE_LITTEXTURE:
10007 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10009 // two-pass lit texture with 2x rgbscale
10010 // first the lightmap pass
10011 R_Mesh_TexBind(0, r_texture_white);
10012 R_Mesh_TexMatrix(0, NULL);
10013 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10014 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10016 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10017 else if (FAKELIGHT_ENABLED)
10018 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10019 else if (rsurface.uselightmaptexture)
10020 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10022 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10023 // then apply the texture to it
10024 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10025 R_Mesh_TexBind(0, layer->texture);
10026 R_Mesh_TexMatrix(0, &layer->texmatrix);
10027 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10028 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10029 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10033 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10034 R_Mesh_TexBind(0, layer->texture);
10035 R_Mesh_TexMatrix(0, &layer->texmatrix);
10036 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10037 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10038 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10039 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10041 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10044 case TEXTURELAYERTYPE_TEXTURE:
10045 // singletexture unlit texture with transparency support
10046 R_Mesh_TexBind(0, layer->texture);
10047 R_Mesh_TexMatrix(0, &layer->texmatrix);
10048 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10049 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10050 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10052 case TEXTURELAYERTYPE_FOG:
10053 // singletexture fogging
10054 if (layer->texture)
10056 R_Mesh_TexBind(0, layer->texture);
10057 R_Mesh_TexMatrix(0, &layer->texmatrix);
10058 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10059 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10063 R_Mesh_TexBind(0, 0);
10064 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10066 // generate a color array for the fog pass
10067 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10068 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10072 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10075 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10077 GL_DepthFunc(GL_LEQUAL);
10078 GL_AlphaTest(false);
10082 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10086 r_vertexgeneric_t *batchvertex;
10089 // R_Mesh_ResetTextureState();
10090 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10092 if(rsurface.texture && rsurface.texture->currentskinframe)
10094 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10095 c[3] *= rsurface.texture->currentalpha;
10105 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10107 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10108 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10109 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10112 // brighten it up (as texture value 127 means "unlit")
10113 c[0] *= 2 * r_refdef.view.colorscale;
10114 c[1] *= 2 * r_refdef.view.colorscale;
10115 c[2] *= 2 * r_refdef.view.colorscale;
10117 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10118 c[3] *= r_wateralpha.value;
10120 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10122 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10123 GL_DepthMask(false);
10125 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10127 GL_BlendFunc(GL_ONE, GL_ONE);
10128 GL_DepthMask(false);
10130 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10133 GL_DepthMask(false);
10135 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10137 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10138 GL_DepthMask(false);
10142 GL_BlendFunc(GL_ONE, GL_ZERO);
10143 GL_DepthMask(writedepth);
10146 if (r_showsurfaces.integer == 3)
10148 rsurface.passcolor4f = NULL;
10150 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10152 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10154 rsurface.passcolor4f = NULL;
10155 rsurface.passcolor4f_vertexbuffer = 0;
10156 rsurface.passcolor4f_bufferoffset = 0;
10158 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10160 qboolean applycolor = true;
10163 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10165 r_refdef.lightmapintensity = 1;
10166 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10167 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10169 else if (FAKELIGHT_ENABLED)
10171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10173 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10174 RSurf_DrawBatch_GL11_ApplyFakeLight();
10175 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10179 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10181 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10182 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10183 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10186 if(!rsurface.passcolor4f)
10187 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10189 RSurf_DrawBatch_GL11_ApplyAmbient();
10190 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10191 if(r_refdef.fogenabled)
10192 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10193 RSurf_DrawBatch_GL11_ClampColor();
10195 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10196 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10199 else if (!r_refdef.view.showdebug)
10201 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10202 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10203 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10205 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10206 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10208 R_Mesh_PrepareVertices_Generic_Unlock();
10211 else if (r_showsurfaces.integer == 4)
10213 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10214 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10215 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10217 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10218 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10219 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10221 R_Mesh_PrepareVertices_Generic_Unlock();
10224 else if (r_showsurfaces.integer == 2)
10227 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10228 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10229 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10231 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10232 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10233 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10234 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10235 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10236 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10237 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10239 R_Mesh_PrepareVertices_Generic_Unlock();
10240 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10244 int texturesurfaceindex;
10246 const msurface_t *surface;
10247 float surfacecolor4f[4];
10248 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10249 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10251 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10253 surface = texturesurfacelist[texturesurfaceindex];
10254 k = (int)(((size_t)surface) / sizeof(msurface_t));
10255 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10256 for (j = 0;j < surface->num_vertices;j++)
10258 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10259 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10263 R_Mesh_PrepareVertices_Generic_Unlock();
10268 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10271 RSurf_SetupDepthAndCulling();
10272 if (r_showsurfaces.integer)
10274 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10277 switch (vid.renderpath)
10279 case RENDERPATH_GL20:
10280 case RENDERPATH_D3D9:
10281 case RENDERPATH_D3D10:
10282 case RENDERPATH_D3D11:
10283 case RENDERPATH_SOFT:
10284 case RENDERPATH_GLES2:
10285 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10287 case RENDERPATH_GL13:
10288 case RENDERPATH_GLES1:
10289 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10291 case RENDERPATH_GL11:
10292 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10298 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10301 RSurf_SetupDepthAndCulling();
10302 if (r_showsurfaces.integer)
10304 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10307 switch (vid.renderpath)
10309 case RENDERPATH_GL20:
10310 case RENDERPATH_D3D9:
10311 case RENDERPATH_D3D10:
10312 case RENDERPATH_D3D11:
10313 case RENDERPATH_SOFT:
10314 case RENDERPATH_GLES2:
10315 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10317 case RENDERPATH_GL13:
10318 case RENDERPATH_GLES1:
10319 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10321 case RENDERPATH_GL11:
10322 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10328 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10331 int texturenumsurfaces, endsurface;
10332 texture_t *texture;
10333 const msurface_t *surface;
10334 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10336 // if the model is static it doesn't matter what value we give for
10337 // wantnormals and wanttangents, so this logic uses only rules applicable
10338 // to a model, knowing that they are meaningless otherwise
10339 if (ent == r_refdef.scene.worldentity)
10340 RSurf_ActiveWorldEntity();
10341 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10342 RSurf_ActiveModelEntity(ent, false, false, false);
10345 switch (vid.renderpath)
10347 case RENDERPATH_GL20:
10348 case RENDERPATH_D3D9:
10349 case RENDERPATH_D3D10:
10350 case RENDERPATH_D3D11:
10351 case RENDERPATH_SOFT:
10352 case RENDERPATH_GLES2:
10353 RSurf_ActiveModelEntity(ent, true, true, false);
10355 case RENDERPATH_GL11:
10356 case RENDERPATH_GL13:
10357 case RENDERPATH_GLES1:
10358 RSurf_ActiveModelEntity(ent, true, false, false);
10363 if (r_transparentdepthmasking.integer)
10365 qboolean setup = false;
10366 for (i = 0;i < numsurfaces;i = j)
10369 surface = rsurface.modelsurfaces + surfacelist[i];
10370 texture = surface->texture;
10371 rsurface.texture = R_GetCurrentTexture(texture);
10372 rsurface.lightmaptexture = NULL;
10373 rsurface.deluxemaptexture = NULL;
10374 rsurface.uselightmaptexture = false;
10375 // scan ahead until we find a different texture
10376 endsurface = min(i + 1024, numsurfaces);
10377 texturenumsurfaces = 0;
10378 texturesurfacelist[texturenumsurfaces++] = surface;
10379 for (;j < endsurface;j++)
10381 surface = rsurface.modelsurfaces + surfacelist[j];
10382 if (texture != surface->texture)
10384 texturesurfacelist[texturenumsurfaces++] = surface;
10386 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10388 // render the range of surfaces as depth
10392 GL_ColorMask(0,0,0,0);
10394 GL_DepthTest(true);
10395 GL_BlendFunc(GL_ONE, GL_ZERO);
10396 GL_DepthMask(true);
10397 // R_Mesh_ResetTextureState();
10398 R_SetupShader_DepthOrShadow(false);
10400 RSurf_SetupDepthAndCulling();
10401 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10402 if (rsurface.batchvertex3fbuffer)
10403 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10405 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10409 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10412 for (i = 0;i < numsurfaces;i = j)
10415 surface = rsurface.modelsurfaces + surfacelist[i];
10416 texture = surface->texture;
10417 rsurface.texture = R_GetCurrentTexture(texture);
10418 // scan ahead until we find a different texture
10419 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10420 texturenumsurfaces = 0;
10421 texturesurfacelist[texturenumsurfaces++] = surface;
10422 if(FAKELIGHT_ENABLED)
10424 rsurface.lightmaptexture = NULL;
10425 rsurface.deluxemaptexture = NULL;
10426 rsurface.uselightmaptexture = false;
10427 for (;j < endsurface;j++)
10429 surface = rsurface.modelsurfaces + surfacelist[j];
10430 if (texture != surface->texture)
10432 texturesurfacelist[texturenumsurfaces++] = surface;
10437 rsurface.lightmaptexture = surface->lightmaptexture;
10438 rsurface.deluxemaptexture = surface->deluxemaptexture;
10439 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10440 for (;j < endsurface;j++)
10442 surface = rsurface.modelsurfaces + surfacelist[j];
10443 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10445 texturesurfacelist[texturenumsurfaces++] = surface;
10448 // render the range of surfaces
10449 if (ent == r_refdef.scene.worldentity)
10450 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10452 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10454 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10457 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10459 // transparent surfaces get pushed off into the transparent queue
10460 int surfacelistindex;
10461 const msurface_t *surface;
10462 vec3_t tempcenter, center;
10463 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10465 surface = texturesurfacelist[surfacelistindex];
10466 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10467 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10468 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10469 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10470 if (queueentity->transparent_offset) // transparent offset
10472 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10473 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10474 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10476 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10480 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10482 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10484 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10486 RSurf_SetupDepthAndCulling();
10487 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10488 if (rsurface.batchvertex3fbuffer)
10489 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10491 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10495 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10497 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10500 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10503 if (!rsurface.texture->currentnumlayers)
10505 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10506 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10508 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10510 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10511 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10512 else if (!rsurface.texture->currentnumlayers)
10514 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10516 // in the deferred case, transparent surfaces were queued during prepass
10517 if (!r_shadow_usingdeferredprepass)
10518 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10522 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10523 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10528 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10531 texture_t *texture;
10532 R_FrameData_SetMark();
10533 // break the surface list down into batches by texture and use of lightmapping
10534 for (i = 0;i < numsurfaces;i = j)
10537 // texture is the base texture pointer, rsurface.texture is the
10538 // current frame/skin the texture is directing us to use (for example
10539 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10540 // use skin 1 instead)
10541 texture = surfacelist[i]->texture;
10542 rsurface.texture = R_GetCurrentTexture(texture);
10543 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10545 // if this texture is not the kind we want, skip ahead to the next one
10546 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10550 if(FAKELIGHT_ENABLED || depthonly || prepass)
10552 rsurface.lightmaptexture = NULL;
10553 rsurface.deluxemaptexture = NULL;
10554 rsurface.uselightmaptexture = false;
10555 // simply scan ahead until we find a different texture or lightmap state
10556 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10561 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10562 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10563 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10564 // simply scan ahead until we find a different texture or lightmap state
10565 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10568 // render the range of surfaces
10569 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10571 R_FrameData_ReturnToMark();
10574 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10578 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10581 if (!rsurface.texture->currentnumlayers)
10583 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10584 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10586 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10588 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10589 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10590 else if (!rsurface.texture->currentnumlayers)
10592 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10594 // in the deferred case, transparent surfaces were queued during prepass
10595 if (!r_shadow_usingdeferredprepass)
10596 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10600 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10601 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10606 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10609 texture_t *texture;
10610 R_FrameData_SetMark();
10611 // break the surface list down into batches by texture and use of lightmapping
10612 for (i = 0;i < numsurfaces;i = j)
10615 // texture is the base texture pointer, rsurface.texture is the
10616 // current frame/skin the texture is directing us to use (for example
10617 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10618 // use skin 1 instead)
10619 texture = surfacelist[i]->texture;
10620 rsurface.texture = R_GetCurrentTexture(texture);
10621 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10623 // if this texture is not the kind we want, skip ahead to the next one
10624 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10628 if(FAKELIGHT_ENABLED || depthonly || prepass)
10630 rsurface.lightmaptexture = NULL;
10631 rsurface.deluxemaptexture = NULL;
10632 rsurface.uselightmaptexture = false;
10633 // simply scan ahead until we find a different texture or lightmap state
10634 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10639 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10640 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10641 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10642 // simply scan ahead until we find a different texture or lightmap state
10643 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10646 // render the range of surfaces
10647 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10649 R_FrameData_ReturnToMark();
10652 float locboxvertex3f[6*4*3] =
10654 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10655 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10656 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10657 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10658 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10659 1,0,0, 0,0,0, 0,1,0, 1,1,0
10662 unsigned short locboxelements[6*2*3] =
10667 12,13,14, 12,14,15,
10668 16,17,18, 16,18,19,
10672 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10675 cl_locnode_t *loc = (cl_locnode_t *)ent;
10677 float vertex3f[6*4*3];
10679 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10680 GL_DepthMask(false);
10681 GL_DepthRange(0, 1);
10682 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10683 GL_DepthTest(true);
10684 GL_CullFace(GL_NONE);
10685 R_EntityMatrix(&identitymatrix);
10687 // R_Mesh_ResetTextureState();
10689 i = surfacelist[0];
10690 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10691 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10692 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10693 surfacelist[0] < 0 ? 0.5f : 0.125f);
10695 if (VectorCompare(loc->mins, loc->maxs))
10697 VectorSet(size, 2, 2, 2);
10698 VectorMA(loc->mins, -0.5f, size, mins);
10702 VectorCopy(loc->mins, mins);
10703 VectorSubtract(loc->maxs, loc->mins, size);
10706 for (i = 0;i < 6*4*3;)
10707 for (j = 0;j < 3;j++, i++)
10708 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10710 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10711 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10712 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10715 void R_DrawLocs(void)
10718 cl_locnode_t *loc, *nearestloc;
10720 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10721 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10723 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10724 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10728 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10730 if (decalsystem->decals)
10731 Mem_Free(decalsystem->decals);
10732 memset(decalsystem, 0, sizeof(*decalsystem));
10735 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10738 tridecal_t *decals;
10741 // expand or initialize the system
10742 if (decalsystem->maxdecals <= decalsystem->numdecals)
10744 decalsystem_t old = *decalsystem;
10745 qboolean useshortelements;
10746 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10747 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10748 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)));
10749 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10750 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10751 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10752 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10753 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10754 if (decalsystem->numdecals)
10755 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10757 Mem_Free(old.decals);
10758 for (i = 0;i < decalsystem->maxdecals*3;i++)
10759 decalsystem->element3i[i] = i;
10760 if (useshortelements)
10761 for (i = 0;i < decalsystem->maxdecals*3;i++)
10762 decalsystem->element3s[i] = i;
10765 // grab a decal and search for another free slot for the next one
10766 decals = decalsystem->decals;
10767 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10768 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10770 decalsystem->freedecal = i;
10771 if (decalsystem->numdecals <= i)
10772 decalsystem->numdecals = i + 1;
10774 // initialize the decal
10776 decal->triangleindex = triangleindex;
10777 decal->surfaceindex = surfaceindex;
10778 decal->decalsequence = decalsequence;
10779 decal->color4f[0][0] = c0[0];
10780 decal->color4f[0][1] = c0[1];
10781 decal->color4f[0][2] = c0[2];
10782 decal->color4f[0][3] = 1;
10783 decal->color4f[1][0] = c1[0];
10784 decal->color4f[1][1] = c1[1];
10785 decal->color4f[1][2] = c1[2];
10786 decal->color4f[1][3] = 1;
10787 decal->color4f[2][0] = c2[0];
10788 decal->color4f[2][1] = c2[1];
10789 decal->color4f[2][2] = c2[2];
10790 decal->color4f[2][3] = 1;
10791 decal->vertex3f[0][0] = v0[0];
10792 decal->vertex3f[0][1] = v0[1];
10793 decal->vertex3f[0][2] = v0[2];
10794 decal->vertex3f[1][0] = v1[0];
10795 decal->vertex3f[1][1] = v1[1];
10796 decal->vertex3f[1][2] = v1[2];
10797 decal->vertex3f[2][0] = v2[0];
10798 decal->vertex3f[2][1] = v2[1];
10799 decal->vertex3f[2][2] = v2[2];
10800 decal->texcoord2f[0][0] = t0[0];
10801 decal->texcoord2f[0][1] = t0[1];
10802 decal->texcoord2f[1][0] = t1[0];
10803 decal->texcoord2f[1][1] = t1[1];
10804 decal->texcoord2f[2][0] = t2[0];
10805 decal->texcoord2f[2][1] = t2[1];
10806 TriangleNormal(v0, v1, v2, decal->plane);
10807 VectorNormalize(decal->plane);
10808 decal->plane[3] = DotProduct(v0, decal->plane);
10811 extern cvar_t cl_decals_bias;
10812 extern cvar_t cl_decals_models;
10813 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10814 // baseparms, parms, temps
10815 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10820 const float *vertex3f;
10821 const float *normal3f;
10823 float points[2][9][3];
10830 e = rsurface.modelelement3i + 3*triangleindex;
10832 vertex3f = rsurface.modelvertex3f;
10833 normal3f = rsurface.modelnormal3f;
10837 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10839 index = 3*e[cornerindex];
10840 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10845 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10847 index = 3*e[cornerindex];
10848 VectorCopy(vertex3f + index, v[cornerindex]);
10853 //TriangleNormal(v[0], v[1], v[2], normal);
10854 //if (DotProduct(normal, localnormal) < 0.0f)
10856 // clip by each of the box planes formed from the projection matrix
10857 // if anything survives, we emit the decal
10858 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]);
10861 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]);
10864 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]);
10867 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]);
10870 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]);
10873 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]);
10876 // some part of the triangle survived, so we have to accept it...
10879 // dynamic always uses the original triangle
10881 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10883 index = 3*e[cornerindex];
10884 VectorCopy(vertex3f + index, v[cornerindex]);
10887 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10889 // convert vertex positions to texcoords
10890 Matrix4x4_Transform(projection, v[cornerindex], temp);
10891 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10892 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10893 // calculate distance fade from the projection origin
10894 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10895 f = bound(0.0f, f, 1.0f);
10896 c[cornerindex][0] = r * f;
10897 c[cornerindex][1] = g * f;
10898 c[cornerindex][2] = b * f;
10899 c[cornerindex][3] = 1.0f;
10900 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10903 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);
10905 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10906 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);
10908 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10910 matrix4x4_t projection;
10911 decalsystem_t *decalsystem;
10914 const msurface_t *surface;
10915 const msurface_t *surfaces;
10916 const int *surfacelist;
10917 const texture_t *texture;
10919 int numsurfacelist;
10920 int surfacelistindex;
10923 float localorigin[3];
10924 float localnormal[3];
10925 float localmins[3];
10926 float localmaxs[3];
10929 float planes[6][4];
10932 int bih_triangles_count;
10933 int bih_triangles[256];
10934 int bih_surfaces[256];
10936 decalsystem = &ent->decalsystem;
10937 model = ent->model;
10938 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10940 R_DecalSystem_Reset(&ent->decalsystem);
10944 if (!model->brush.data_leafs && !cl_decals_models.integer)
10946 if (decalsystem->model)
10947 R_DecalSystem_Reset(decalsystem);
10951 if (decalsystem->model != model)
10952 R_DecalSystem_Reset(decalsystem);
10953 decalsystem->model = model;
10955 RSurf_ActiveModelEntity(ent, true, false, false);
10957 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10958 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10959 VectorNormalize(localnormal);
10960 localsize = worldsize*rsurface.inversematrixscale;
10961 localmins[0] = localorigin[0] - localsize;
10962 localmins[1] = localorigin[1] - localsize;
10963 localmins[2] = localorigin[2] - localsize;
10964 localmaxs[0] = localorigin[0] + localsize;
10965 localmaxs[1] = localorigin[1] + localsize;
10966 localmaxs[2] = localorigin[2] + localsize;
10968 //VectorCopy(localnormal, planes[4]);
10969 //VectorVectors(planes[4], planes[2], planes[0]);
10970 AnglesFromVectors(angles, localnormal, NULL, false);
10971 AngleVectors(angles, planes[0], planes[2], planes[4]);
10972 VectorNegate(planes[0], planes[1]);
10973 VectorNegate(planes[2], planes[3]);
10974 VectorNegate(planes[4], planes[5]);
10975 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10976 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10977 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10978 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10979 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10980 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10985 matrix4x4_t forwardprojection;
10986 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10987 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10992 float projectionvector[4][3];
10993 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10994 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10995 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10996 projectionvector[0][0] = planes[0][0] * ilocalsize;
10997 projectionvector[0][1] = planes[1][0] * ilocalsize;
10998 projectionvector[0][2] = planes[2][0] * ilocalsize;
10999 projectionvector[1][0] = planes[0][1] * ilocalsize;
11000 projectionvector[1][1] = planes[1][1] * ilocalsize;
11001 projectionvector[1][2] = planes[2][1] * ilocalsize;
11002 projectionvector[2][0] = planes[0][2] * ilocalsize;
11003 projectionvector[2][1] = planes[1][2] * ilocalsize;
11004 projectionvector[2][2] = planes[2][2] * ilocalsize;
11005 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11006 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11007 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11008 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11012 dynamic = model->surfmesh.isanimated;
11013 numsurfacelist = model->nummodelsurfaces;
11014 surfacelist = model->sortedmodelsurfaces;
11015 surfaces = model->data_surfaces;
11018 bih_triangles_count = -1;
11021 if(model->render_bih.numleafs)
11022 bih = &model->render_bih;
11023 else if(model->collision_bih.numleafs)
11024 bih = &model->collision_bih;
11027 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11028 if(bih_triangles_count == 0)
11030 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11032 if(bih_triangles_count > 0)
11034 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11036 surfaceindex = bih_surfaces[triangleindex];
11037 surface = surfaces + surfaceindex;
11038 texture = surface->texture;
11039 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11041 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11043 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11048 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11050 surfaceindex = surfacelist[surfacelistindex];
11051 surface = surfaces + surfaceindex;
11052 // check cull box first because it rejects more than any other check
11053 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11055 // skip transparent surfaces
11056 texture = surface->texture;
11057 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11059 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11061 numtriangles = surface->num_triangles;
11062 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11063 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11068 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11069 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11071 int renderentityindex;
11072 float worldmins[3];
11073 float worldmaxs[3];
11074 entity_render_t *ent;
11076 if (!cl_decals_newsystem.integer)
11079 worldmins[0] = worldorigin[0] - worldsize;
11080 worldmins[1] = worldorigin[1] - worldsize;
11081 worldmins[2] = worldorigin[2] - worldsize;
11082 worldmaxs[0] = worldorigin[0] + worldsize;
11083 worldmaxs[1] = worldorigin[1] + worldsize;
11084 worldmaxs[2] = worldorigin[2] + worldsize;
11086 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11088 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11090 ent = r_refdef.scene.entities[renderentityindex];
11091 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11094 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11098 typedef struct r_decalsystem_splatqueue_s
11100 vec3_t worldorigin;
11101 vec3_t worldnormal;
11107 r_decalsystem_splatqueue_t;
11109 int r_decalsystem_numqueued = 0;
11110 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11112 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)
11114 r_decalsystem_splatqueue_t *queue;
11116 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11119 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11120 VectorCopy(worldorigin, queue->worldorigin);
11121 VectorCopy(worldnormal, queue->worldnormal);
11122 Vector4Set(queue->color, r, g, b, a);
11123 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11124 queue->worldsize = worldsize;
11125 queue->decalsequence = cl.decalsequence++;
11128 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11131 r_decalsystem_splatqueue_t *queue;
11133 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11134 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);
11135 r_decalsystem_numqueued = 0;
11138 extern cvar_t cl_decals_max;
11139 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11142 decalsystem_t *decalsystem = &ent->decalsystem;
11149 if (!decalsystem->numdecals)
11152 if (r_showsurfaces.integer)
11155 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11157 R_DecalSystem_Reset(decalsystem);
11161 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11162 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11164 if (decalsystem->lastupdatetime)
11165 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11168 decalsystem->lastupdatetime = r_refdef.scene.time;
11169 decal = decalsystem->decals;
11170 numdecals = decalsystem->numdecals;
11172 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11174 if (decal->color4f[0][3])
11176 decal->lived += frametime;
11177 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11179 memset(decal, 0, sizeof(*decal));
11180 if (decalsystem->freedecal > i)
11181 decalsystem->freedecal = i;
11185 decal = decalsystem->decals;
11186 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11189 // collapse the array by shuffling the tail decals into the gaps
11192 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11193 decalsystem->freedecal++;
11194 if (decalsystem->freedecal == numdecals)
11196 decal[decalsystem->freedecal] = decal[--numdecals];
11199 decalsystem->numdecals = numdecals;
11201 if (numdecals <= 0)
11203 // if there are no decals left, reset decalsystem
11204 R_DecalSystem_Reset(decalsystem);
11208 extern skinframe_t *decalskinframe;
11209 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11212 decalsystem_t *decalsystem = &ent->decalsystem;
11221 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11224 numdecals = decalsystem->numdecals;
11228 if (r_showsurfaces.integer)
11231 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11233 R_DecalSystem_Reset(decalsystem);
11237 // if the model is static it doesn't matter what value we give for
11238 // wantnormals and wanttangents, so this logic uses only rules applicable
11239 // to a model, knowing that they are meaningless otherwise
11240 if (ent == r_refdef.scene.worldentity)
11241 RSurf_ActiveWorldEntity();
11243 RSurf_ActiveModelEntity(ent, false, false, false);
11245 decalsystem->lastupdatetime = r_refdef.scene.time;
11246 decal = decalsystem->decals;
11248 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11250 // update vertex positions for animated models
11251 v3f = decalsystem->vertex3f;
11252 c4f = decalsystem->color4f;
11253 t2f = decalsystem->texcoord2f;
11254 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11256 if (!decal->color4f[0][3])
11259 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11263 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11266 // update color values for fading decals
11267 if (decal->lived >= cl_decals_time.value)
11268 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11272 c4f[ 0] = decal->color4f[0][0] * alpha;
11273 c4f[ 1] = decal->color4f[0][1] * alpha;
11274 c4f[ 2] = decal->color4f[0][2] * alpha;
11276 c4f[ 4] = decal->color4f[1][0] * alpha;
11277 c4f[ 5] = decal->color4f[1][1] * alpha;
11278 c4f[ 6] = decal->color4f[1][2] * alpha;
11280 c4f[ 8] = decal->color4f[2][0] * alpha;
11281 c4f[ 9] = decal->color4f[2][1] * alpha;
11282 c4f[10] = decal->color4f[2][2] * alpha;
11285 t2f[0] = decal->texcoord2f[0][0];
11286 t2f[1] = decal->texcoord2f[0][1];
11287 t2f[2] = decal->texcoord2f[1][0];
11288 t2f[3] = decal->texcoord2f[1][1];
11289 t2f[4] = decal->texcoord2f[2][0];
11290 t2f[5] = decal->texcoord2f[2][1];
11292 // update vertex positions for animated models
11293 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11295 e = rsurface.modelelement3i + 3*decal->triangleindex;
11296 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11297 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11298 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11302 VectorCopy(decal->vertex3f[0], v3f);
11303 VectorCopy(decal->vertex3f[1], v3f + 3);
11304 VectorCopy(decal->vertex3f[2], v3f + 6);
11307 if (r_refdef.fogenabled)
11309 alpha = RSurf_FogVertex(v3f);
11310 VectorScale(c4f, alpha, c4f);
11311 alpha = RSurf_FogVertex(v3f + 3);
11312 VectorScale(c4f + 4, alpha, c4f + 4);
11313 alpha = RSurf_FogVertex(v3f + 6);
11314 VectorScale(c4f + 8, alpha, c4f + 8);
11325 r_refdef.stats.drawndecals += numtris;
11327 // now render the decals all at once
11328 // (this assumes they all use one particle font texture!)
11329 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);
11330 // R_Mesh_ResetTextureState();
11331 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11332 GL_DepthMask(false);
11333 GL_DepthRange(0, 1);
11334 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11335 GL_DepthTest(true);
11336 GL_CullFace(GL_NONE);
11337 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11338 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11339 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11343 static void R_DrawModelDecals(void)
11347 // fade faster when there are too many decals
11348 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11349 for (i = 0;i < r_refdef.scene.numentities;i++)
11350 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11352 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11353 for (i = 0;i < r_refdef.scene.numentities;i++)
11354 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11355 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11357 R_DecalSystem_ApplySplatEntitiesQueue();
11359 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11360 for (i = 0;i < r_refdef.scene.numentities;i++)
11361 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11363 r_refdef.stats.totaldecals += numdecals;
11365 if (r_showsurfaces.integer)
11368 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11370 for (i = 0;i < r_refdef.scene.numentities;i++)
11372 if (!r_refdef.viewcache.entityvisible[i])
11374 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11375 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11379 extern cvar_t mod_collision_bih;
11380 void R_DrawDebugModel(void)
11382 entity_render_t *ent = rsurface.entity;
11383 int i, j, k, l, flagsmask;
11384 const msurface_t *surface;
11385 dp_model_t *model = ent->model;
11388 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11391 if (r_showoverdraw.value > 0)
11393 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11394 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11395 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11396 GL_DepthTest(false);
11397 GL_DepthMask(false);
11398 GL_DepthRange(0, 1);
11399 GL_BlendFunc(GL_ONE, GL_ONE);
11400 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11402 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11404 rsurface.texture = R_GetCurrentTexture(surface->texture);
11405 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11407 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11408 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11409 if (!rsurface.texture->currentlayers->depthmask)
11410 GL_Color(c, 0, 0, 1.0f);
11411 else if (ent == r_refdef.scene.worldentity)
11412 GL_Color(c, c, c, 1.0f);
11414 GL_Color(0, c, 0, 1.0f);
11415 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11419 rsurface.texture = NULL;
11422 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11424 // R_Mesh_ResetTextureState();
11425 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11426 GL_DepthRange(0, 1);
11427 GL_DepthTest(!r_showdisabledepthtest.integer);
11428 GL_DepthMask(false);
11429 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11431 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11435 qboolean cullbox = ent == r_refdef.scene.worldentity;
11436 const q3mbrush_t *brush;
11437 const bih_t *bih = &model->collision_bih;
11438 const bih_leaf_t *bihleaf;
11439 float vertex3f[3][3];
11440 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11442 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11444 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11446 switch (bihleaf->type)
11449 brush = model->brush.data_brushes + bihleaf->itemindex;
11450 if (brush->colbrushf && brush->colbrushf->numtriangles)
11452 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);
11453 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11454 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11457 case BIH_COLLISIONTRIANGLE:
11458 triangleindex = bihleaf->itemindex;
11459 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11460 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11461 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11462 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);
11463 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11464 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11466 case BIH_RENDERTRIANGLE:
11467 triangleindex = bihleaf->itemindex;
11468 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11469 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11470 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11471 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);
11472 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11473 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11479 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11482 if (r_showtris.integer && qglPolygonMode)
11484 if (r_showdisabledepthtest.integer)
11486 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11487 GL_DepthMask(false);
11491 GL_BlendFunc(GL_ONE, GL_ZERO);
11492 GL_DepthMask(true);
11494 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11495 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11497 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11499 rsurface.texture = R_GetCurrentTexture(surface->texture);
11500 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11502 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11503 if (!rsurface.texture->currentlayers->depthmask)
11504 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11505 else if (ent == r_refdef.scene.worldentity)
11506 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11508 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11509 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11513 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11514 rsurface.texture = NULL;
11517 if (r_shownormals.value != 0 && qglBegin)
11519 if (r_showdisabledepthtest.integer)
11521 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11522 GL_DepthMask(false);
11526 GL_BlendFunc(GL_ONE, GL_ZERO);
11527 GL_DepthMask(true);
11529 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11531 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11533 rsurface.texture = R_GetCurrentTexture(surface->texture);
11534 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11536 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11537 qglBegin(GL_LINES);
11538 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11540 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11542 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11543 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11544 qglVertex3f(v[0], v[1], v[2]);
11545 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11546 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11547 qglVertex3f(v[0], v[1], v[2]);
11550 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11552 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11554 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11555 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11556 qglVertex3f(v[0], v[1], v[2]);
11557 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11558 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11559 qglVertex3f(v[0], v[1], v[2]);
11562 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11564 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11566 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11567 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11568 qglVertex3f(v[0], v[1], v[2]);
11569 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11570 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11571 qglVertex3f(v[0], v[1], v[2]);
11574 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11576 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11578 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11579 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11580 qglVertex3f(v[0], v[1], v[2]);
11581 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11582 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11583 qglVertex3f(v[0], v[1], v[2]);
11590 rsurface.texture = NULL;
11595 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11596 int r_maxsurfacelist = 0;
11597 const msurface_t **r_surfacelist = NULL;
11598 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11600 int i, j, endj, flagsmask;
11601 dp_model_t *model = r_refdef.scene.worldmodel;
11602 msurface_t *surfaces;
11603 unsigned char *update;
11604 int numsurfacelist = 0;
11608 if (r_maxsurfacelist < model->num_surfaces)
11610 r_maxsurfacelist = model->num_surfaces;
11612 Mem_Free((msurface_t**)r_surfacelist);
11613 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11616 RSurf_ActiveWorldEntity();
11618 surfaces = model->data_surfaces;
11619 update = model->brushq1.lightmapupdateflags;
11621 // update light styles on this submodel
11622 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11624 model_brush_lightstyleinfo_t *style;
11625 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11627 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11629 int *list = style->surfacelist;
11630 style->value = r_refdef.scene.lightstylevalue[style->style];
11631 for (j = 0;j < style->numsurfaces;j++)
11632 update[list[j]] = true;
11637 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11641 R_DrawDebugModel();
11642 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11646 rsurface.lightmaptexture = NULL;
11647 rsurface.deluxemaptexture = NULL;
11648 rsurface.uselightmaptexture = false;
11649 rsurface.texture = NULL;
11650 rsurface.rtlight = NULL;
11651 numsurfacelist = 0;
11652 // add visible surfaces to draw list
11653 for (i = 0;i < model->nummodelsurfaces;i++)
11655 j = model->sortedmodelsurfaces[i];
11656 if (r_refdef.viewcache.world_surfacevisible[j])
11657 r_surfacelist[numsurfacelist++] = surfaces + j;
11659 // update lightmaps if needed
11660 if (model->brushq1.firstrender)
11662 model->brushq1.firstrender = false;
11663 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11665 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11669 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11670 if (r_refdef.viewcache.world_surfacevisible[j])
11672 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11674 // don't do anything if there were no surfaces
11675 if (!numsurfacelist)
11677 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11680 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11682 // add to stats if desired
11683 if (r_speeds.integer && !skysurfaces && !depthonly)
11685 r_refdef.stats.world_surfaces += numsurfacelist;
11686 for (j = 0;j < numsurfacelist;j++)
11687 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11690 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11693 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11695 int i, j, endj, flagsmask;
11696 dp_model_t *model = ent->model;
11697 msurface_t *surfaces;
11698 unsigned char *update;
11699 int numsurfacelist = 0;
11703 if (r_maxsurfacelist < model->num_surfaces)
11705 r_maxsurfacelist = model->num_surfaces;
11707 Mem_Free((msurface_t **)r_surfacelist);
11708 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11711 // if the model is static it doesn't matter what value we give for
11712 // wantnormals and wanttangents, so this logic uses only rules applicable
11713 // to a model, knowing that they are meaningless otherwise
11714 if (ent == r_refdef.scene.worldentity)
11715 RSurf_ActiveWorldEntity();
11716 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11717 RSurf_ActiveModelEntity(ent, false, false, false);
11719 RSurf_ActiveModelEntity(ent, true, true, true);
11720 else if (depthonly)
11722 switch (vid.renderpath)
11724 case RENDERPATH_GL20:
11725 case RENDERPATH_D3D9:
11726 case RENDERPATH_D3D10:
11727 case RENDERPATH_D3D11:
11728 case RENDERPATH_SOFT:
11729 case RENDERPATH_GLES2:
11730 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11732 case RENDERPATH_GL11:
11733 case RENDERPATH_GL13:
11734 case RENDERPATH_GLES1:
11735 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11741 switch (vid.renderpath)
11743 case RENDERPATH_GL20:
11744 case RENDERPATH_D3D9:
11745 case RENDERPATH_D3D10:
11746 case RENDERPATH_D3D11:
11747 case RENDERPATH_SOFT:
11748 case RENDERPATH_GLES2:
11749 RSurf_ActiveModelEntity(ent, true, true, false);
11751 case RENDERPATH_GL11:
11752 case RENDERPATH_GL13:
11753 case RENDERPATH_GLES1:
11754 RSurf_ActiveModelEntity(ent, true, false, false);
11759 surfaces = model->data_surfaces;
11760 update = model->brushq1.lightmapupdateflags;
11762 // update light styles
11763 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11765 model_brush_lightstyleinfo_t *style;
11766 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11768 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11770 int *list = style->surfacelist;
11771 style->value = r_refdef.scene.lightstylevalue[style->style];
11772 for (j = 0;j < style->numsurfaces;j++)
11773 update[list[j]] = true;
11778 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11782 R_DrawDebugModel();
11783 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11787 rsurface.lightmaptexture = NULL;
11788 rsurface.deluxemaptexture = NULL;
11789 rsurface.uselightmaptexture = false;
11790 rsurface.texture = NULL;
11791 rsurface.rtlight = NULL;
11792 numsurfacelist = 0;
11793 // add visible surfaces to draw list
11794 for (i = 0;i < model->nummodelsurfaces;i++)
11795 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11796 // don't do anything if there were no surfaces
11797 if (!numsurfacelist)
11799 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11802 // update lightmaps if needed
11806 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11811 R_BuildLightMap(ent, surfaces + j);
11816 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11818 R_BuildLightMap(ent, surfaces + j);
11819 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11821 // add to stats if desired
11822 if (r_speeds.integer && !skysurfaces && !depthonly)
11824 r_refdef.stats.entities_surfaces += numsurfacelist;
11825 for (j = 0;j < numsurfacelist;j++)
11826 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11829 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11832 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11834 static texture_t texture;
11835 static msurface_t surface;
11836 const msurface_t *surfacelist = &surface;
11838 // fake enough texture and surface state to render this geometry
11840 texture.update_lastrenderframe = -1; // regenerate this texture
11841 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11842 texture.currentskinframe = skinframe;
11843 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11844 texture.offsetmapping = OFFSETMAPPING_OFF;
11845 texture.offsetscale = 1;
11846 texture.specularscalemod = 1;
11847 texture.specularpowermod = 1;
11849 surface.texture = &texture;
11850 surface.num_triangles = numtriangles;
11851 surface.num_firsttriangle = firsttriangle;
11852 surface.num_vertices = numvertices;
11853 surface.num_firstvertex = firstvertex;
11856 rsurface.texture = R_GetCurrentTexture(surface.texture);
11857 rsurface.lightmaptexture = NULL;
11858 rsurface.deluxemaptexture = NULL;
11859 rsurface.uselightmaptexture = false;
11860 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11863 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)
11865 static msurface_t surface;
11866 const msurface_t *surfacelist = &surface;
11868 // fake enough texture and surface state to render this geometry
11869 surface.texture = texture;
11870 surface.num_triangles = numtriangles;
11871 surface.num_firsttriangle = firsttriangle;
11872 surface.num_vertices = numvertices;
11873 surface.num_firstvertex = firstvertex;
11876 rsurface.texture = R_GetCurrentTexture(surface.texture);
11877 rsurface.lightmaptexture = NULL;
11878 rsurface.deluxemaptexture = NULL;
11879 rsurface.uselightmaptexture = false;
11880 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);