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_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
203 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
204 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
205 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
207 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
208 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
209 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
211 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"};
213 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"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 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"};
222 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."};
224 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)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 r_framebufferstate_t r_fb;
233 /// shadow volume bsp struct with automatically growing nodes buffer
236 rtexture_t *r_texture_blanknormalmap;
237 rtexture_t *r_texture_white;
238 rtexture_t *r_texture_grey128;
239 rtexture_t *r_texture_black;
240 rtexture_t *r_texture_notexture;
241 rtexture_t *r_texture_whitecube;
242 rtexture_t *r_texture_normalizationcube;
243 rtexture_t *r_texture_fogattenuation;
244 rtexture_t *r_texture_fogheighttexture;
245 rtexture_t *r_texture_gammaramps;
246 unsigned int r_texture_gammaramps_serial;
247 //rtexture_t *r_texture_fogintensity;
248 rtexture_t *r_texture_reflectcube;
250 // TODO: hash lookups?
251 typedef struct cubemapinfo_s
258 int r_texture_numcubemaps;
259 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
261 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
262 unsigned int r_numqueries;
263 unsigned int r_maxqueries;
265 typedef struct r_qwskincache_s
267 char name[MAX_QPATH];
268 skinframe_t *skinframe;
272 static r_qwskincache_t *r_qwskincache;
273 static int r_qwskincache_size;
275 /// vertex coordinates for a quad that covers the screen exactly
276 extern const float r_screenvertex3f[12];
277 extern const float r_d3dscreenvertex3f[12];
278 const float r_screenvertex3f[12] =
285 const float r_d3dscreenvertex3f[12] =
293 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
296 for (i = 0;i < verts;i++)
307 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
310 for (i = 0;i < verts;i++)
320 // FIXME: move this to client?
323 if (gamemode == GAME_NEHAHRA)
325 Cvar_Set("gl_fogenable", "0");
326 Cvar_Set("gl_fogdensity", "0.2");
327 Cvar_Set("gl_fogred", "0.3");
328 Cvar_Set("gl_foggreen", "0.3");
329 Cvar_Set("gl_fogblue", "0.3");
331 r_refdef.fog_density = 0;
332 r_refdef.fog_red = 0;
333 r_refdef.fog_green = 0;
334 r_refdef.fog_blue = 0;
335 r_refdef.fog_alpha = 1;
336 r_refdef.fog_start = 0;
337 r_refdef.fog_end = 16384;
338 r_refdef.fog_height = 1<<30;
339 r_refdef.fog_fadedepth = 128;
340 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
343 static void R_BuildBlankTextures(void)
345 unsigned char data[4];
346 data[2] = 128; // normal X
347 data[1] = 128; // normal Y
348 data[0] = 255; // normal Z
349 data[3] = 255; // height
350 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 static void R_BuildNoTexture(void)
371 unsigned char pix[16][16][4];
372 // this makes a light grey/dark grey checkerboard texture
373 for (y = 0;y < 16;y++)
375 for (x = 0;x < 16;x++)
377 if ((y < 8) ^ (x < 8))
393 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
396 static void R_BuildWhiteCube(void)
398 unsigned char data[6*1*1*4];
399 memset(data, 255, sizeof(data));
400 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
403 static void R_BuildNormalizationCube(void)
407 vec_t s, t, intensity;
410 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
411 for (side = 0;side < 6;side++)
413 for (y = 0;y < NORMSIZE;y++)
415 for (x = 0;x < NORMSIZE;x++)
417 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
418 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
453 intensity = 127.0f / sqrt(DotProduct(v, v));
454 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
455 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
456 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
457 data[((side*64+y)*64+x)*4+3] = 255;
461 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
465 static void R_BuildFogTexture(void)
469 unsigned char data1[FOGWIDTH][4];
470 //unsigned char data2[FOGWIDTH][4];
473 r_refdef.fogmasktable_start = r_refdef.fog_start;
474 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
475 r_refdef.fogmasktable_range = r_refdef.fogrange;
476 r_refdef.fogmasktable_density = r_refdef.fog_density;
478 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
479 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
481 d = (x * r - r_refdef.fogmasktable_start);
482 if(developer_extra.integer)
483 Con_DPrintf("%f ", d);
485 if (r_fog_exp2.integer)
486 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
488 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
489 if(developer_extra.integer)
490 Con_DPrintf(" : %f ", alpha);
491 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
492 if(developer_extra.integer)
493 Con_DPrintf(" = %f\n", alpha);
494 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
497 for (x = 0;x < FOGWIDTH;x++)
499 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
504 //data2[x][0] = 255 - b;
505 //data2[x][1] = 255 - b;
506 //data2[x][2] = 255 - b;
509 if (r_texture_fogattenuation)
511 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
512 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
516 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
517 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
521 static void R_BuildFogHeightTexture(void)
523 unsigned char *inpixels;
531 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
532 if (r_refdef.fogheighttexturename[0])
533 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
536 r_refdef.fog_height_tablesize = 0;
537 if (r_texture_fogheighttexture)
538 R_FreeTexture(r_texture_fogheighttexture);
539 r_texture_fogheighttexture = NULL;
540 if (r_refdef.fog_height_table2d)
541 Mem_Free(r_refdef.fog_height_table2d);
542 r_refdef.fog_height_table2d = NULL;
543 if (r_refdef.fog_height_table1d)
544 Mem_Free(r_refdef.fog_height_table1d);
545 r_refdef.fog_height_table1d = NULL;
549 r_refdef.fog_height_tablesize = size;
550 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
551 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
552 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
554 // LordHavoc: now the magic - what is that table2d for? it is a cooked
555 // average fog color table accounting for every fog layer between a point
556 // and the camera. (Note: attenuation is handled separately!)
557 for (y = 0;y < size;y++)
559 for (x = 0;x < size;x++)
565 for (j = x;j <= y;j++)
567 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
573 for (j = x;j >= y;j--)
575 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
580 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
581 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
582 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
586 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
589 //=======================================================================================================================================================
591 static const char *builtinshaderstring =
592 #include "shader_glsl.h"
595 const char *builtinhlslshaderstring =
596 #include "shader_hlsl.h"
599 char *glslshaderstring = NULL;
600 char *hlslshaderstring = NULL;
602 //=======================================================================================================================================================
604 typedef struct shaderpermutationinfo_s
609 shaderpermutationinfo_t;
611 typedef struct shadermodeinfo_s
613 const char *vertexfilename;
614 const char *geometryfilename;
615 const char *fragmentfilename;
621 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
622 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
624 {"#define USEDIFFUSE\n", " diffuse"},
625 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
626 {"#define USEVIEWTINT\n", " viewtint"},
627 {"#define USECOLORMAPPING\n", " colormapping"},
628 {"#define USESATURATION\n", " saturation"},
629 {"#define USEFOGINSIDE\n", " foginside"},
630 {"#define USEFOGOUTSIDE\n", " fogoutside"},
631 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
632 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
633 {"#define USEGAMMARAMPS\n", " gammaramps"},
634 {"#define USECUBEFILTER\n", " cubefilter"},
635 {"#define USEGLOW\n", " glow"},
636 {"#define USEBLOOM\n", " bloom"},
637 {"#define USESPECULAR\n", " specular"},
638 {"#define USEPOSTPROCESSING\n", " postprocessing"},
639 {"#define USEREFLECTION\n", " reflection"},
640 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
641 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
642 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
643 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
644 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
645 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
646 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
647 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
648 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
649 {"#define USEALPHAKILL\n", " alphakill"},
650 {"#define USEREFLECTCUBE\n", " reflectcube"},
651 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
652 {"#define USEBOUNCEGRID\n", " bouncegrid"},
653 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
654 {"#define USETRIPPY\n", " trippy"},
657 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
658 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
660 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
661 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
680 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
682 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
683 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
702 struct r_glsl_permutation_s;
703 typedef struct r_glsl_permutation_s
706 struct r_glsl_permutation_s *hashnext;
708 unsigned int permutation;
710 /// indicates if we have tried compiling this permutation already
712 /// 0 if compilation failed
714 // texture units assigned to each detected uniform
715 int tex_Texture_First;
716 int tex_Texture_Second;
717 int tex_Texture_GammaRamps;
718 int tex_Texture_Normal;
719 int tex_Texture_Color;
720 int tex_Texture_Gloss;
721 int tex_Texture_Glow;
722 int tex_Texture_SecondaryNormal;
723 int tex_Texture_SecondaryColor;
724 int tex_Texture_SecondaryGloss;
725 int tex_Texture_SecondaryGlow;
726 int tex_Texture_Pants;
727 int tex_Texture_Shirt;
728 int tex_Texture_FogHeightTexture;
729 int tex_Texture_FogMask;
730 int tex_Texture_Lightmap;
731 int tex_Texture_Deluxemap;
732 int tex_Texture_Attenuation;
733 int tex_Texture_Cube;
734 int tex_Texture_Refraction;
735 int tex_Texture_Reflection;
736 int tex_Texture_ShadowMap2D;
737 int tex_Texture_CubeProjection;
738 int tex_Texture_ScreenDepth;
739 int tex_Texture_ScreenNormalMap;
740 int tex_Texture_ScreenDiffuse;
741 int tex_Texture_ScreenSpecular;
742 int tex_Texture_ReflectMask;
743 int tex_Texture_ReflectCube;
744 int tex_Texture_BounceGrid;
745 /// locations of detected uniforms in program object, or -1 if not found
746 int loc_Texture_First;
747 int loc_Texture_Second;
748 int loc_Texture_GammaRamps;
749 int loc_Texture_Normal;
750 int loc_Texture_Color;
751 int loc_Texture_Gloss;
752 int loc_Texture_Glow;
753 int loc_Texture_SecondaryNormal;
754 int loc_Texture_SecondaryColor;
755 int loc_Texture_SecondaryGloss;
756 int loc_Texture_SecondaryGlow;
757 int loc_Texture_Pants;
758 int loc_Texture_Shirt;
759 int loc_Texture_FogHeightTexture;
760 int loc_Texture_FogMask;
761 int loc_Texture_Lightmap;
762 int loc_Texture_Deluxemap;
763 int loc_Texture_Attenuation;
764 int loc_Texture_Cube;
765 int loc_Texture_Refraction;
766 int loc_Texture_Reflection;
767 int loc_Texture_ShadowMap2D;
768 int loc_Texture_CubeProjection;
769 int loc_Texture_ScreenDepth;
770 int loc_Texture_ScreenNormalMap;
771 int loc_Texture_ScreenDiffuse;
772 int loc_Texture_ScreenSpecular;
773 int loc_Texture_ReflectMask;
774 int loc_Texture_ReflectCube;
775 int loc_Texture_BounceGrid;
777 int loc_BloomBlur_Parameters;
779 int loc_Color_Ambient;
780 int loc_Color_Diffuse;
781 int loc_Color_Specular;
785 int loc_DeferredColor_Ambient;
786 int loc_DeferredColor_Diffuse;
787 int loc_DeferredColor_Specular;
788 int loc_DeferredMod_Diffuse;
789 int loc_DeferredMod_Specular;
790 int loc_DistortScaleRefractReflect;
793 int loc_FogHeightFade;
795 int loc_FogPlaneViewDist;
796 int loc_FogRangeRecip;
799 int loc_LightPosition;
800 int loc_OffsetMapping_ScaleSteps;
801 int loc_OffsetMapping_LodDistance;
802 int loc_OffsetMapping_Bias;
804 int loc_ReflectColor;
805 int loc_ReflectFactor;
806 int loc_ReflectOffset;
807 int loc_RefractColor;
809 int loc_ScreenCenterRefractReflect;
810 int loc_ScreenScaleRefractReflect;
811 int loc_ScreenToDepth;
812 int loc_ShadowMap_Parameters;
813 int loc_ShadowMap_TextureScale;
814 int loc_SpecularPower;
819 int loc_ViewTintColor;
821 int loc_ModelToLight;
823 int loc_BackgroundTexMatrix;
824 int loc_ModelViewProjectionMatrix;
825 int loc_ModelViewMatrix;
826 int loc_PixelToScreenTexCoord;
827 int loc_ModelToReflectCube;
828 int loc_ShadowMapMatrix;
829 int loc_BloomColorSubtract;
830 int loc_NormalmapScrollBlend;
831 int loc_BounceGridMatrix;
832 int loc_BounceGridIntensity;
834 r_glsl_permutation_t;
836 #define SHADERPERMUTATION_HASHSIZE 256
839 // non-degradable "lightweight" shader parameters to keep the permutations simpler
840 // these can NOT degrade! only use for simple stuff
843 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
844 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
845 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
846 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
847 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
849 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
850 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
852 #define SHADERSTATICPARMS_COUNT 8
854 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
855 static int shaderstaticparms_count = 0;
857 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
858 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
859 qboolean R_CompileShader_CheckStaticParms(void)
861 static int r_compileshader_staticparms_save[1];
862 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
863 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
866 if (r_glsl_saturation_redcompensate.integer)
867 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
868 if (r_glsl_vertextextureblend_usebothalphas.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
870 if (r_shadow_glossexact.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
872 if (r_glsl_postprocess.integer)
874 if (r_glsl_postprocess_uservec1_enable.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
876 if (r_glsl_postprocess_uservec2_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
878 if (r_glsl_postprocess_uservec3_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
880 if (r_glsl_postprocess_uservec4_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
885 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
888 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
889 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
890 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
893 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
895 shaderstaticparms_count = 0;
898 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
899 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
908 /// information about each possible shader permutation
909 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
910 /// currently selected permutation
911 r_glsl_permutation_t *r_glsl_permutation;
912 /// storage for permutations linked in the hash table
913 memexpandablearray_t r_glsl_permutationarray;
915 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
917 //unsigned int hashdepth = 0;
918 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
919 r_glsl_permutation_t *p;
920 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
922 if (p->mode == mode && p->permutation == permutation)
924 //if (hashdepth > 10)
925 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
930 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
932 p->permutation = permutation;
933 p->hashnext = r_glsl_permutationhash[mode][hashindex];
934 r_glsl_permutationhash[mode][hashindex] = p;
935 //if (hashdepth > 10)
936 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
940 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
943 if (!filename || !filename[0])
945 if (!strcmp(filename, "glsl/default.glsl"))
947 if (!glslshaderstring)
949 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
950 if (glslshaderstring)
951 Con_DPrintf("Loading shaders from file %s...\n", filename);
953 glslshaderstring = (char *)builtinshaderstring;
955 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
956 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
959 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
962 if (printfromdisknotice)
963 Con_DPrintf("from disk %s... ", filename);
969 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
973 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
974 char *vertexstring, *geometrystring, *fragmentstring;
975 char permutationname[256];
976 int vertstrings_count = 0;
977 int geomstrings_count = 0;
978 int fragstrings_count = 0;
979 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
980 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
981 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
988 permutationname[0] = 0;
989 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
990 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
991 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
993 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
995 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
996 if(vid.support.gl20shaders130)
998 vertstrings_list[vertstrings_count++] = "#version 130\n";
999 geomstrings_list[geomstrings_count++] = "#version 130\n";
1000 fragstrings_list[fragstrings_count++] = "#version 130\n";
1001 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1002 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1003 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1006 // the first pretext is which type of shader to compile as
1007 // (later these will all be bound together as a program object)
1008 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1009 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1010 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1012 // the second pretext is the mode (for example a light source)
1013 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1014 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1015 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1016 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1018 // now add all the permutation pretexts
1019 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1021 if (permutation & (1<<i))
1023 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1024 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1025 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1026 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1030 // keep line numbers correct
1031 vertstrings_list[vertstrings_count++] = "\n";
1032 geomstrings_list[geomstrings_count++] = "\n";
1033 fragstrings_list[fragstrings_count++] = "\n";
1038 R_CompileShader_AddStaticParms(mode, permutation);
1039 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1040 vertstrings_count += shaderstaticparms_count;
1041 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 geomstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 fragstrings_count += shaderstaticparms_count;
1046 // now append the shader text itself
1047 vertstrings_list[vertstrings_count++] = vertexstring;
1048 geomstrings_list[geomstrings_count++] = geometrystring;
1049 fragstrings_list[fragstrings_count++] = fragmentstring;
1051 // if any sources were NULL, clear the respective list
1053 vertstrings_count = 0;
1054 if (!geometrystring)
1055 geomstrings_count = 0;
1056 if (!fragmentstring)
1057 fragstrings_count = 0;
1059 // compile the shader program
1060 if (vertstrings_count + geomstrings_count + fragstrings_count)
1061 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1065 qglUseProgram(p->program);CHECKGLERROR
1066 // look up all the uniform variable names we care about, so we don't
1067 // have to look them up every time we set them
1069 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1070 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1071 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1072 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1073 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1074 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1075 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1076 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1077 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1078 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1079 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1080 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1081 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1082 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1083 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1084 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1085 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1086 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1087 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1088 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1089 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1090 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1091 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1092 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1093 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1094 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1095 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1096 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1097 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1098 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1099 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1100 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1101 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1102 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1103 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1104 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1105 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1106 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1107 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1108 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1109 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1110 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1111 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1112 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1113 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1114 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1115 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1116 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1117 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1118 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1119 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1120 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1121 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1122 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1123 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1124 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1125 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1126 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1127 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1128 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1129 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1130 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1131 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1132 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1133 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1134 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1135 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1136 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1137 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1138 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1139 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1140 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1141 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1142 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1143 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1144 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1145 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1146 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1147 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1148 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1149 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1150 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1151 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1152 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1153 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1154 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1155 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1156 // initialize the samplers to refer to the texture units we use
1157 p->tex_Texture_First = -1;
1158 p->tex_Texture_Second = -1;
1159 p->tex_Texture_GammaRamps = -1;
1160 p->tex_Texture_Normal = -1;
1161 p->tex_Texture_Color = -1;
1162 p->tex_Texture_Gloss = -1;
1163 p->tex_Texture_Glow = -1;
1164 p->tex_Texture_SecondaryNormal = -1;
1165 p->tex_Texture_SecondaryColor = -1;
1166 p->tex_Texture_SecondaryGloss = -1;
1167 p->tex_Texture_SecondaryGlow = -1;
1168 p->tex_Texture_Pants = -1;
1169 p->tex_Texture_Shirt = -1;
1170 p->tex_Texture_FogHeightTexture = -1;
1171 p->tex_Texture_FogMask = -1;
1172 p->tex_Texture_Lightmap = -1;
1173 p->tex_Texture_Deluxemap = -1;
1174 p->tex_Texture_Attenuation = -1;
1175 p->tex_Texture_Cube = -1;
1176 p->tex_Texture_Refraction = -1;
1177 p->tex_Texture_Reflection = -1;
1178 p->tex_Texture_ShadowMap2D = -1;
1179 p->tex_Texture_CubeProjection = -1;
1180 p->tex_Texture_ScreenDepth = -1;
1181 p->tex_Texture_ScreenNormalMap = -1;
1182 p->tex_Texture_ScreenDiffuse = -1;
1183 p->tex_Texture_ScreenSpecular = -1;
1184 p->tex_Texture_ReflectMask = -1;
1185 p->tex_Texture_ReflectCube = -1;
1186 p->tex_Texture_BounceGrid = -1;
1188 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1189 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1190 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1191 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1192 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1193 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1194 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1195 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1196 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1199 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1200 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1201 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1202 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1203 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1204 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1205 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1206 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1207 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1208 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1209 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1210 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1211 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1212 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1215 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1216 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1217 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1219 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1222 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1226 Mem_Free(vertexstring);
1228 Mem_Free(geometrystring);
1230 Mem_Free(fragmentstring);
1233 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1235 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1236 if (r_glsl_permutation != perm)
1238 r_glsl_permutation = perm;
1239 if (!r_glsl_permutation->program)
1241 if (!r_glsl_permutation->compiled)
1242 R_GLSL_CompilePermutation(perm, mode, permutation);
1243 if (!r_glsl_permutation->program)
1245 // remove features until we find a valid permutation
1247 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1249 // reduce i more quickly whenever it would not remove any bits
1250 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1251 if (!(permutation & j))
1254 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1255 if (!r_glsl_permutation->compiled)
1256 R_GLSL_CompilePermutation(perm, mode, permutation);
1257 if (r_glsl_permutation->program)
1260 if (i >= SHADERPERMUTATION_COUNT)
1262 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1263 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1264 qglUseProgram(0);CHECKGLERROR
1265 return; // no bit left to clear, entire mode is broken
1270 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1272 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1273 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1274 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1281 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1282 extern D3DCAPS9 vid_d3d9caps;
1285 struct r_hlsl_permutation_s;
1286 typedef struct r_hlsl_permutation_s
1288 /// hash lookup data
1289 struct r_hlsl_permutation_s *hashnext;
1291 unsigned int permutation;
1293 /// indicates if we have tried compiling this permutation already
1295 /// NULL if compilation failed
1296 IDirect3DVertexShader9 *vertexshader;
1297 IDirect3DPixelShader9 *pixelshader;
1299 r_hlsl_permutation_t;
1301 typedef enum D3DVSREGISTER_e
1303 D3DVSREGISTER_TexMatrix = 0, // float4x4
1304 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1305 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1306 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1307 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1308 D3DVSREGISTER_ModelToLight = 20, // float4x4
1309 D3DVSREGISTER_EyePosition = 24,
1310 D3DVSREGISTER_FogPlane = 25,
1311 D3DVSREGISTER_LightDir = 26,
1312 D3DVSREGISTER_LightPosition = 27,
1316 typedef enum D3DPSREGISTER_e
1318 D3DPSREGISTER_Alpha = 0,
1319 D3DPSREGISTER_BloomBlur_Parameters = 1,
1320 D3DPSREGISTER_ClientTime = 2,
1321 D3DPSREGISTER_Color_Ambient = 3,
1322 D3DPSREGISTER_Color_Diffuse = 4,
1323 D3DPSREGISTER_Color_Specular = 5,
1324 D3DPSREGISTER_Color_Glow = 6,
1325 D3DPSREGISTER_Color_Pants = 7,
1326 D3DPSREGISTER_Color_Shirt = 8,
1327 D3DPSREGISTER_DeferredColor_Ambient = 9,
1328 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1329 D3DPSREGISTER_DeferredColor_Specular = 11,
1330 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1331 D3DPSREGISTER_DeferredMod_Specular = 13,
1332 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1333 D3DPSREGISTER_EyePosition = 15, // unused
1334 D3DPSREGISTER_FogColor = 16,
1335 D3DPSREGISTER_FogHeightFade = 17,
1336 D3DPSREGISTER_FogPlane = 18,
1337 D3DPSREGISTER_FogPlaneViewDist = 19,
1338 D3DPSREGISTER_FogRangeRecip = 20,
1339 D3DPSREGISTER_LightColor = 21,
1340 D3DPSREGISTER_LightDir = 22, // unused
1341 D3DPSREGISTER_LightPosition = 23,
1342 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1343 D3DPSREGISTER_PixelSize = 25,
1344 D3DPSREGISTER_ReflectColor = 26,
1345 D3DPSREGISTER_ReflectFactor = 27,
1346 D3DPSREGISTER_ReflectOffset = 28,
1347 D3DPSREGISTER_RefractColor = 29,
1348 D3DPSREGISTER_Saturation = 30,
1349 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1350 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1351 D3DPSREGISTER_ScreenToDepth = 33,
1352 D3DPSREGISTER_ShadowMap_Parameters = 34,
1353 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1354 D3DPSREGISTER_SpecularPower = 36,
1355 D3DPSREGISTER_UserVec1 = 37,
1356 D3DPSREGISTER_UserVec2 = 38,
1357 D3DPSREGISTER_UserVec3 = 39,
1358 D3DPSREGISTER_UserVec4 = 40,
1359 D3DPSREGISTER_ViewTintColor = 41,
1360 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1361 D3DPSREGISTER_BloomColorSubtract = 43,
1362 D3DPSREGISTER_ViewToLight = 44, // float4x4
1363 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1364 D3DPSREGISTER_NormalmapScrollBlend = 52,
1365 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1366 D3DPSREGISTER_OffsetMapping_Bias = 54,
1371 /// information about each possible shader permutation
1372 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1373 /// currently selected permutation
1374 r_hlsl_permutation_t *r_hlsl_permutation;
1375 /// storage for permutations linked in the hash table
1376 memexpandablearray_t r_hlsl_permutationarray;
1378 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1380 //unsigned int hashdepth = 0;
1381 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1382 r_hlsl_permutation_t *p;
1383 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1385 if (p->mode == mode && p->permutation == permutation)
1387 //if (hashdepth > 10)
1388 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1393 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1395 p->permutation = permutation;
1396 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1397 r_hlsl_permutationhash[mode][hashindex] = p;
1398 //if (hashdepth > 10)
1399 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1403 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1406 if (!filename || !filename[0])
1408 if (!strcmp(filename, "hlsl/default.hlsl"))
1410 if (!hlslshaderstring)
1412 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1413 if (hlslshaderstring)
1414 Con_DPrintf("Loading shaders from file %s...\n", filename);
1416 hlslshaderstring = (char *)builtinhlslshaderstring;
1418 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1419 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1420 return shaderstring;
1422 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1425 if (printfromdisknotice)
1426 Con_DPrintf("from disk %s... ", filename);
1427 return shaderstring;
1429 return shaderstring;
1433 //#include <d3dx9shader.h>
1434 //#include <d3dx9mesh.h>
1436 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1438 DWORD *vsbin = NULL;
1439 DWORD *psbin = NULL;
1440 fs_offset_t vsbinsize;
1441 fs_offset_t psbinsize;
1442 // IDirect3DVertexShader9 *vs = NULL;
1443 // IDirect3DPixelShader9 *ps = NULL;
1444 ID3DXBuffer *vslog = NULL;
1445 ID3DXBuffer *vsbuffer = NULL;
1446 ID3DXConstantTable *vsconstanttable = NULL;
1447 ID3DXBuffer *pslog = NULL;
1448 ID3DXBuffer *psbuffer = NULL;
1449 ID3DXConstantTable *psconstanttable = NULL;
1452 char temp[MAX_INPUTLINE];
1453 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1454 qboolean debugshader = gl_paranoid.integer != 0;
1455 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1456 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1460 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1462 if ((!vsbin && vertstring) || (!psbin && fragstring))
1464 const char* dllnames_d3dx9 [] =
1488 dllhandle_t d3dx9_dll = NULL;
1489 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1490 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1491 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 dllfunction_t d3dx9_dllfuncs[] =
1494 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1495 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1496 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1499 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1501 DWORD shaderflags = 0;
1503 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1504 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1505 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1506 if (vertstring && vertstring[0])
1510 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1511 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1512 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1513 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1516 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519 vsbinsize = vsbuffer->GetBufferSize();
1520 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1521 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1522 vsbuffer->Release();
1526 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1527 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1531 if (fragstring && fragstring[0])
1535 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1536 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1537 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1538 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1541 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544 psbinsize = psbuffer->GetBufferSize();
1545 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1546 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1547 psbuffer->Release();
1551 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1552 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1556 Sys_UnloadLibrary(&d3dx9_dll);
1559 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1563 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1564 if (FAILED(vsresult))
1565 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1566 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1567 if (FAILED(psresult))
1568 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1570 // free the shader data
1571 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1572 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1575 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1578 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1579 int vertstring_length = 0;
1580 int geomstring_length = 0;
1581 int fragstring_length = 0;
1583 char *vertexstring, *geometrystring, *fragmentstring;
1584 char *vertstring, *geomstring, *fragstring;
1585 char permutationname[256];
1586 char cachename[256];
1587 int vertstrings_count = 0;
1588 int geomstrings_count = 0;
1589 int fragstrings_count = 0;
1590 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1591 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1592 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1597 p->vertexshader = NULL;
1598 p->pixelshader = NULL;
1600 permutationname[0] = 0;
1602 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1603 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1604 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1606 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1607 strlcat(cachename, "hlsl/", sizeof(cachename));
1609 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1610 vertstrings_count = 0;
1611 geomstrings_count = 0;
1612 fragstrings_count = 0;
1613 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1614 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1615 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1617 // the first pretext is which type of shader to compile as
1618 // (later these will all be bound together as a program object)
1619 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1620 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1621 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1623 // the second pretext is the mode (for example a light source)
1624 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1625 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1626 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1627 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1628 strlcat(cachename, modeinfo->name, sizeof(cachename));
1630 // now add all the permutation pretexts
1631 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1633 if (permutation & (1<<i))
1635 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1636 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1637 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1638 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1639 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1643 // keep line numbers correct
1644 vertstrings_list[vertstrings_count++] = "\n";
1645 geomstrings_list[geomstrings_count++] = "\n";
1646 fragstrings_list[fragstrings_count++] = "\n";
1651 R_CompileShader_AddStaticParms(mode, permutation);
1652 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1653 vertstrings_count += shaderstaticparms_count;
1654 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 geomstrings_count += shaderstaticparms_count;
1656 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 fragstrings_count += shaderstaticparms_count;
1659 // replace spaces in the cachename with _ characters
1660 for (i = 0;cachename[i];i++)
1661 if (cachename[i] == ' ')
1664 // now append the shader text itself
1665 vertstrings_list[vertstrings_count++] = vertexstring;
1666 geomstrings_list[geomstrings_count++] = geometrystring;
1667 fragstrings_list[fragstrings_count++] = fragmentstring;
1669 // if any sources were NULL, clear the respective list
1671 vertstrings_count = 0;
1672 if (!geometrystring)
1673 geomstrings_count = 0;
1674 if (!fragmentstring)
1675 fragstrings_count = 0;
1677 vertstring_length = 0;
1678 for (i = 0;i < vertstrings_count;i++)
1679 vertstring_length += strlen(vertstrings_list[i]);
1680 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1681 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1682 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1684 geomstring_length = 0;
1685 for (i = 0;i < geomstrings_count;i++)
1686 geomstring_length += strlen(geomstrings_list[i]);
1687 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1688 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1689 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1691 fragstring_length = 0;
1692 for (i = 0;i < fragstrings_count;i++)
1693 fragstring_length += strlen(fragstrings_list[i]);
1694 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1695 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1696 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1698 // try to load the cached shader, or generate one
1699 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1701 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1702 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1704 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1708 Mem_Free(vertstring);
1710 Mem_Free(geomstring);
1712 Mem_Free(fragstring);
1714 Mem_Free(vertexstring);
1716 Mem_Free(geometrystring);
1718 Mem_Free(fragmentstring);
1721 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1722 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1723 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);}
1724 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);}
1725 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);}
1726 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);}
1728 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1729 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1730 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);}
1731 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);}
1732 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);}
1733 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);}
1735 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1737 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1738 if (r_hlsl_permutation != perm)
1740 r_hlsl_permutation = perm;
1741 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1743 if (!r_hlsl_permutation->compiled)
1744 R_HLSL_CompilePermutation(perm, mode, permutation);
1745 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1747 // remove features until we find a valid permutation
1749 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1751 // reduce i more quickly whenever it would not remove any bits
1752 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1753 if (!(permutation & j))
1756 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1757 if (!r_hlsl_permutation->compiled)
1758 R_HLSL_CompilePermutation(perm, mode, permutation);
1759 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1762 if (i >= SHADERPERMUTATION_COUNT)
1764 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1765 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1766 return; // no bit left to clear, entire mode is broken
1770 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1771 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1773 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1774 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1775 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1779 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1781 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1782 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1783 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1784 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1787 void R_GLSL_Restart_f(void)
1789 unsigned int i, limit;
1790 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1791 Mem_Free(glslshaderstring);
1792 glslshaderstring = NULL;
1793 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1794 Mem_Free(hlslshaderstring);
1795 hlslshaderstring = NULL;
1796 switch(vid.renderpath)
1798 case RENDERPATH_D3D9:
1801 r_hlsl_permutation_t *p;
1802 r_hlsl_permutation = NULL;
1803 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1804 for (i = 0;i < limit;i++)
1806 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1808 if (p->vertexshader)
1809 IDirect3DVertexShader9_Release(p->vertexshader);
1811 IDirect3DPixelShader9_Release(p->pixelshader);
1812 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1815 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1819 case RENDERPATH_D3D10:
1820 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822 case RENDERPATH_D3D11:
1823 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825 case RENDERPATH_GL20:
1826 case RENDERPATH_GLES2:
1828 r_glsl_permutation_t *p;
1829 r_glsl_permutation = NULL;
1830 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1831 for (i = 0;i < limit;i++)
1833 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1835 GL_Backend_FreeProgram(p->program);
1836 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1839 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1842 case RENDERPATH_GL11:
1843 case RENDERPATH_GL13:
1844 case RENDERPATH_GLES1:
1846 case RENDERPATH_SOFT:
1851 void R_GLSL_DumpShader_f(void)
1856 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1859 FS_Print(file, "/* The engine may define the following macros:\n");
1860 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1861 for (i = 0;i < SHADERMODE_COUNT;i++)
1862 FS_Print(file, glslshadermodeinfo[i].pretext);
1863 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864 FS_Print(file, shaderpermutationinfo[i].pretext);
1865 FS_Print(file, "*/\n");
1866 FS_Print(file, builtinshaderstring);
1868 Con_Printf("glsl/default.glsl written\n");
1871 Con_Printf("failed to write to glsl/default.glsl\n");
1873 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, hlslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinhlslshaderstring);
1885 Con_Printf("hlsl/default.hlsl written\n");
1888 Con_Printf("failed to write to hlsl/default.hlsl\n");
1891 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1893 unsigned int permutation = 0;
1894 if (r_trippy.integer && !notrippy)
1895 permutation |= SHADERPERMUTATION_TRIPPY;
1896 permutation |= SHADERPERMUTATION_VIEWTINT;
1898 permutation |= SHADERPERMUTATION_DIFFUSE;
1900 permutation |= SHADERPERMUTATION_SPECULAR;
1901 if (texturemode == GL_MODULATE)
1902 permutation |= SHADERPERMUTATION_COLORMAPPING;
1903 else if (texturemode == GL_ADD)
1904 permutation |= SHADERPERMUTATION_GLOW;
1905 else if (texturemode == GL_DECAL)
1906 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1907 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1908 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1910 texturemode = GL_MODULATE;
1911 if (vid.allowalphatocoverage)
1912 GL_AlphaToCoverage(false);
1913 switch (vid.renderpath)
1915 case RENDERPATH_D3D9:
1917 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1918 R_Mesh_TexBind(GL20TU_FIRST , first );
1919 R_Mesh_TexBind(GL20TU_SECOND, second);
1920 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1921 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1924 case RENDERPATH_D3D10:
1925 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1927 case RENDERPATH_D3D11:
1928 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930 case RENDERPATH_GL20:
1931 case RENDERPATH_GLES2:
1932 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1933 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1934 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1935 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1938 case RENDERPATH_GL13:
1939 case RENDERPATH_GLES1:
1940 R_Mesh_TexBind(0, first );
1941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1942 R_Mesh_TexBind(1, second);
1944 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1946 case RENDERPATH_GL11:
1947 R_Mesh_TexBind(0, first );
1949 case RENDERPATH_SOFT:
1950 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1951 R_Mesh_TexBind(GL20TU_FIRST , first );
1952 R_Mesh_TexBind(GL20TU_SECOND, second);
1957 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1959 unsigned int permutation = 0;
1960 if (r_trippy.integer && !notrippy)
1961 permutation |= SHADERPERMUTATION_TRIPPY;
1962 if (vid.allowalphatocoverage)
1963 GL_AlphaToCoverage(false);
1964 switch (vid.renderpath)
1966 case RENDERPATH_D3D9:
1968 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1971 case RENDERPATH_D3D10:
1972 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1974 case RENDERPATH_D3D11:
1975 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1977 case RENDERPATH_GL20:
1978 case RENDERPATH_GLES2:
1979 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1981 case RENDERPATH_GL13:
1982 case RENDERPATH_GLES1:
1983 R_Mesh_TexBind(0, 0);
1984 R_Mesh_TexBind(1, 0);
1986 case RENDERPATH_GL11:
1987 R_Mesh_TexBind(0, 0);
1989 case RENDERPATH_SOFT:
1990 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1995 void R_SetupShader_ShowDepth(qboolean notrippy)
1997 int permutation = 0;
1998 if (r_trippy.integer && !notrippy)
1999 permutation |= SHADERPERMUTATION_TRIPPY;
2000 if (vid.allowalphatocoverage)
2001 GL_AlphaToCoverage(false);
2002 switch (vid.renderpath)
2004 case RENDERPATH_D3D9:
2006 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2009 case RENDERPATH_D3D10:
2010 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2012 case RENDERPATH_D3D11:
2013 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2015 case RENDERPATH_GL20:
2016 case RENDERPATH_GLES2:
2017 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2019 case RENDERPATH_GL13:
2020 case RENDERPATH_GLES1:
2022 case RENDERPATH_GL11:
2024 case RENDERPATH_SOFT:
2025 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2030 extern qboolean r_shadow_usingdeferredprepass;
2031 extern cvar_t r_shadow_deferred_8bitrange;
2032 extern rtexture_t *r_shadow_attenuationgradienttexture;
2033 extern rtexture_t *r_shadow_attenuation2dtexture;
2034 extern rtexture_t *r_shadow_attenuation3dtexture;
2035 extern qboolean r_shadow_usingshadowmap2d;
2036 extern qboolean r_shadow_usingshadowmaportho;
2037 extern float r_shadow_shadowmap_texturescale[2];
2038 extern float r_shadow_shadowmap_parameters[4];
2039 extern qboolean r_shadow_shadowmapvsdct;
2040 extern qboolean r_shadow_shadowmapsampler;
2041 extern int r_shadow_shadowmappcf;
2042 extern rtexture_t *r_shadow_shadowmap2dtexture;
2043 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2044 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2045 extern matrix4x4_t r_shadow_shadowmapmatrix;
2046 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2047 extern int r_shadow_prepass_width;
2048 extern int r_shadow_prepass_height;
2049 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2050 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2051 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2052 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2053 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2055 #define BLENDFUNC_ALLOWS_COLORMOD 1
2056 #define BLENDFUNC_ALLOWS_FOG 2
2057 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2058 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2059 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2060 static int R_BlendFuncFlags(int src, int dst)
2064 // a blendfunc allows colormod if:
2065 // a) it can never keep the destination pixel invariant, or
2066 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2067 // this is to prevent unintended side effects from colormod
2069 // a blendfunc allows fog if:
2070 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2071 // this is to prevent unintended side effects from fog
2073 // these checks are the output of fogeval.pl
2075 r |= BLENDFUNC_ALLOWS_COLORMOD;
2076 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2077 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2078 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2079 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2080 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2081 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2082 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2085 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2086 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2088 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2090 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2091 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2093 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2094 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 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)
2103 // select a permutation of the lighting shader appropriate to this
2104 // combination of texture, entity, light source, and fogging, only use the
2105 // minimum features necessary to avoid wasting rendering time in the
2106 // fragment shader on features that are not being used
2107 unsigned int permutation = 0;
2108 unsigned int mode = 0;
2110 static float dummy_colormod[3] = {1, 1, 1};
2111 float *colormod = rsurface.colormod;
2113 matrix4x4_t tempmatrix;
2114 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2115 if (r_trippy.integer && !notrippy)
2116 permutation |= SHADERPERMUTATION_TRIPPY;
2117 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2118 permutation |= SHADERPERMUTATION_ALPHAKILL;
2119 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2120 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2121 if (rsurfacepass == RSURFPASS_BACKGROUND)
2123 // distorted background
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2126 mode = SHADERMODE_WATER;
2127 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2129 // this is the right thing to do for wateralpha
2130 GL_BlendFunc(GL_ONE, GL_ZERO);
2131 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2135 // this is the right thing to do for entity alpha
2136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2137 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2140 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2142 mode = SHADERMODE_REFRACTION;
2143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2144 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2148 mode = SHADERMODE_GENERIC;
2149 permutation |= SHADERPERMUTATION_DIFFUSE;
2150 GL_BlendFunc(GL_ONE, GL_ZERO);
2151 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2153 if (vid.allowalphatocoverage)
2154 GL_AlphaToCoverage(false);
2156 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2158 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2160 switch(rsurface.texture->offsetmapping)
2162 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2163 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2164 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2165 case OFFSETMAPPING_OFF: break;
2168 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2169 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2170 // normalmap (deferred prepass), may use alpha test on diffuse
2171 mode = SHADERMODE_DEFERREDGEOMETRY;
2172 GL_BlendFunc(GL_ONE, GL_ZERO);
2173 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2174 if (vid.allowalphatocoverage)
2175 GL_AlphaToCoverage(false);
2177 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2179 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2181 switch(rsurface.texture->offsetmapping)
2183 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2184 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2185 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2186 case OFFSETMAPPING_OFF: break;
2189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2190 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2192 mode = SHADERMODE_LIGHTSOURCE;
2193 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2194 permutation |= SHADERPERMUTATION_CUBEFILTER;
2195 if (diffusescale > 0)
2196 permutation |= SHADERPERMUTATION_DIFFUSE;
2197 if (specularscale > 0)
2198 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2199 if (r_refdef.fogenabled)
2200 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2201 if (rsurface.texture->colormapping)
2202 permutation |= SHADERPERMUTATION_COLORMAPPING;
2203 if (r_shadow_usingshadowmap2d)
2205 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2206 if(r_shadow_shadowmapvsdct)
2207 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2209 if (r_shadow_shadowmapsampler)
2210 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2211 if (r_shadow_shadowmappcf > 1)
2212 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2213 else if (r_shadow_shadowmappcf)
2214 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2216 if (rsurface.texture->reflectmasktexture)
2217 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2218 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2219 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2220 if (vid.allowalphatocoverage)
2221 GL_AlphaToCoverage(false);
2223 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2225 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2227 switch(rsurface.texture->offsetmapping)
2229 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2230 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2231 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2232 case OFFSETMAPPING_OFF: break;
2235 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2236 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2237 // unshaded geometry (fullbright or ambient model lighting)
2238 mode = SHADERMODE_FLATCOLOR;
2239 ambientscale = diffusescale = specularscale = 0;
2240 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2241 permutation |= SHADERPERMUTATION_GLOW;
2242 if (r_refdef.fogenabled)
2243 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2244 if (rsurface.texture->colormapping)
2245 permutation |= SHADERPERMUTATION_COLORMAPPING;
2246 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2248 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2249 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2251 if (r_shadow_shadowmapsampler)
2252 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2253 if (r_shadow_shadowmappcf > 1)
2254 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2255 else if (r_shadow_shadowmappcf)
2256 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2259 permutation |= SHADERPERMUTATION_REFLECTION;
2260 if (rsurface.texture->reflectmasktexture)
2261 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2262 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2263 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2264 // when using alphatocoverage, we don't need alphakill
2265 if (vid.allowalphatocoverage)
2267 if (r_transparent_alphatocoverage.integer)
2269 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2270 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2273 GL_AlphaToCoverage(false);
2276 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2278 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2280 switch(rsurface.texture->offsetmapping)
2282 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2283 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2284 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_OFF: break;
2288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2289 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2290 // directional model lighting
2291 mode = SHADERMODE_LIGHTDIRECTION;
2292 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2293 permutation |= SHADERPERMUTATION_GLOW;
2294 permutation |= SHADERPERMUTATION_DIFFUSE;
2295 if (specularscale > 0)
2296 permutation |= SHADERPERMUTATION_SPECULAR;
2297 if (r_refdef.fogenabled)
2298 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2299 if (rsurface.texture->colormapping)
2300 permutation |= SHADERPERMUTATION_COLORMAPPING;
2301 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2303 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2304 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2306 if (r_shadow_shadowmapsampler)
2307 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2308 if (r_shadow_shadowmappcf > 1)
2309 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2310 else if (r_shadow_shadowmappcf)
2311 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2313 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2314 permutation |= SHADERPERMUTATION_REFLECTION;
2315 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2316 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2317 if (rsurface.texture->reflectmasktexture)
2318 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2319 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2321 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2322 if (r_shadow_bouncegriddirectional)
2323 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2325 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2326 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2327 // when using alphatocoverage, we don't need alphakill
2328 if (vid.allowalphatocoverage)
2330 if (r_transparent_alphatocoverage.integer)
2332 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2333 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2336 GL_AlphaToCoverage(false);
2339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2341 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2343 switch(rsurface.texture->offsetmapping)
2345 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2346 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2347 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2348 case OFFSETMAPPING_OFF: break;
2351 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2352 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2353 // ambient model lighting
2354 mode = SHADERMODE_LIGHTDIRECTION;
2355 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2356 permutation |= SHADERPERMUTATION_GLOW;
2357 if (r_refdef.fogenabled)
2358 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2359 if (rsurface.texture->colormapping)
2360 permutation |= SHADERPERMUTATION_COLORMAPPING;
2361 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2363 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2364 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2366 if (r_shadow_shadowmapsampler)
2367 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2368 if (r_shadow_shadowmappcf > 1)
2369 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2370 else if (r_shadow_shadowmappcf)
2371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2374 permutation |= SHADERPERMUTATION_REFLECTION;
2375 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2376 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2377 if (rsurface.texture->reflectmasktexture)
2378 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2379 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2381 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2382 if (r_shadow_bouncegriddirectional)
2383 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2385 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2386 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2387 // when using alphatocoverage, we don't need alphakill
2388 if (vid.allowalphatocoverage)
2390 if (r_transparent_alphatocoverage.integer)
2392 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2393 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2396 GL_AlphaToCoverage(false);
2401 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2403 switch(rsurface.texture->offsetmapping)
2405 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2406 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2407 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2408 case OFFSETMAPPING_OFF: break;
2411 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2412 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2414 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2415 permutation |= SHADERPERMUTATION_GLOW;
2416 if (r_refdef.fogenabled)
2417 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2418 if (rsurface.texture->colormapping)
2419 permutation |= SHADERPERMUTATION_COLORMAPPING;
2420 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2422 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2423 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2425 if (r_shadow_shadowmapsampler)
2426 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2427 if (r_shadow_shadowmappcf > 1)
2428 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2429 else if (r_shadow_shadowmappcf)
2430 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2433 permutation |= SHADERPERMUTATION_REFLECTION;
2434 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2435 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2436 if (rsurface.texture->reflectmasktexture)
2437 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2438 if (FAKELIGHT_ENABLED)
2440 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2441 mode = SHADERMODE_FAKELIGHT;
2442 permutation |= SHADERPERMUTATION_DIFFUSE;
2443 if (specularscale > 0)
2444 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2446 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2448 // deluxemapping (light direction texture)
2449 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2450 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2453 permutation |= SHADERPERMUTATION_DIFFUSE;
2454 if (specularscale > 0)
2455 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2457 else if (r_glsl_deluxemapping.integer >= 2)
2459 // fake deluxemapping (uniform light direction in tangentspace)
2460 if (rsurface.uselightmaptexture)
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2463 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2464 permutation |= SHADERPERMUTATION_DIFFUSE;
2465 if (specularscale > 0)
2466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2468 else if (rsurface.uselightmaptexture)
2470 // ordinary lightmapping (q1bsp, q3bsp)
2471 mode = SHADERMODE_LIGHTMAP;
2475 // ordinary vertex coloring (q3bsp)
2476 mode = SHADERMODE_VERTEXCOLOR;
2478 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2480 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2481 if (r_shadow_bouncegriddirectional)
2482 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2484 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2485 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2486 // when using alphatocoverage, we don't need alphakill
2487 if (vid.allowalphatocoverage)
2489 if (r_transparent_alphatocoverage.integer)
2491 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2492 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2495 GL_AlphaToCoverage(false);
2498 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2499 colormod = dummy_colormod;
2500 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2501 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2502 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2503 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2504 switch(vid.renderpath)
2506 case RENDERPATH_D3D9:
2508 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);
2509 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2510 R_SetupShader_SetPermutationHLSL(mode, permutation);
2511 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2512 if (mode == SHADERMODE_LIGHTSOURCE)
2514 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2515 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2519 if (mode == SHADERMODE_LIGHTDIRECTION)
2521 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2524 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2527 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2528 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2530 if (mode == SHADERMODE_LIGHTSOURCE)
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2538 // additive passes are only darkened by fog, not tinted
2539 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2540 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2544 if (mode == SHADERMODE_FLATCOLOR)
2546 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2548 else if (mode == SHADERMODE_LIGHTDIRECTION)
2550 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]);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2552 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);
2553 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);
2554 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2562 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);
2563 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);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2566 // additive passes are only darkened by fog, not tinted
2567 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2570 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2571 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);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2576 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2577 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2578 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2579 if (mode == SHADERMODE_WATER)
2580 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2582 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2584 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2585 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));
2586 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2587 if (rsurface.texture->pantstexture)
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2591 if (rsurface.texture->shirttexture)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2595 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2596 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2599 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2600 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2601 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2602 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2603 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2605 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2606 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2607 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2608 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2610 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2611 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2612 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2613 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2614 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2615 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2618 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2619 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2620 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2621 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2622 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2623 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2624 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2625 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2626 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2627 if (rsurfacepass == RSURFPASS_BACKGROUND)
2629 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2630 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2631 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2635 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2637 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2638 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2639 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2640 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2641 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2643 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2644 if (rsurface.rtlight)
2646 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2647 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2652 case RENDERPATH_D3D10:
2653 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2655 case RENDERPATH_D3D11:
2656 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2658 case RENDERPATH_GL20:
2659 case RENDERPATH_GLES2:
2660 if (!vid.useinterleavedarrays)
2662 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);
2663 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2664 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2665 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2666 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2667 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2668 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2669 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2673 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);
2674 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2676 R_SetupShader_SetPermutationGLSL(mode, permutation);
2677 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2678 if (mode == SHADERMODE_LIGHTSOURCE)
2680 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2681 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2682 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2683 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2684 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2685 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);
2687 // additive passes are only darkened by fog, not tinted
2688 if (r_glsl_permutation->loc_FogColor >= 0)
2689 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2690 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);
2694 if (mode == SHADERMODE_FLATCOLOR)
2696 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2698 else if (mode == SHADERMODE_LIGHTDIRECTION)
2700 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]);
2701 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]);
2702 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);
2703 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);
2704 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);
2705 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]);
2706 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]);
2710 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]);
2711 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]);
2712 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);
2713 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);
2714 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);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2719 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2720 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2722 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2724 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);
2725 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]);
2726 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]);
2727 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]);
2728 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]);
2729 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2730 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2731 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);
2732 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]);
2734 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2735 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2736 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2737 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]);
2738 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]);
2740 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2741 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));
2742 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2743 if (r_glsl_permutation->loc_Color_Pants >= 0)
2745 if (rsurface.texture->pantstexture)
2746 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2748 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2750 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2752 if (rsurface.texture->shirttexture)
2753 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2755 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2757 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]);
2758 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2759 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2760 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2761 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2762 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2763 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2764 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2765 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2767 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2768 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2769 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]);
2770 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2771 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);}
2772 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2774 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2775 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2776 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2777 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2778 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2779 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2780 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2781 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2782 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2783 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2784 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2785 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2786 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2787 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2788 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);
2789 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2790 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2791 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2792 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2793 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2794 if (rsurfacepass == RSURFPASS_BACKGROUND)
2796 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);
2797 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);
2798 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);
2802 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);
2804 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2805 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2806 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2807 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2808 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2810 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2811 if (rsurface.rtlight)
2813 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2814 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2817 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2820 case RENDERPATH_GL11:
2821 case RENDERPATH_GL13:
2822 case RENDERPATH_GLES1:
2824 case RENDERPATH_SOFT:
2825 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);
2826 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2827 R_SetupShader_SetPermutationSoft(mode, permutation);
2828 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2829 if (mode == SHADERMODE_LIGHTSOURCE)
2831 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2832 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2833 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2834 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2835 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2836 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2838 // additive passes are only darkened by fog, not tinted
2839 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2840 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2844 if (mode == SHADERMODE_FLATCOLOR)
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2848 else if (mode == SHADERMODE_LIGHTDIRECTION)
2850 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]);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2852 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);
2853 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);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2855 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]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2862 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);
2863 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);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2866 // additive passes are only darkened by fog, not tinted
2867 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2871 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);
2872 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]);
2873 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]);
2874 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]);
2875 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]);
2876 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2877 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2878 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2879 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2881 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2882 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2883 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2884 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2885 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]);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2888 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));
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2890 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2892 if (rsurface.texture->pantstexture)
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2897 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2899 if (rsurface.texture->shirttexture)
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2908 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2909 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2910 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2911 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2912 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2916 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2917 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2919 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2920 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2921 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2922 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2923 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2924 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2925 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2926 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2927 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2928 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2929 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2930 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2931 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2932 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2933 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2934 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2935 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2936 if (rsurfacepass == RSURFPASS_BACKGROUND)
2938 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2939 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2940 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2944 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2946 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2947 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2948 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2949 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2950 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2952 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2953 if (rsurface.rtlight)
2955 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2956 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2963 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2965 // select a permutation of the lighting shader appropriate to this
2966 // combination of texture, entity, light source, and fogging, only use the
2967 // minimum features necessary to avoid wasting rendering time in the
2968 // fragment shader on features that are not being used
2969 unsigned int permutation = 0;
2970 unsigned int mode = 0;
2971 const float *lightcolorbase = rtlight->currentcolor;
2972 float ambientscale = rtlight->ambientscale;
2973 float diffusescale = rtlight->diffusescale;
2974 float specularscale = rtlight->specularscale;
2975 // this is the location of the light in view space
2976 vec3_t viewlightorigin;
2977 // this transforms from view space (camera) to light space (cubemap)
2978 matrix4x4_t viewtolight;
2979 matrix4x4_t lighttoview;
2980 float viewtolight16f[16];
2981 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2983 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2984 if (rtlight->currentcubemap != r_texture_whitecube)
2985 permutation |= SHADERPERMUTATION_CUBEFILTER;
2986 if (diffusescale > 0)
2987 permutation |= SHADERPERMUTATION_DIFFUSE;
2988 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2989 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2990 if (r_shadow_usingshadowmap2d)
2992 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2993 if (r_shadow_shadowmapvsdct)
2994 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2996 if (r_shadow_shadowmapsampler)
2997 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2998 if (r_shadow_shadowmappcf > 1)
2999 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3000 else if (r_shadow_shadowmappcf)
3001 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3003 if (vid.allowalphatocoverage)
3004 GL_AlphaToCoverage(false);
3005 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3006 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3007 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3008 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3009 switch(vid.renderpath)
3011 case RENDERPATH_D3D9:
3013 R_SetupShader_SetPermutationHLSL(mode, permutation);
3014 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3015 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3016 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3019 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3020 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3021 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);
3022 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3023 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3025 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3026 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3027 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3028 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3029 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3030 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3033 case RENDERPATH_D3D10:
3034 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3036 case RENDERPATH_D3D11:
3037 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3039 case RENDERPATH_GL20:
3040 case RENDERPATH_GLES2:
3041 R_SetupShader_SetPermutationGLSL(mode, permutation);
3042 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3043 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3044 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);
3045 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);
3046 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);
3047 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]);
3048 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]);
3049 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);
3050 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]);
3051 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3053 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3054 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3055 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3056 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3057 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3058 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3060 case RENDERPATH_GL11:
3061 case RENDERPATH_GL13:
3062 case RENDERPATH_GLES1:
3064 case RENDERPATH_SOFT:
3065 R_SetupShader_SetPermutationGLSL(mode, permutation);
3066 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3067 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3069 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3070 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3071 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3072 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]);
3073 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);
3074 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3075 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3077 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3078 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3079 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3080 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3081 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3082 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3087 #define SKINFRAME_HASH 1024
3091 int loadsequence; // incremented each level change
3092 memexpandablearray_t array;
3093 skinframe_t *hash[SKINFRAME_HASH];
3096 r_skinframe_t r_skinframe;
3098 void R_SkinFrame_PrepareForPurge(void)
3100 r_skinframe.loadsequence++;
3101 // wrap it without hitting zero
3102 if (r_skinframe.loadsequence >= 200)
3103 r_skinframe.loadsequence = 1;
3106 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3110 // mark the skinframe as used for the purging code
3111 skinframe->loadsequence = r_skinframe.loadsequence;
3114 void R_SkinFrame_Purge(void)
3118 for (i = 0;i < SKINFRAME_HASH;i++)
3120 for (s = r_skinframe.hash[i];s;s = s->next)
3122 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3124 if (s->merged == s->base)
3126 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3127 R_PurgeTexture(s->stain );s->stain = NULL;
3128 R_PurgeTexture(s->merged);s->merged = NULL;
3129 R_PurgeTexture(s->base );s->base = NULL;
3130 R_PurgeTexture(s->pants );s->pants = NULL;
3131 R_PurgeTexture(s->shirt );s->shirt = NULL;
3132 R_PurgeTexture(s->nmap );s->nmap = NULL;
3133 R_PurgeTexture(s->gloss );s->gloss = NULL;
3134 R_PurgeTexture(s->glow );s->glow = NULL;
3135 R_PurgeTexture(s->fog );s->fog = NULL;
3136 R_PurgeTexture(s->reflect);s->reflect = NULL;
3137 s->loadsequence = 0;
3143 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3145 char basename[MAX_QPATH];
3147 Image_StripImageExtension(name, basename, sizeof(basename));
3149 if( last == NULL ) {
3151 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3152 item = r_skinframe.hash[hashindex];
3157 // linearly search through the hash bucket
3158 for( ; item ; item = item->next ) {
3159 if( !strcmp( item->basename, basename ) ) {
3166 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3170 char basename[MAX_QPATH];
3172 Image_StripImageExtension(name, basename, sizeof(basename));
3174 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3175 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3176 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3180 rtexture_t *dyntexture;
3181 // check whether its a dynamic texture
3182 dyntexture = CL_GetDynTexture( basename );
3183 if (!add && !dyntexture)
3185 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3186 memset(item, 0, sizeof(*item));
3187 strlcpy(item->basename, basename, sizeof(item->basename));
3188 item->base = dyntexture; // either NULL or dyntexture handle
3189 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3190 item->comparewidth = comparewidth;
3191 item->compareheight = compareheight;
3192 item->comparecrc = comparecrc;
3193 item->next = r_skinframe.hash[hashindex];
3194 r_skinframe.hash[hashindex] = item;
3196 else if (textureflags & TEXF_FORCE_RELOAD)
3198 rtexture_t *dyntexture;
3199 // check whether its a dynamic texture
3200 dyntexture = CL_GetDynTexture( basename );
3201 if (!add && !dyntexture)
3203 if (item->merged == item->base)
3204 item->merged = NULL;
3205 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3206 R_PurgeTexture(item->stain );item->stain = NULL;
3207 R_PurgeTexture(item->merged);item->merged = NULL;
3208 R_PurgeTexture(item->base );item->base = NULL;
3209 R_PurgeTexture(item->pants );item->pants = NULL;
3210 R_PurgeTexture(item->shirt );item->shirt = NULL;
3211 R_PurgeTexture(item->nmap );item->nmap = NULL;
3212 R_PurgeTexture(item->gloss );item->gloss = NULL;
3213 R_PurgeTexture(item->glow );item->glow = NULL;
3214 R_PurgeTexture(item->fog );item->fog = NULL;
3215 R_PurgeTexture(item->reflect);item->reflect = NULL;
3216 item->loadsequence = 0;
3218 else if( item->base == NULL )
3220 rtexture_t *dyntexture;
3221 // check whether its a dynamic texture
3222 // 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]
3223 dyntexture = CL_GetDynTexture( basename );
3224 item->base = dyntexture; // either NULL or dyntexture handle
3227 R_SkinFrame_MarkUsed(item);
3231 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3233 unsigned long long avgcolor[5], wsum; \
3241 for(pix = 0; pix < cnt; ++pix) \
3244 for(comp = 0; comp < 3; ++comp) \
3246 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3249 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3251 for(comp = 0; comp < 3; ++comp) \
3252 avgcolor[comp] += getpixel * w; \
3255 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3256 avgcolor[4] += getpixel; \
3258 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3260 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3261 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3262 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3263 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3266 extern cvar_t gl_picmip;
3267 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3270 unsigned char *pixels;
3271 unsigned char *bumppixels;
3272 unsigned char *basepixels = NULL;
3273 int basepixels_width = 0;
3274 int basepixels_height = 0;
3275 skinframe_t *skinframe;
3276 rtexture_t *ddsbase = NULL;
3277 qboolean ddshasalpha = false;
3278 float ddsavgcolor[4];
3279 char basename[MAX_QPATH];
3280 int miplevel = R_PicmipForFlags(textureflags);
3281 int savemiplevel = miplevel;
3284 if (cls.state == ca_dedicated)
3287 // return an existing skinframe if already loaded
3288 // if loading of the first image fails, don't make a new skinframe as it
3289 // would cause all future lookups of this to be missing
3290 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3291 if (skinframe && skinframe->base)
3294 Image_StripImageExtension(name, basename, sizeof(basename));
3296 // check for DDS texture file first
3297 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3299 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3300 if (basepixels == NULL)
3304 // FIXME handle miplevel
3306 if (developer_loading.integer)
3307 Con_Printf("loading skin \"%s\"\n", name);
3309 // we've got some pixels to store, so really allocate this new texture now
3311 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3312 textureflags &= ~TEXF_FORCE_RELOAD;
3313 skinframe->stain = NULL;
3314 skinframe->merged = NULL;
3315 skinframe->base = NULL;
3316 skinframe->pants = NULL;
3317 skinframe->shirt = NULL;
3318 skinframe->nmap = NULL;
3319 skinframe->gloss = NULL;
3320 skinframe->glow = NULL;
3321 skinframe->fog = NULL;
3322 skinframe->reflect = NULL;
3323 skinframe->hasalpha = false;
3327 skinframe->base = ddsbase;
3328 skinframe->hasalpha = ddshasalpha;
3329 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3330 if (r_loadfog && skinframe->hasalpha)
3331 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3332 //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]);
3336 basepixels_width = image_width;
3337 basepixels_height = image_height;
3338 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);
3339 if (textureflags & TEXF_ALPHA)
3341 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3343 if (basepixels[j] < 255)
3345 skinframe->hasalpha = true;
3349 if (r_loadfog && skinframe->hasalpha)
3351 // has transparent pixels
3352 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3353 for (j = 0;j < image_width * image_height * 4;j += 4)
3358 pixels[j+3] = basepixels[j+3];
3360 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);
3364 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3366 //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]);
3367 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3368 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3369 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3370 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3376 mymiplevel = savemiplevel;
3377 if (r_loadnormalmap)
3378 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);
3379 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3381 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3382 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3383 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3384 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3387 // _norm is the name used by tenebrae and has been adopted as standard
3388 if (r_loadnormalmap && skinframe->nmap == NULL)
3390 mymiplevel = savemiplevel;
3391 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3393 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);
3397 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3399 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3400 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3401 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403 Mem_Free(bumppixels);
3405 else if (r_shadow_bumpscale_basetexture.value > 0)
3407 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3408 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3409 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);
3413 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3414 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3418 // _luma is supported only for tenebrae compatibility
3419 // _glow is the preferred name
3420 mymiplevel = savemiplevel;
3421 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))))
3423 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);
3425 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3426 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3428 Mem_Free(pixels);pixels = NULL;
3431 mymiplevel = savemiplevel;
3432 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3434 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);
3436 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3437 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3443 mymiplevel = savemiplevel;
3444 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3446 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);
3448 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3449 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3455 mymiplevel = savemiplevel;
3456 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3458 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);
3460 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3461 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3467 mymiplevel = savemiplevel;
3468 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3470 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);
3472 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3473 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3480 Mem_Free(basepixels);
3485 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3486 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3489 unsigned char *temp1, *temp2;
3490 skinframe_t *skinframe;
3492 if (cls.state == ca_dedicated)
3495 // if already loaded just return it, otherwise make a new skinframe
3496 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3497 if (skinframe && skinframe->base)
3499 textureflags &= ~TEXF_FORCE_RELOAD;
3501 skinframe->stain = NULL;
3502 skinframe->merged = NULL;
3503 skinframe->base = NULL;
3504 skinframe->pants = NULL;
3505 skinframe->shirt = NULL;
3506 skinframe->nmap = NULL;
3507 skinframe->gloss = NULL;
3508 skinframe->glow = NULL;
3509 skinframe->fog = NULL;
3510 skinframe->reflect = NULL;
3511 skinframe->hasalpha = false;
3513 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3517 if (developer_loading.integer)
3518 Con_Printf("loading 32bit skin \"%s\"\n", name);
3520 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3522 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3523 temp2 = temp1 + width * height * 4;
3524 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3525 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);
3528 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3529 if (textureflags & TEXF_ALPHA)
3531 for (i = 3;i < width * height * 4;i += 4)
3533 if (skindata[i] < 255)
3535 skinframe->hasalpha = true;
3539 if (r_loadfog && skinframe->hasalpha)
3541 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3542 memcpy(fogpixels, skindata, width * height * 4);
3543 for (i = 0;i < width * height * 4;i += 4)
3544 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3545 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3546 Mem_Free(fogpixels);
3550 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3551 //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]);
3556 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3560 skinframe_t *skinframe;
3562 if (cls.state == ca_dedicated)
3565 // if already loaded just return it, otherwise make a new skinframe
3566 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3567 if (skinframe && skinframe->base)
3569 textureflags &= ~TEXF_FORCE_RELOAD;
3571 skinframe->stain = NULL;
3572 skinframe->merged = NULL;
3573 skinframe->base = NULL;
3574 skinframe->pants = NULL;
3575 skinframe->shirt = NULL;
3576 skinframe->nmap = NULL;
3577 skinframe->gloss = NULL;
3578 skinframe->glow = NULL;
3579 skinframe->fog = NULL;
3580 skinframe->reflect = NULL;
3581 skinframe->hasalpha = false;
3583 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3587 if (developer_loading.integer)
3588 Con_Printf("loading quake skin \"%s\"\n", name);
3590 // 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)
3591 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3592 memcpy(skinframe->qpixels, skindata, width*height);
3593 skinframe->qwidth = width;
3594 skinframe->qheight = height;
3597 for (i = 0;i < width * height;i++)
3598 featuresmask |= palette_featureflags[skindata[i]];
3600 skinframe->hasalpha = false;
3601 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3602 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3603 skinframe->qgeneratemerged = true;
3604 skinframe->qgeneratebase = skinframe->qhascolormapping;
3605 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3607 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3608 //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]);
3613 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3617 unsigned char *skindata;
3619 if (!skinframe->qpixels)
3622 if (!skinframe->qhascolormapping)
3623 colormapped = false;
3627 if (!skinframe->qgeneratebase)
3632 if (!skinframe->qgeneratemerged)
3636 width = skinframe->qwidth;
3637 height = skinframe->qheight;
3638 skindata = skinframe->qpixels;
3640 if (skinframe->qgeneratenmap)
3642 unsigned char *temp1, *temp2;
3643 skinframe->qgeneratenmap = false;
3644 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3645 temp2 = temp1 + width * height * 4;
3646 // use either a custom palette or the quake palette
3647 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3648 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3649 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);
3653 if (skinframe->qgenerateglow)
3655 skinframe->qgenerateglow = false;
3656 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
3661 skinframe->qgeneratebase = false;
3662 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);
3663 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);
3664 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);
3668 skinframe->qgeneratemerged = false;
3669 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);
3672 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3674 Mem_Free(skinframe->qpixels);
3675 skinframe->qpixels = NULL;
3679 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)
3682 skinframe_t *skinframe;
3684 if (cls.state == ca_dedicated)
3687 // if already loaded just return it, otherwise make a new skinframe
3688 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3689 if (skinframe && skinframe->base)
3691 textureflags &= ~TEXF_FORCE_RELOAD;
3693 skinframe->stain = NULL;
3694 skinframe->merged = NULL;
3695 skinframe->base = NULL;
3696 skinframe->pants = NULL;
3697 skinframe->shirt = NULL;
3698 skinframe->nmap = NULL;
3699 skinframe->gloss = NULL;
3700 skinframe->glow = NULL;
3701 skinframe->fog = NULL;
3702 skinframe->reflect = NULL;
3703 skinframe->hasalpha = false;
3705 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3709 if (developer_loading.integer)
3710 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3712 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3713 if (textureflags & TEXF_ALPHA)
3715 for (i = 0;i < width * height;i++)
3717 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3719 skinframe->hasalpha = true;
3723 if (r_loadfog && skinframe->hasalpha)
3724 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3727 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3728 //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]);
3733 skinframe_t *R_SkinFrame_LoadMissing(void)
3735 skinframe_t *skinframe;
3737 if (cls.state == ca_dedicated)
3740 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3741 skinframe->stain = NULL;
3742 skinframe->merged = NULL;
3743 skinframe->base = NULL;
3744 skinframe->pants = NULL;
3745 skinframe->shirt = NULL;
3746 skinframe->nmap = NULL;
3747 skinframe->gloss = NULL;
3748 skinframe->glow = NULL;
3749 skinframe->fog = NULL;
3750 skinframe->reflect = NULL;
3751 skinframe->hasalpha = false;
3753 skinframe->avgcolor[0] = rand() / RAND_MAX;
3754 skinframe->avgcolor[1] = rand() / RAND_MAX;
3755 skinframe->avgcolor[2] = rand() / RAND_MAX;
3756 skinframe->avgcolor[3] = 1;
3761 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3762 typedef struct suffixinfo_s
3765 qboolean flipx, flipy, flipdiagonal;
3768 static suffixinfo_t suffix[3][6] =
3771 {"px", false, false, false},
3772 {"nx", false, false, false},
3773 {"py", false, false, false},
3774 {"ny", false, false, false},
3775 {"pz", false, false, false},
3776 {"nz", false, false, false}
3779 {"posx", false, false, false},
3780 {"negx", false, false, false},
3781 {"posy", false, false, false},
3782 {"negy", false, false, false},
3783 {"posz", false, false, false},
3784 {"negz", false, false, false}
3787 {"rt", true, false, true},
3788 {"lf", false, true, true},
3789 {"ft", true, true, false},
3790 {"bk", false, false, false},
3791 {"up", true, false, true},
3792 {"dn", true, false, true}
3796 static int componentorder[4] = {0, 1, 2, 3};
3798 rtexture_t *R_LoadCubemap(const char *basename)
3800 int i, j, cubemapsize;
3801 unsigned char *cubemappixels, *image_buffer;
3802 rtexture_t *cubemaptexture;
3804 // must start 0 so the first loadimagepixels has no requested width/height
3806 cubemappixels = NULL;
3807 cubemaptexture = NULL;
3808 // keep trying different suffix groups (posx, px, rt) until one loads
3809 for (j = 0;j < 3 && !cubemappixels;j++)
3811 // load the 6 images in the suffix group
3812 for (i = 0;i < 6;i++)
3814 // generate an image name based on the base and and suffix
3815 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3817 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3819 // an image loaded, make sure width and height are equal
3820 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3822 // if this is the first image to load successfully, allocate the cubemap memory
3823 if (!cubemappixels && image_width >= 1)
3825 cubemapsize = image_width;
3826 // note this clears to black, so unavailable sides are black
3827 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3829 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3831 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);
3834 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3836 Mem_Free(image_buffer);
3840 // if a cubemap loaded, upload it
3843 if (developer_loading.integer)
3844 Con_Printf("loading cubemap \"%s\"\n", basename);
3846 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);
3847 Mem_Free(cubemappixels);
3851 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3852 if (developer_loading.integer)
3854 Con_Printf("(tried tried images ");
3855 for (j = 0;j < 3;j++)
3856 for (i = 0;i < 6;i++)
3857 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3858 Con_Print(" and was unable to find any of them).\n");
3861 return cubemaptexture;
3864 rtexture_t *R_GetCubemap(const char *basename)
3867 for (i = 0;i < r_texture_numcubemaps;i++)
3868 if (r_texture_cubemaps[i] != NULL)
3869 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3870 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3871 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3872 return r_texture_whitecube;
3873 r_texture_numcubemaps++;
3874 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3875 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3876 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3877 return r_texture_cubemaps[i]->texture;
3880 void R_FreeCubemap(const char *basename)
3884 for (i = 0;i < r_texture_numcubemaps;i++)
3886 if (r_texture_cubemaps[i] != NULL)
3888 if (r_texture_cubemaps[i]->texture)
3890 if (developer_loading.integer)
3891 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3892 R_FreeTexture(r_texture_cubemaps[i]->texture);
3893 Mem_Free(r_texture_cubemaps[i]);
3894 r_texture_cubemaps[i] = NULL;
3900 void R_FreeCubemaps(void)
3903 for (i = 0;i < r_texture_numcubemaps;i++)
3905 if (developer_loading.integer)
3906 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3907 if (r_texture_cubemaps[i] != NULL)
3909 if (r_texture_cubemaps[i]->texture)
3910 R_FreeTexture(r_texture_cubemaps[i]->texture);
3911 Mem_Free(r_texture_cubemaps[i]);
3914 r_texture_numcubemaps = 0;
3917 void R_Main_FreeViewCache(void)
3919 if (r_refdef.viewcache.entityvisible)
3920 Mem_Free(r_refdef.viewcache.entityvisible);
3921 if (r_refdef.viewcache.world_pvsbits)
3922 Mem_Free(r_refdef.viewcache.world_pvsbits);
3923 if (r_refdef.viewcache.world_leafvisible)
3924 Mem_Free(r_refdef.viewcache.world_leafvisible);
3925 if (r_refdef.viewcache.world_surfacevisible)
3926 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3927 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3930 void R_Main_ResizeViewCache(void)
3932 int numentities = r_refdef.scene.numentities;
3933 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3934 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3935 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3936 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3937 if (r_refdef.viewcache.maxentities < numentities)
3939 r_refdef.viewcache.maxentities = numentities;
3940 if (r_refdef.viewcache.entityvisible)
3941 Mem_Free(r_refdef.viewcache.entityvisible);
3942 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3944 if (r_refdef.viewcache.world_numclusters != numclusters)
3946 r_refdef.viewcache.world_numclusters = numclusters;
3947 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3948 if (r_refdef.viewcache.world_pvsbits)
3949 Mem_Free(r_refdef.viewcache.world_pvsbits);
3950 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3952 if (r_refdef.viewcache.world_numleafs != numleafs)
3954 r_refdef.viewcache.world_numleafs = numleafs;
3955 if (r_refdef.viewcache.world_leafvisible)
3956 Mem_Free(r_refdef.viewcache.world_leafvisible);
3957 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3959 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3961 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3962 if (r_refdef.viewcache.world_surfacevisible)
3963 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3964 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3968 extern rtexture_t *loadingscreentexture;
3969 void gl_main_start(void)
3971 loadingscreentexture = NULL;
3972 r_texture_blanknormalmap = NULL;
3973 r_texture_white = NULL;
3974 r_texture_grey128 = NULL;
3975 r_texture_black = NULL;
3976 r_texture_whitecube = NULL;
3977 r_texture_normalizationcube = NULL;
3978 r_texture_fogattenuation = NULL;
3979 r_texture_fogheighttexture = NULL;
3980 r_texture_gammaramps = NULL;
3981 r_texture_numcubemaps = 0;
3983 r_loaddds = r_texture_dds_load.integer != 0;
3984 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3986 switch(vid.renderpath)
3988 case RENDERPATH_GL20:
3989 case RENDERPATH_D3D9:
3990 case RENDERPATH_D3D10:
3991 case RENDERPATH_D3D11:
3992 case RENDERPATH_SOFT:
3993 case RENDERPATH_GLES2:
3994 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3995 Cvar_SetValueQuick(&gl_combine, 1);
3996 Cvar_SetValueQuick(&r_glsl, 1);
3997 r_loadnormalmap = true;
4001 case RENDERPATH_GL13:
4002 case RENDERPATH_GLES1:
4003 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004 Cvar_SetValueQuick(&gl_combine, 1);
4005 Cvar_SetValueQuick(&r_glsl, 0);
4006 r_loadnormalmap = false;
4007 r_loadgloss = false;
4010 case RENDERPATH_GL11:
4011 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4012 Cvar_SetValueQuick(&gl_combine, 0);
4013 Cvar_SetValueQuick(&r_glsl, 0);
4014 r_loadnormalmap = false;
4015 r_loadgloss = false;
4021 R_FrameData_Reset();
4025 memset(r_queries, 0, sizeof(r_queries));
4027 r_qwskincache = NULL;
4028 r_qwskincache_size = 0;
4030 // due to caching of texture_t references, the collision cache must be reset
4031 Collision_Cache_Reset(true);
4033 // set up r_skinframe loading system for textures
4034 memset(&r_skinframe, 0, sizeof(r_skinframe));
4035 r_skinframe.loadsequence = 1;
4036 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4038 r_main_texturepool = R_AllocTexturePool();
4039 R_BuildBlankTextures();
4041 if (vid.support.arb_texture_cube_map)
4044 R_BuildNormalizationCube();
4046 r_texture_fogattenuation = NULL;
4047 r_texture_fogheighttexture = NULL;
4048 r_texture_gammaramps = NULL;
4049 //r_texture_fogintensity = NULL;
4050 memset(&r_fb, 0, sizeof(r_fb));
4051 r_glsl_permutation = NULL;
4052 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4053 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4054 glslshaderstring = NULL;
4056 r_hlsl_permutation = NULL;
4057 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4058 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4060 hlslshaderstring = NULL;
4061 memset(&r_svbsp, 0, sizeof (r_svbsp));
4063 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4064 r_texture_numcubemaps = 0;
4066 r_refdef.fogmasktable_density = 0;
4069 void gl_main_shutdown(void)
4072 R_FrameData_Reset();
4074 R_Main_FreeViewCache();
4076 switch(vid.renderpath)
4078 case RENDERPATH_GL11:
4079 case RENDERPATH_GL13:
4080 case RENDERPATH_GL20:
4081 case RENDERPATH_GLES1:
4082 case RENDERPATH_GLES2:
4083 #ifdef GL_SAMPLES_PASSED_ARB
4085 qglDeleteQueriesARB(r_maxqueries, r_queries);
4088 case RENDERPATH_D3D9:
4089 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4091 case RENDERPATH_D3D10:
4092 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4094 case RENDERPATH_D3D11:
4095 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4097 case RENDERPATH_SOFT:
4103 memset(r_queries, 0, sizeof(r_queries));
4105 r_qwskincache = NULL;
4106 r_qwskincache_size = 0;
4108 // clear out the r_skinframe state
4109 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4110 memset(&r_skinframe, 0, sizeof(r_skinframe));
4113 Mem_Free(r_svbsp.nodes);
4114 memset(&r_svbsp, 0, sizeof (r_svbsp));
4115 R_FreeTexturePool(&r_main_texturepool);
4116 loadingscreentexture = NULL;
4117 r_texture_blanknormalmap = NULL;
4118 r_texture_white = NULL;
4119 r_texture_grey128 = NULL;
4120 r_texture_black = NULL;
4121 r_texture_whitecube = NULL;
4122 r_texture_normalizationcube = NULL;
4123 r_texture_fogattenuation = NULL;
4124 r_texture_fogheighttexture = NULL;
4125 r_texture_gammaramps = NULL;
4126 r_texture_numcubemaps = 0;
4127 //r_texture_fogintensity = NULL;
4128 memset(&r_fb, 0, sizeof(r_fb));
4131 r_glsl_permutation = NULL;
4132 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4133 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4134 glslshaderstring = NULL;
4136 r_hlsl_permutation = NULL;
4137 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4138 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4140 hlslshaderstring = NULL;
4143 extern void CL_ParseEntityLump(char *entitystring);
4144 void gl_main_newmap(void)
4146 // FIXME: move this code to client
4147 char *entities, entname[MAX_QPATH];
4149 Mem_Free(r_qwskincache);
4150 r_qwskincache = NULL;
4151 r_qwskincache_size = 0;
4154 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4155 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4157 CL_ParseEntityLump(entities);
4161 if (cl.worldmodel->brush.entities)
4162 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4164 R_Main_FreeViewCache();
4166 R_FrameData_Reset();
4169 void GL_Main_Init(void)
4171 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4173 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4174 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4175 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4176 if (gamemode == GAME_NEHAHRA)
4178 Cvar_RegisterVariable (&gl_fogenable);
4179 Cvar_RegisterVariable (&gl_fogdensity);
4180 Cvar_RegisterVariable (&gl_fogred);
4181 Cvar_RegisterVariable (&gl_foggreen);
4182 Cvar_RegisterVariable (&gl_fogblue);
4183 Cvar_RegisterVariable (&gl_fogstart);
4184 Cvar_RegisterVariable (&gl_fogend);
4185 Cvar_RegisterVariable (&gl_skyclip);
4187 Cvar_RegisterVariable(&r_motionblur);
4188 Cvar_RegisterVariable(&r_damageblur);
4189 Cvar_RegisterVariable(&r_motionblur_averaging);
4190 Cvar_RegisterVariable(&r_motionblur_randomize);
4191 Cvar_RegisterVariable(&r_motionblur_minblur);
4192 Cvar_RegisterVariable(&r_motionblur_maxblur);
4193 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4194 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4195 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4196 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4197 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4198 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4199 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4200 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4201 Cvar_RegisterVariable(&r_equalize_entities_by);
4202 Cvar_RegisterVariable(&r_equalize_entities_to);
4203 Cvar_RegisterVariable(&r_depthfirst);
4204 Cvar_RegisterVariable(&r_useinfinitefarclip);
4205 Cvar_RegisterVariable(&r_farclip_base);
4206 Cvar_RegisterVariable(&r_farclip_world);
4207 Cvar_RegisterVariable(&r_nearclip);
4208 Cvar_RegisterVariable(&r_deformvertexes);
4209 Cvar_RegisterVariable(&r_transparent);
4210 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4211 Cvar_RegisterVariable(&r_showoverdraw);
4212 Cvar_RegisterVariable(&r_showbboxes);
4213 Cvar_RegisterVariable(&r_showsurfaces);
4214 Cvar_RegisterVariable(&r_showtris);
4215 Cvar_RegisterVariable(&r_shownormals);
4216 Cvar_RegisterVariable(&r_showlighting);
4217 Cvar_RegisterVariable(&r_showshadowvolumes);
4218 Cvar_RegisterVariable(&r_showcollisionbrushes);
4219 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4220 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4221 Cvar_RegisterVariable(&r_showdisabledepthtest);
4222 Cvar_RegisterVariable(&r_drawportals);
4223 Cvar_RegisterVariable(&r_drawentities);
4224 Cvar_RegisterVariable(&r_draw2d);
4225 Cvar_RegisterVariable(&r_drawworld);
4226 Cvar_RegisterVariable(&r_cullentities_trace);
4227 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4228 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4229 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4230 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4231 Cvar_RegisterVariable(&r_sortentities);
4232 Cvar_RegisterVariable(&r_drawviewmodel);
4233 Cvar_RegisterVariable(&r_drawexteriormodel);
4234 Cvar_RegisterVariable(&r_speeds);
4235 Cvar_RegisterVariable(&r_fullbrights);
4236 Cvar_RegisterVariable(&r_wateralpha);
4237 Cvar_RegisterVariable(&r_dynamic);
4238 Cvar_RegisterVariable(&r_fakelight);
4239 Cvar_RegisterVariable(&r_fakelight_intensity);
4240 Cvar_RegisterVariable(&r_fullbright);
4241 Cvar_RegisterVariable(&r_shadows);
4242 Cvar_RegisterVariable(&r_shadows_darken);
4243 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4244 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4245 Cvar_RegisterVariable(&r_shadows_throwdistance);
4246 Cvar_RegisterVariable(&r_shadows_throwdirection);
4247 Cvar_RegisterVariable(&r_shadows_focus);
4248 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4249 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4250 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4251 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4252 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4253 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4254 Cvar_RegisterVariable(&r_fog_exp2);
4255 Cvar_RegisterVariable(&r_fog_clear);
4256 Cvar_RegisterVariable(&r_drawfog);
4257 Cvar_RegisterVariable(&r_transparentdepthmasking);
4258 Cvar_RegisterVariable(&r_transparent_sortmindist);
4259 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4260 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4261 Cvar_RegisterVariable(&r_texture_dds_load);
4262 Cvar_RegisterVariable(&r_texture_dds_save);
4263 Cvar_RegisterVariable(&r_textureunits);
4264 Cvar_RegisterVariable(&gl_combine);
4265 Cvar_RegisterVariable(&r_viewfbo);
4266 Cvar_RegisterVariable(&r_viewscale);
4267 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4268 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4269 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4270 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4271 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4272 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4273 Cvar_RegisterVariable(&r_glsl);
4274 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4275 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4276 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4277 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4278 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4279 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4280 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4281 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4282 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4283 Cvar_RegisterVariable(&r_glsl_postprocess);
4284 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4293 Cvar_RegisterVariable(&r_water);
4294 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4295 Cvar_RegisterVariable(&r_water_clippingplanebias);
4296 Cvar_RegisterVariable(&r_water_refractdistort);
4297 Cvar_RegisterVariable(&r_water_reflectdistort);
4298 Cvar_RegisterVariable(&r_water_scissormode);
4299 Cvar_RegisterVariable(&r_water_lowquality);
4300 Cvar_RegisterVariable(&r_water_hideplayer);
4302 Cvar_RegisterVariable(&r_lerpsprites);
4303 Cvar_RegisterVariable(&r_lerpmodels);
4304 Cvar_RegisterVariable(&r_lerplightstyles);
4305 Cvar_RegisterVariable(&r_waterscroll);
4306 Cvar_RegisterVariable(&r_bloom);
4307 Cvar_RegisterVariable(&r_bloom_colorscale);
4308 Cvar_RegisterVariable(&r_bloom_brighten);
4309 Cvar_RegisterVariable(&r_bloom_blur);
4310 Cvar_RegisterVariable(&r_bloom_resolution);
4311 Cvar_RegisterVariable(&r_bloom_colorexponent);
4312 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4313 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4314 Cvar_RegisterVariable(&r_hdr_glowintensity);
4315 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4316 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4317 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4318 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4319 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4320 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4321 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4322 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4323 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4324 Cvar_RegisterVariable(&developer_texturelogging);
4325 Cvar_RegisterVariable(&gl_lightmaps);
4326 Cvar_RegisterVariable(&r_test);
4327 Cvar_RegisterVariable(&r_glsl_saturation);
4328 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4329 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4330 Cvar_RegisterVariable(&r_framedatasize);
4331 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4332 Cvar_SetValue("r_fullbrights", 0);
4333 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4336 extern void R_Textures_Init(void);
4337 extern void GL_Draw_Init(void);
4338 extern void GL_Main_Init(void);
4339 extern void R_Shadow_Init(void);
4340 extern void R_Sky_Init(void);
4341 extern void GL_Surf_Init(void);
4342 extern void R_Particles_Init(void);
4343 extern void R_Explosion_Init(void);
4344 extern void gl_backend_init(void);
4345 extern void Sbar_Init(void);
4346 extern void R_LightningBeams_Init(void);
4347 extern void Mod_RenderInit(void);
4348 extern void Font_Init(void);
4350 void Render_Init(void)
4363 R_LightningBeams_Init();
4373 extern char *ENGINE_EXTENSIONS;
4376 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4377 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4378 gl_version = (const char *)qglGetString(GL_VERSION);
4379 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4383 if (!gl_platformextensions)
4384 gl_platformextensions = "";
4386 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4387 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4388 Con_Printf("GL_VERSION: %s\n", gl_version);
4389 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4390 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4392 VID_CheckExtensions();
4394 // LordHavoc: report supported extensions
4395 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4397 // clear to black (loading plaque will be seen over this)
4398 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4402 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4406 if (r_trippy.integer)
4408 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4410 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4413 p = r_refdef.view.frustum + i;
4418 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4422 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4426 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4430 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4434 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4438 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4454 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4458 if (r_trippy.integer)
4460 for (i = 0;i < numplanes;i++)
4467 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4471 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4475 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4479 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4483 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4487 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4491 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4495 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4503 //==================================================================================
4505 // LordHavoc: this stores temporary data used within the same frame
4507 typedef struct r_framedata_mem_s
4509 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4510 size_t size; // how much usable space
4511 size_t current; // how much space in use
4512 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4513 size_t wantedsize; // how much space was allocated
4514 unsigned char *data; // start of real data (16byte aligned)
4518 static r_framedata_mem_t *r_framedata_mem;
4520 void R_FrameData_Reset(void)
4522 while (r_framedata_mem)
4524 r_framedata_mem_t *next = r_framedata_mem->purge;
4525 Mem_Free(r_framedata_mem);
4526 r_framedata_mem = next;
4530 void R_FrameData_Resize(void)
4533 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4534 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4535 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4537 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4538 newmem->wantedsize = wantedsize;
4539 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4540 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4541 newmem->current = 0;
4543 newmem->purge = r_framedata_mem;
4544 r_framedata_mem = newmem;
4548 void R_FrameData_NewFrame(void)
4550 R_FrameData_Resize();
4551 if (!r_framedata_mem)
4553 // if we ran out of space on the last frame, free the old memory now
4554 while (r_framedata_mem->purge)
4556 // repeatedly remove the second item in the list, leaving only head
4557 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4558 Mem_Free(r_framedata_mem->purge);
4559 r_framedata_mem->purge = next;
4561 // reset the current mem pointer
4562 r_framedata_mem->current = 0;
4563 r_framedata_mem->mark = 0;
4566 void *R_FrameData_Alloc(size_t size)
4570 // align to 16 byte boundary - the data pointer is already aligned, so we
4571 // only need to ensure the size of every allocation is also aligned
4572 size = (size + 15) & ~15;
4574 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4576 // emergency - we ran out of space, allocate more memory
4577 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4578 R_FrameData_Resize();
4581 data = r_framedata_mem->data + r_framedata_mem->current;
4582 r_framedata_mem->current += size;
4584 // count the usage for stats
4585 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4586 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4588 return (void *)data;
4591 void *R_FrameData_Store(size_t size, void *data)
4593 void *d = R_FrameData_Alloc(size);
4595 memcpy(d, data, size);
4599 void R_FrameData_SetMark(void)
4601 if (!r_framedata_mem)
4603 r_framedata_mem->mark = r_framedata_mem->current;
4606 void R_FrameData_ReturnToMark(void)
4608 if (!r_framedata_mem)
4610 r_framedata_mem->current = r_framedata_mem->mark;
4613 //==================================================================================
4615 // LordHavoc: animcache originally written by Echon, rewritten since then
4618 * Animation cache prevents re-generating mesh data for an animated model
4619 * multiple times in one frame for lighting, shadowing, reflections, etc.
4622 void R_AnimCache_Free(void)
4626 void R_AnimCache_ClearCache(void)
4629 entity_render_t *ent;
4631 for (i = 0;i < r_refdef.scene.numentities;i++)
4633 ent = r_refdef.scene.entities[i];
4634 ent->animcache_vertex3f = NULL;
4635 ent->animcache_normal3f = NULL;
4636 ent->animcache_svector3f = NULL;
4637 ent->animcache_tvector3f = NULL;
4638 ent->animcache_vertexmesh = NULL;
4639 ent->animcache_vertex3fbuffer = NULL;
4640 ent->animcache_vertexmeshbuffer = NULL;
4644 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4648 // check if we need the meshbuffers
4649 if (!vid.useinterleavedarrays)
4652 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4653 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4654 // TODO: upload vertex3f buffer?
4655 if (ent->animcache_vertexmesh)
4657 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4658 for (i = 0;i < numvertices;i++)
4659 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4660 if (ent->animcache_svector3f)
4661 for (i = 0;i < numvertices;i++)
4662 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4663 if (ent->animcache_tvector3f)
4664 for (i = 0;i < numvertices;i++)
4665 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4666 if (ent->animcache_normal3f)
4667 for (i = 0;i < numvertices;i++)
4668 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4669 // TODO: upload vertexmeshbuffer?
4673 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4675 dp_model_t *model = ent->model;
4677 // see if it's already cached this frame
4678 if (ent->animcache_vertex3f)
4680 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4681 if (wantnormals || wanttangents)
4683 if (ent->animcache_normal3f)
4684 wantnormals = false;
4685 if (ent->animcache_svector3f)
4686 wanttangents = false;
4687 if (wantnormals || wanttangents)
4689 numvertices = model->surfmesh.num_vertices;
4691 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4694 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4695 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4697 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4698 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4704 // see if this ent is worth caching
4705 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4707 // get some memory for this entity and generate mesh data
4708 numvertices = model->surfmesh.num_vertices;
4709 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4711 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4714 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4715 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4717 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4718 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4723 void R_AnimCache_CacheVisibleEntities(void)
4726 qboolean wantnormals = true;
4727 qboolean wanttangents = !r_showsurfaces.integer;
4729 switch(vid.renderpath)
4731 case RENDERPATH_GL20:
4732 case RENDERPATH_D3D9:
4733 case RENDERPATH_D3D10:
4734 case RENDERPATH_D3D11:
4735 case RENDERPATH_GLES2:
4737 case RENDERPATH_GL11:
4738 case RENDERPATH_GL13:
4739 case RENDERPATH_GLES1:
4740 wanttangents = false;
4742 case RENDERPATH_SOFT:
4746 if (r_shownormals.integer)
4747 wanttangents = wantnormals = true;
4749 // TODO: thread this
4750 // NOTE: R_PrepareRTLights() also caches entities
4752 for (i = 0;i < r_refdef.scene.numentities;i++)
4753 if (r_refdef.viewcache.entityvisible[i])
4754 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4757 //==================================================================================
4759 extern cvar_t r_overheadsprites_pushback;
4761 static void R_View_UpdateEntityLighting (void)
4764 entity_render_t *ent;
4765 vec3_t tempdiffusenormal, avg;
4766 vec_t f, fa, fd, fdd;
4767 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4769 for (i = 0;i < r_refdef.scene.numentities;i++)
4771 ent = r_refdef.scene.entities[i];
4773 // skip unseen models and models that updated by CSQC
4774 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4778 if (ent->model && ent->model->brush.num_leafs)
4780 // TODO: use modellight for r_ambient settings on world?
4781 VectorSet(ent->modellight_ambient, 0, 0, 0);
4782 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4783 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4787 // fetch the lighting from the worldmodel data
4788 VectorClear(ent->modellight_ambient);
4789 VectorClear(ent->modellight_diffuse);
4790 VectorClear(tempdiffusenormal);
4791 if (ent->flags & RENDER_LIGHT)
4794 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4796 // complete lightning for lit sprites
4797 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4798 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4800 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4801 org[2] = org[2] + r_overheadsprites_pushback.value;
4802 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4805 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4807 if(ent->flags & RENDER_EQUALIZE)
4809 // first fix up ambient lighting...
4810 if(r_equalize_entities_minambient.value > 0)
4812 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4815 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4816 if(fa < r_equalize_entities_minambient.value * fd)
4819 // fa'/fd' = minambient
4820 // fa'+0.25*fd' = fa+0.25*fd
4822 // fa' = fd' * minambient
4823 // fd'*(0.25+minambient) = fa+0.25*fd
4825 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4826 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4828 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4829 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
4830 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4831 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4836 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4838 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4839 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4843 // adjust brightness and saturation to target
4844 avg[0] = avg[1] = avg[2] = fa / f;
4845 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4846 avg[0] = avg[1] = avg[2] = fd / f;
4847 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4853 VectorSet(ent->modellight_ambient, 1, 1, 1);
4855 // move the light direction into modelspace coordinates for lighting code
4856 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4857 if(VectorLength2(ent->modellight_lightdir) == 0)
4858 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4859 VectorNormalize(ent->modellight_lightdir);
4863 #define MAX_LINEOFSIGHTTRACES 64
4865 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4868 vec3_t boxmins, boxmaxs;
4871 dp_model_t *model = r_refdef.scene.worldmodel;
4873 if (!model || !model->brush.TraceLineOfSight)
4876 // expand the box a little
4877 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4878 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4879 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4880 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4881 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4882 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4884 // return true if eye is inside enlarged box
4885 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4889 VectorCopy(eye, start);
4890 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4891 if (model->brush.TraceLineOfSight(model, start, end))
4894 // try various random positions
4895 for (i = 0;i < numsamples;i++)
4897 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4898 if (model->brush.TraceLineOfSight(model, start, end))
4906 static void R_View_UpdateEntityVisible (void)
4911 entity_render_t *ent;
4913 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4914 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4915 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4916 : RENDER_EXTERIORMODEL;
4917 if (!r_drawviewmodel.integer)
4918 renderimask |= RENDER_VIEWMODEL;
4919 if (!r_drawexteriormodel.integer)
4920 renderimask |= RENDER_EXTERIORMODEL;
4921 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4923 // worldmodel can check visibility
4924 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4925 for (i = 0;i < r_refdef.scene.numentities;i++)
4927 ent = r_refdef.scene.entities[i];
4928 if (!(ent->flags & renderimask))
4929 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)))
4930 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))
4931 r_refdef.viewcache.entityvisible[i] = true;
4936 // no worldmodel or it can't check visibility
4937 for (i = 0;i < r_refdef.scene.numentities;i++)
4939 ent = r_refdef.scene.entities[i];
4940 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));
4943 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4944 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4946 for (i = 0;i < r_refdef.scene.numentities;i++)
4948 if (!r_refdef.viewcache.entityvisible[i])
4950 ent = r_refdef.scene.entities[i];
4951 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4953 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4955 continue; // temp entities do pvs only
4956 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4957 ent->last_trace_visibility = realtime;
4958 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4959 r_refdef.viewcache.entityvisible[i] = 0;
4965 /// only used if skyrendermasked, and normally returns false
4966 int R_DrawBrushModelsSky (void)
4969 entity_render_t *ent;
4972 for (i = 0;i < r_refdef.scene.numentities;i++)
4974 if (!r_refdef.viewcache.entityvisible[i])
4976 ent = r_refdef.scene.entities[i];
4977 if (!ent->model || !ent->model->DrawSky)
4979 ent->model->DrawSky(ent);
4985 static void R_DrawNoModel(entity_render_t *ent);
4986 static void R_DrawModels(void)
4989 entity_render_t *ent;
4991 for (i = 0;i < r_refdef.scene.numentities;i++)
4993 if (!r_refdef.viewcache.entityvisible[i])
4995 ent = r_refdef.scene.entities[i];
4996 r_refdef.stats.entities++;
4998 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5001 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5002 Con_Printf("R_DrawModels\n");
5003 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]);
5004 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);
5005 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);
5008 if (ent->model && ent->model->Draw != NULL)
5009 ent->model->Draw(ent);
5015 static void R_DrawModelsDepth(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawDepth != NULL)
5026 ent->model->DrawDepth(ent);
5030 static void R_DrawModelsDebug(void)
5033 entity_render_t *ent;
5035 for (i = 0;i < r_refdef.scene.numentities;i++)
5037 if (!r_refdef.viewcache.entityvisible[i])
5039 ent = r_refdef.scene.entities[i];
5040 if (ent->model && ent->model->DrawDebug != NULL)
5041 ent->model->DrawDebug(ent);
5045 static void R_DrawModelsAddWaterPlanes(void)
5048 entity_render_t *ent;
5050 for (i = 0;i < r_refdef.scene.numentities;i++)
5052 if (!r_refdef.viewcache.entityvisible[i])
5054 ent = r_refdef.scene.entities[i];
5055 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5056 ent->model->DrawAddWaterPlanes(ent);
5060 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}};
5062 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5064 if (r_hdr_irisadaptation.integer)
5069 vec3_t diffusenormal;
5071 vec_t brightness = 0.0f;
5076 VectorCopy(r_refdef.view.forward, forward);
5077 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5079 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5080 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5081 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5082 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5083 d = DotProduct(forward, diffusenormal);
5084 brightness += VectorLength(ambient);
5086 brightness += d * VectorLength(diffuse);
5088 brightness *= 1.0f / c;
5089 brightness += 0.00001f; // make sure it's never zero
5090 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5091 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5092 current = r_hdr_irisadaptation_value.value;
5094 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5095 else if (current > goal)
5096 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5097 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5098 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5100 else if (r_hdr_irisadaptation_value.value != 1.0f)
5101 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5104 static void R_View_SetFrustum(const int *scissor)
5107 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5108 vec3_t forward, left, up, origin, v;
5112 // flipped x coordinates (because x points left here)
5113 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5114 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5116 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5117 switch(vid.renderpath)
5119 case RENDERPATH_D3D9:
5120 case RENDERPATH_D3D10:
5121 case RENDERPATH_D3D11:
5122 // non-flipped y coordinates
5123 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5124 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5126 case RENDERPATH_SOFT:
5127 case RENDERPATH_GL11:
5128 case RENDERPATH_GL13:
5129 case RENDERPATH_GL20:
5130 case RENDERPATH_GLES1:
5131 case RENDERPATH_GLES2:
5132 // non-flipped y coordinates
5133 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5139 // we can't trust r_refdef.view.forward and friends in reflected scenes
5140 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5143 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5144 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5145 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5146 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5147 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5148 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5149 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5150 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5151 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5152 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5153 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5154 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5158 zNear = r_refdef.nearclip;
5159 nudge = 1.0 - 1.0 / (1<<23);
5160 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5161 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5162 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5163 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5164 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5165 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5166 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5167 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5173 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5174 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5175 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5176 r_refdef.view.frustum[0].dist = m[15] - m[12];
5178 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5179 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5180 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5181 r_refdef.view.frustum[1].dist = m[15] + m[12];
5183 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5184 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5185 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5186 r_refdef.view.frustum[2].dist = m[15] - m[13];
5188 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5189 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5190 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5191 r_refdef.view.frustum[3].dist = m[15] + m[13];
5193 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5194 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5195 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5196 r_refdef.view.frustum[4].dist = m[15] - m[14];
5198 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5199 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5200 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5201 r_refdef.view.frustum[5].dist = m[15] + m[14];
5204 if (r_refdef.view.useperspective)
5206 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5207 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]);
5208 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]);
5209 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]);
5210 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]);
5212 // then the normals from the corners relative to origin
5213 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5214 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5215 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5216 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5218 // in a NORMAL view, forward cross left == up
5219 // in a REFLECTED view, forward cross left == down
5220 // so our cross products above need to be adjusted for a left handed coordinate system
5221 CrossProduct(forward, left, v);
5222 if(DotProduct(v, up) < 0)
5224 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5225 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5226 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5227 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5230 // Leaving those out was a mistake, those were in the old code, and they
5231 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5232 // I couldn't reproduce it after adding those normalizations. --blub
5233 VectorNormalize(r_refdef.view.frustum[0].normal);
5234 VectorNormalize(r_refdef.view.frustum[1].normal);
5235 VectorNormalize(r_refdef.view.frustum[2].normal);
5236 VectorNormalize(r_refdef.view.frustum[3].normal);
5238 // make the corners absolute
5239 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5240 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5241 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5242 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5245 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5247 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5248 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5249 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5250 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5251 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5255 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5256 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5257 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5258 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5261 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5262 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5263 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5264 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5266 r_refdef.view.numfrustumplanes = 5;
5268 if (r_refdef.view.useclipplane)
5270 r_refdef.view.numfrustumplanes = 6;
5271 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5274 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5275 PlaneClassify(r_refdef.view.frustum + i);
5277 // LordHavoc: note to all quake engine coders, Quake had a special case
5278 // for 90 degrees which assumed a square view (wrong), so I removed it,
5279 // Quake2 has it disabled as well.
5281 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5282 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5283 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5284 //PlaneClassify(&frustum[0]);
5286 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5287 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5288 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5289 //PlaneClassify(&frustum[1]);
5291 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5292 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5293 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5294 //PlaneClassify(&frustum[2]);
5296 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5297 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5298 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5299 //PlaneClassify(&frustum[3]);
5302 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5303 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5304 //PlaneClassify(&frustum[4]);
5307 void R_View_UpdateWithScissor(const int *myscissor)
5309 R_Main_ResizeViewCache();
5310 R_View_SetFrustum(myscissor);
5311 R_View_WorldVisibility(r_refdef.view.useclipplane);
5312 R_View_UpdateEntityVisible();
5313 R_View_UpdateEntityLighting();
5314 R_AnimCache_CacheVisibleEntities();
5317 void R_View_Update(void)
5319 R_Main_ResizeViewCache();
5320 R_View_SetFrustum(NULL);
5321 R_View_WorldVisibility(r_refdef.view.useclipplane);
5322 R_View_UpdateEntityVisible();
5323 R_View_UpdateEntityLighting();
5324 R_AnimCache_CacheVisibleEntities();
5327 float viewscalefpsadjusted = 1.0f;
5329 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5331 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5332 scale = bound(0.03125f, scale, 1.0f);
5333 *outwidth = (int)ceil(width * scale);
5334 *outheight = (int)ceil(height * scale);
5337 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5339 const float *customclipplane = NULL;
5341 int scaledwidth, scaledheight;
5342 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5344 // LordHavoc: couldn't figure out how to make this approach the
5345 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5346 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5347 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5348 dist = r_refdef.view.clipplane.dist;
5349 plane[0] = r_refdef.view.clipplane.normal[0];
5350 plane[1] = r_refdef.view.clipplane.normal[1];
5351 plane[2] = r_refdef.view.clipplane.normal[2];
5353 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5356 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5357 if (!r_refdef.view.useperspective)
5358 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);
5359 else if (vid.stencil && r_useinfinitefarclip.integer)
5360 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);
5362 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);
5363 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5364 R_SetViewport(&r_refdef.view.viewport);
5365 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5367 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5368 float screenplane[4];
5369 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5370 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5371 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5372 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5373 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5377 void R_EntityMatrix(const matrix4x4_t *matrix)
5379 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5381 gl_modelmatrixchanged = false;
5382 gl_modelmatrix = *matrix;
5383 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5384 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5385 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5386 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5388 switch(vid.renderpath)
5390 case RENDERPATH_D3D9:
5392 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5393 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5396 case RENDERPATH_D3D10:
5397 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5399 case RENDERPATH_D3D11:
5400 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5402 case RENDERPATH_GL11:
5403 case RENDERPATH_GL13:
5404 case RENDERPATH_GLES1:
5405 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5407 case RENDERPATH_SOFT:
5408 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5409 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5411 case RENDERPATH_GL20:
5412 case RENDERPATH_GLES2:
5413 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5414 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5420 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5422 r_viewport_t viewport;
5425 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5426 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);
5427 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5428 R_SetViewport(&viewport);
5429 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5430 GL_Color(1, 1, 1, 1);
5431 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5432 GL_BlendFunc(GL_ONE, GL_ZERO);
5433 GL_ScissorTest(false);
5434 GL_DepthMask(false);
5435 GL_DepthRange(0, 1);
5436 GL_DepthTest(false);
5437 GL_DepthFunc(GL_LEQUAL);
5438 R_EntityMatrix(&identitymatrix);
5439 R_Mesh_ResetTextureState();
5440 GL_PolygonOffset(0, 0);
5441 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5442 switch(vid.renderpath)
5444 case RENDERPATH_GL11:
5445 case RENDERPATH_GL13:
5446 case RENDERPATH_GL20:
5447 case RENDERPATH_GLES1:
5448 case RENDERPATH_GLES2:
5449 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5451 case RENDERPATH_D3D9:
5452 case RENDERPATH_D3D10:
5453 case RENDERPATH_D3D11:
5454 case RENDERPATH_SOFT:
5457 GL_CullFace(GL_NONE);
5460 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5464 R_SetupView(true, fbo, depthtexture, colortexture);
5465 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5466 GL_Color(1, 1, 1, 1);
5467 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5468 GL_BlendFunc(GL_ONE, GL_ZERO);
5469 GL_ScissorTest(true);
5471 GL_DepthRange(0, 1);
5473 GL_DepthFunc(GL_LEQUAL);
5474 R_EntityMatrix(&identitymatrix);
5475 R_Mesh_ResetTextureState();
5476 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5477 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5478 switch(vid.renderpath)
5480 case RENDERPATH_GL11:
5481 case RENDERPATH_GL13:
5482 case RENDERPATH_GL20:
5483 case RENDERPATH_GLES1:
5484 case RENDERPATH_GLES2:
5485 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5487 case RENDERPATH_D3D9:
5488 case RENDERPATH_D3D10:
5489 case RENDERPATH_D3D11:
5490 case RENDERPATH_SOFT:
5493 GL_CullFace(r_refdef.view.cullface_back);
5498 R_RenderView_UpdateViewVectors
5501 static void R_RenderView_UpdateViewVectors(void)
5503 // break apart the view matrix into vectors for various purposes
5504 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5505 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5506 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5507 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5508 // make an inverted copy of the view matrix for tracking sprites
5509 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5512 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5513 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5515 static void R_Water_StartFrame(void)
5518 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5519 r_waterstate_waterplane_t *p;
5521 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5524 switch(vid.renderpath)
5526 case RENDERPATH_GL20:
5527 case RENDERPATH_D3D9:
5528 case RENDERPATH_D3D10:
5529 case RENDERPATH_D3D11:
5530 case RENDERPATH_SOFT:
5531 case RENDERPATH_GLES2:
5533 case RENDERPATH_GL11:
5534 case RENDERPATH_GL13:
5535 case RENDERPATH_GLES1:
5539 // set waterwidth and waterheight to the water resolution that will be
5540 // used (often less than the screen resolution for faster rendering)
5541 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5543 // calculate desired texture sizes
5544 // can't use water if the card does not support the texture size
5545 if (!r_water.integer || r_showsurfaces.integer)
5546 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5547 else if (vid.support.arb_texture_non_power_of_two)
5549 texturewidth = waterwidth;
5550 textureheight = waterheight;
5551 camerawidth = waterwidth;
5552 cameraheight = waterheight;
5556 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5557 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5558 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5559 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5562 // allocate textures as needed
5563 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight)
5565 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5566 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5568 if (p->texture_refraction)
5569 R_FreeTexture(p->texture_refraction);
5570 p->texture_refraction = NULL;
5571 if (p->fbo_refraction)
5572 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5573 p->fbo_refraction = 0;
5574 if (p->texture_reflection)
5575 R_FreeTexture(p->texture_reflection);
5576 p->texture_reflection = NULL;
5577 if (p->fbo_reflection)
5578 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5579 p->fbo_reflection = 0;
5580 if (p->texture_camera)
5581 R_FreeTexture(p->texture_camera);
5582 p->texture_camera = NULL;
5584 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5587 memset(&r_fb.water, 0, sizeof(r_fb.water));
5588 r_fb.water.texturewidth = texturewidth;
5589 r_fb.water.textureheight = textureheight;
5590 r_fb.water.camerawidth = camerawidth;
5591 r_fb.water.cameraheight = cameraheight;
5594 if (r_fb.water.texturewidth)
5596 int scaledwidth, scaledheight;
5598 r_fb.water.enabled = true;
5600 // water resolution is usually reduced
5601 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5602 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5603 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5605 // set up variables that will be used in shader setup
5606 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5607 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5608 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5609 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5612 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5613 r_fb.water.numwaterplanes = 0;
5616 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5618 int planeindex, bestplaneindex, vertexindex;
5619 vec3_t mins, maxs, normal, center, v, n;
5620 vec_t planescore, bestplanescore;
5622 r_waterstate_waterplane_t *p;
5623 texture_t *t = R_GetCurrentTexture(surface->texture);
5625 rsurface.texture = t;
5626 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5627 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5628 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5630 // average the vertex normals, find the surface bounds (after deformvertexes)
5631 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5632 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5633 VectorCopy(n, normal);
5634 VectorCopy(v, mins);
5635 VectorCopy(v, maxs);
5636 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5638 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5639 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5640 VectorAdd(normal, n, normal);
5641 mins[0] = min(mins[0], v[0]);
5642 mins[1] = min(mins[1], v[1]);
5643 mins[2] = min(mins[2], v[2]);
5644 maxs[0] = max(maxs[0], v[0]);
5645 maxs[1] = max(maxs[1], v[1]);
5646 maxs[2] = max(maxs[2], v[2]);
5648 VectorNormalize(normal);
5649 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5651 VectorCopy(normal, plane.normal);
5652 VectorNormalize(plane.normal);
5653 plane.dist = DotProduct(center, plane.normal);
5654 PlaneClassify(&plane);
5655 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5657 // skip backfaces (except if nocullface is set)
5658 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5660 VectorNegate(plane.normal, plane.normal);
5662 PlaneClassify(&plane);
5666 // find a matching plane if there is one
5667 bestplaneindex = -1;
5668 bestplanescore = 1048576.0f;
5669 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5671 if(p->camera_entity == t->camera_entity)
5673 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5674 if (bestplaneindex < 0 || bestplanescore > planescore)
5676 bestplaneindex = planeindex;
5677 bestplanescore = planescore;
5681 planeindex = bestplaneindex;
5682 p = r_fb.water.waterplanes + planeindex;
5684 // if this surface does not fit any known plane rendered this frame, add one
5685 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5687 // store the new plane
5688 planeindex = r_fb.water.numwaterplanes++;
5689 p = r_fb.water.waterplanes + planeindex;
5691 // clear materialflags and pvs
5692 p->materialflags = 0;
5693 p->pvsvalid = false;
5694 p->camera_entity = t->camera_entity;
5695 VectorCopy(mins, p->mins);
5696 VectorCopy(maxs, p->maxs);
5700 // merge mins/maxs when we're adding this surface to the plane
5701 p->mins[0] = min(p->mins[0], mins[0]);
5702 p->mins[1] = min(p->mins[1], mins[1]);
5703 p->mins[2] = min(p->mins[2], mins[2]);
5704 p->maxs[0] = max(p->maxs[0], maxs[0]);
5705 p->maxs[1] = max(p->maxs[1], maxs[1]);
5706 p->maxs[2] = max(p->maxs[2], maxs[2]);
5708 // merge this surface's materialflags into the waterplane
5709 p->materialflags |= t->currentmaterialflags;
5710 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5712 // merge this surface's PVS into the waterplane
5713 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5714 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5716 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5722 extern cvar_t r_drawparticles;
5723 extern cvar_t r_drawdecals;
5725 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5728 r_refdef_view_t originalview;
5729 r_refdef_view_t myview;
5730 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;
5731 r_waterstate_waterplane_t *p;
5734 originalview = r_refdef.view;
5736 // lowquality hack, temporarily shut down some cvars and restore afterwards
5737 qualityreduction = r_water_lowquality.integer;
5738 if (qualityreduction > 0)
5740 if (qualityreduction >= 1)
5742 old_r_shadows = r_shadows.integer;
5743 old_r_worldrtlight = r_shadow_realtime_world.integer;
5744 old_r_dlight = r_shadow_realtime_dlight.integer;
5745 Cvar_SetValueQuick(&r_shadows, 0);
5746 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5747 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5749 if (qualityreduction >= 2)
5751 old_r_dynamic = r_dynamic.integer;
5752 old_r_particles = r_drawparticles.integer;
5753 old_r_decals = r_drawdecals.integer;
5754 Cvar_SetValueQuick(&r_dynamic, 0);
5755 Cvar_SetValueQuick(&r_drawparticles, 0);
5756 Cvar_SetValueQuick(&r_drawdecals, 0);
5760 // make sure enough textures are allocated
5761 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5763 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5765 if (!p->texture_refraction)
5766 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5767 if (!p->texture_refraction)
5769 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5773 if (p->fbo_refraction == 0)
5774 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5777 else if (p->materialflags & MATERIALFLAG_CAMERA)
5779 if (!p->texture_camera)
5780 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5781 if (!p->texture_camera)
5783 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5785 if (r_fb.water.depthtexture == NULL)
5786 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5787 if (p->fbo_camera == 0)
5788 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5792 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5794 if (!p->texture_reflection)
5795 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5796 if (!p->texture_reflection)
5798 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5800 if (r_fb.water.depthtexture == NULL)
5801 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5802 if (p->fbo_reflection == 0)
5803 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5809 r_refdef.view = originalview;
5810 r_refdef.view.showdebug = false;
5811 r_refdef.view.width = r_fb.water.waterwidth;
5812 r_refdef.view.height = r_fb.water.waterheight;
5813 r_refdef.view.useclipplane = true;
5814 myview = r_refdef.view;
5815 r_fb.water.renderingscene = true;
5816 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5818 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5820 r_refdef.view = myview;
5821 if(r_water_scissormode.integer)
5823 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5824 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5825 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5828 // render reflected scene and copy into texture
5829 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5830 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5831 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5832 r_refdef.view.clipplane = p->plane;
5833 // reverse the cullface settings for this render
5834 r_refdef.view.cullface_front = GL_FRONT;
5835 r_refdef.view.cullface_back = GL_BACK;
5836 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5838 r_refdef.view.usecustompvs = true;
5840 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5842 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5845 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5846 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5847 R_ClearScreen(r_refdef.fogenabled);
5848 if(r_water_scissormode.integer & 2)
5849 R_View_UpdateWithScissor(myscissor);
5852 if(r_water_scissormode.integer & 1)
5853 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5854 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5856 if (!p->fbo_reflection)
5857 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);
5858 r_fb.water.hideplayer = false;
5861 // render the normal view scene and copy into texture
5862 // (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)
5863 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5865 r_refdef.view = myview;
5866 if(r_water_scissormode.integer)
5868 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5869 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5870 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5873 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5875 r_refdef.view.clipplane = p->plane;
5876 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5877 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5879 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5881 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5882 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5883 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5884 R_RenderView_UpdateViewVectors();
5885 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5887 r_refdef.view.usecustompvs = true;
5888 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);
5892 PlaneClassify(&r_refdef.view.clipplane);
5894 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5895 R_ClearScreen(r_refdef.fogenabled);
5896 if(r_water_scissormode.integer & 2)
5897 R_View_UpdateWithScissor(myscissor);
5900 if(r_water_scissormode.integer & 1)
5901 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5902 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5904 if (!p->fbo_refraction)
5905 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);
5906 r_fb.water.hideplayer = false;
5908 else if (p->materialflags & MATERIALFLAG_CAMERA)
5910 r_refdef.view = myview;
5912 r_refdef.view.clipplane = p->plane;
5913 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5914 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5916 r_refdef.view.width = r_fb.water.camerawidth;
5917 r_refdef.view.height = r_fb.water.cameraheight;
5918 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5919 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5920 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5921 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5923 if(p->camera_entity)
5925 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5926 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5929 // note: all of the view is used for displaying... so
5930 // there is no use in scissoring
5932 // reverse the cullface settings for this render
5933 r_refdef.view.cullface_front = GL_FRONT;
5934 r_refdef.view.cullface_back = GL_BACK;
5935 // also reverse the view matrix
5936 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
5937 R_RenderView_UpdateViewVectors();
5938 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5940 r_refdef.view.usecustompvs = true;
5941 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);
5944 // camera needs no clipplane
5945 r_refdef.view.useclipplane = false;
5947 PlaneClassify(&r_refdef.view.clipplane);
5949 r_fb.water.hideplayer = false;
5951 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5952 R_ClearScreen(r_refdef.fogenabled);
5954 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5957 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);
5958 r_fb.water.hideplayer = false;
5962 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5963 r_fb.water.renderingscene = false;
5964 r_refdef.view = originalview;
5965 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5966 if (!r_fb.water.depthtexture)
5967 R_ClearScreen(r_refdef.fogenabled);
5971 r_refdef.view = originalview;
5972 r_fb.water.renderingscene = false;
5973 Cvar_SetValueQuick(&r_water, 0);
5974 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5976 // lowquality hack, restore cvars
5977 if (qualityreduction > 0)
5979 if (qualityreduction >= 1)
5981 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5982 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5983 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5985 if (qualityreduction >= 2)
5987 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5988 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5989 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5994 void R_Bloom_StartFrame(void)
5997 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5998 int viewwidth, viewheight;
6000 r_fb.textype = TEXTYPE_COLORBUFFER;
6001 switch (vid.renderpath)
6003 case RENDERPATH_GL20:
6004 case RENDERPATH_GLES2:
6005 if (vid.support.ext_framebuffer_object)
6007 if (r_viewfbo.integer == 2) r_fb.textype = TEXTYPE_COLORBUFFER16F;
6008 if (r_viewfbo.integer == 3) r_fb.textype = TEXTYPE_COLORBUFFER32F;
6011 case RENDERPATH_GL11:
6012 case RENDERPATH_GL13:
6013 case RENDERPATH_GLES1:
6014 case RENDERPATH_D3D9:
6015 case RENDERPATH_D3D10:
6016 case RENDERPATH_D3D11:
6017 case RENDERPATH_SOFT:
6021 if (r_viewscale_fpsscaling.integer)
6023 double actualframetime;
6024 double targetframetime;
6026 actualframetime = r_refdef.lastdrawscreentime;
6027 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6028 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6029 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6030 if (r_viewscale_fpsscaling_stepsize.value > 0)
6031 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6032 viewscalefpsadjusted += adjust;
6033 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6036 viewscalefpsadjusted = 1.0f;
6038 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6040 switch(vid.renderpath)
6042 case RENDERPATH_GL20:
6043 case RENDERPATH_D3D9:
6044 case RENDERPATH_D3D10:
6045 case RENDERPATH_D3D11:
6046 case RENDERPATH_SOFT:
6047 case RENDERPATH_GLES2:
6049 case RENDERPATH_GL11:
6050 case RENDERPATH_GL13:
6051 case RENDERPATH_GLES1:
6055 // set bloomwidth and bloomheight to the bloom resolution that will be
6056 // used (often less than the screen resolution for faster rendering)
6057 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6058 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6059 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6060 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6061 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6063 // calculate desired texture sizes
6064 if (vid.support.arb_texture_non_power_of_two)
6066 screentexturewidth = vid.width;
6067 screentextureheight = vid.height;
6068 bloomtexturewidth = r_fb.bloomwidth;
6069 bloomtextureheight = r_fb.bloomheight;
6073 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6074 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6075 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6076 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6079 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6081 Cvar_SetValueQuick(&r_bloom, 0);
6082 Cvar_SetValueQuick(&r_motionblur, 0);
6083 Cvar_SetValueQuick(&r_damageblur, 0);
6086 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.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)
6087 screentexturewidth = screentextureheight = 0;
6088 if (!r_bloom.integer)
6089 bloomtexturewidth = bloomtextureheight = 0;
6091 // allocate textures as needed
6092 if (r_fb.screentexturewidth != screentexturewidth
6093 || r_fb.screentextureheight != screentextureheight
6094 || r_fb.bloomtexturewidth != bloomtexturewidth
6095 || r_fb.bloomtextureheight != bloomtextureheight
6096 || r_fb.viewfbo != r_viewfbo.integer)
6098 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6100 if (r_fb.bloomtexture[i])
6101 R_FreeTexture(r_fb.bloomtexture[i]);
6102 r_fb.bloomtexture[i] = NULL;
6104 if (r_fb.bloomfbo[i])
6105 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6106 r_fb.bloomfbo[i] = 0;
6110 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6113 if (r_fb.colortexture)
6114 R_FreeTexture(r_fb.colortexture);
6115 r_fb.colortexture = NULL;
6117 if (r_fb.depthtexture)
6118 R_FreeTexture(r_fb.depthtexture);
6119 r_fb.depthtexture = NULL;
6121 if (r_fb.ghosttexture)
6122 R_FreeTexture(r_fb.ghosttexture);
6123 r_fb.ghosttexture = NULL;
6125 r_fb.screentexturewidth = screentexturewidth;
6126 r_fb.screentextureheight = screentextureheight;
6127 r_fb.bloomtexturewidth = bloomtexturewidth;
6128 r_fb.bloomtextureheight = bloomtextureheight;
6129 r_fb.viewfbo = r_viewfbo.integer;
6131 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6133 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6134 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6135 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6136 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6138 // FIXME: choose depth bits based on a cvar
6139 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6140 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6141 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6143 // render depth into one texture and color into the other
6147 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6148 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6149 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6150 if (status != GL_FRAMEBUFFER_COMPLETE)
6151 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6157 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6159 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6161 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6162 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6163 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6168 // bloom texture is a different resolution
6169 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6170 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6171 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6172 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6173 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6175 // set up a texcoord array for the full resolution screen image
6176 // (we have to keep this around to copy back during final render)
6177 r_fb.screentexcoord2f[0] = 0;
6178 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6179 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6180 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6181 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6182 r_fb.screentexcoord2f[5] = 0;
6183 r_fb.screentexcoord2f[6] = 0;
6184 r_fb.screentexcoord2f[7] = 0;
6186 // set up a texcoord array for the reduced resolution bloom image
6187 // (which will be additive blended over the screen image)
6188 r_fb.bloomtexcoord2f[0] = 0;
6189 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6190 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6191 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6192 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6193 r_fb.bloomtexcoord2f[5] = 0;
6194 r_fb.bloomtexcoord2f[6] = 0;
6195 r_fb.bloomtexcoord2f[7] = 0;
6197 switch(vid.renderpath)
6199 case RENDERPATH_GL11:
6200 case RENDERPATH_GL13:
6201 case RENDERPATH_GL20:
6202 case RENDERPATH_SOFT:
6203 case RENDERPATH_GLES1:
6204 case RENDERPATH_GLES2:
6206 case RENDERPATH_D3D9:
6207 case RENDERPATH_D3D10:
6208 case RENDERPATH_D3D11:
6211 for (i = 0;i < 4;i++)
6213 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6214 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6215 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6216 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6222 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6225 r_refdef.view.clear = true;
6228 void R_Bloom_MakeTexture(void)
6231 float xoffset, yoffset, r, brighten;
6233 float colorscale = r_bloom_colorscale.value;
6235 r_refdef.stats.bloom++;
6239 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6240 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6243 // scale down screen texture to the bloom texture size
6245 r_fb.bloomindex = 0;
6246 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6247 R_SetViewport(&r_fb.bloomviewport);
6248 GL_BlendFunc(GL_ONE, GL_ZERO);
6249 GL_Color(colorscale, colorscale, colorscale, 1);
6250 // 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...
6251 switch(vid.renderpath)
6253 case RENDERPATH_GL11:
6254 case RENDERPATH_GL13:
6255 case RENDERPATH_GL20:
6256 case RENDERPATH_GLES1:
6257 case RENDERPATH_GLES2:
6258 case RENDERPATH_SOFT:
6259 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6261 case RENDERPATH_D3D9:
6262 case RENDERPATH_D3D10:
6263 case RENDERPATH_D3D11:
6264 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6267 // TODO: do boxfilter scale-down in shader?
6268 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true);
6269 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6270 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6272 // we now have a properly scaled bloom image
6273 if (!r_fb.bloomfbo[r_fb.bloomindex])
6275 // copy it into the bloom texture
6276 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6277 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6280 // multiply bloom image by itself as many times as desired
6281 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6283 intex = r_fb.bloomtexture[r_fb.bloomindex];
6284 r_fb.bloomindex ^= 1;
6285 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6287 r = bound(0, r_bloom_colorexponent.value / x, 1);
6288 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6290 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6291 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true);
6292 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6293 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6295 if (!r_fb.bloomfbo[r_fb.bloomindex])
6297 // copy the darkened image to a texture
6298 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6299 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6303 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6304 brighten = r_bloom_brighten.value;
6305 brighten = sqrt(brighten);
6307 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6309 for (dir = 0;dir < 2;dir++)
6311 intex = r_fb.bloomtexture[r_fb.bloomindex];
6312 r_fb.bloomindex ^= 1;
6313 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6314 // blend on at multiple vertical offsets to achieve a vertical blur
6315 // TODO: do offset blends using GLSL
6316 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6317 GL_BlendFunc(GL_ONE, GL_ZERO);
6318 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true);
6319 for (x = -range;x <= range;x++)
6321 if (!dir){xoffset = 0;yoffset = x;}
6322 else {xoffset = x;yoffset = 0;}
6323 xoffset /= (float)r_fb.bloomtexturewidth;
6324 yoffset /= (float)r_fb.bloomtextureheight;
6325 // compute a texcoord array with the specified x and y offset
6326 r_fb.offsettexcoord2f[0] = xoffset+0;
6327 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6328 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6329 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6330 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6331 r_fb.offsettexcoord2f[5] = yoffset+0;
6332 r_fb.offsettexcoord2f[6] = xoffset+0;
6333 r_fb.offsettexcoord2f[7] = yoffset+0;
6334 // this r value looks like a 'dot' particle, fading sharply to
6335 // black at the edges
6336 // (probably not realistic but looks good enough)
6337 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6338 //r = brighten/(range*2+1);
6339 r = brighten / (range * 2 + 1);
6341 r *= (1 - x*x/(float)(range*range));
6342 GL_Color(r, r, r, 1);
6343 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6344 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6345 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6346 GL_BlendFunc(GL_ONE, GL_ONE);
6349 if (!r_fb.bloomfbo[r_fb.bloomindex])
6351 // copy the vertically or horizontally blurred bloom view to a texture
6352 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6353 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6358 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6360 unsigned int permutation;
6361 float uservecs[4][4];
6363 switch (vid.renderpath)
6365 case RENDERPATH_GL20:
6366 case RENDERPATH_D3D9:
6367 case RENDERPATH_D3D10:
6368 case RENDERPATH_D3D11:
6369 case RENDERPATH_SOFT:
6370 case RENDERPATH_GLES2:
6372 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6373 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6374 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6375 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6376 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6378 if (r_fb.colortexture)
6382 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6383 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6386 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6388 // declare variables
6389 float blur_factor, blur_mouseaccel, blur_velocity;
6390 static float blur_average;
6391 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6393 // set a goal for the factoring
6394 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6395 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6396 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6397 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6398 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6399 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6401 // from the goal, pick an averaged value between goal and last value
6402 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6403 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6405 // enforce minimum amount of blur
6406 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6408 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6410 // calculate values into a standard alpha
6411 cl.motionbluralpha = 1 - exp(-
6413 (r_motionblur.value * blur_factor / 80)
6415 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6418 max(0.0001, cl.time - cl.oldtime) // fps independent
6421 // randomization for the blur value to combat persistent ghosting
6422 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6423 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6426 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6427 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture)
6429 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6430 GL_Color(1, 1, 1, cl.motionbluralpha);
6431 switch(vid.renderpath)
6433 case RENDERPATH_GL11:
6434 case RENDERPATH_GL13:
6435 case RENDERPATH_GL20:
6436 case RENDERPATH_GLES1:
6437 case RENDERPATH_GLES2:
6438 case RENDERPATH_SOFT:
6439 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6441 case RENDERPATH_D3D9:
6442 case RENDERPATH_D3D10:
6443 case RENDERPATH_D3D11:
6444 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6447 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true);
6448 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6449 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6452 // updates old view angles for next pass
6453 VectorCopy(cl.viewangles, blur_oldangles);
6455 // copy view into the ghost texture
6456 if (!r_fb.ghosttexture)
6457 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "motionblurtexture", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
6458 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6459 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6464 // no r_fb.colortexture means we're rendering to the real fb
6465 // we may still have to do view tint...
6466 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6468 // apply a color tint to the whole view
6469 R_ResetViewRendering2D(0, NULL, NULL);
6470 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6471 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6472 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6473 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6474 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6476 break; // no screen processing, no bloom, skip it
6479 if (r_fb.bloomtexture[0])
6481 // make the bloom texture
6482 R_Bloom_MakeTexture();
6485 #if _MSC_VER >= 1400
6486 #define sscanf sscanf_s
6488 memset(uservecs, 0, sizeof(uservecs));
6489 if (r_glsl_postprocess_uservec1_enable.integer)
6490 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6491 if (r_glsl_postprocess_uservec2_enable.integer)
6492 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6493 if (r_glsl_postprocess_uservec3_enable.integer)
6494 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6495 if (r_glsl_postprocess_uservec4_enable.integer)
6496 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6498 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6499 GL_Color(1, 1, 1, 1);
6500 GL_BlendFunc(GL_ONE, GL_ZERO);
6502 switch(vid.renderpath)
6504 case RENDERPATH_GL20:
6505 case RENDERPATH_GLES2:
6506 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6507 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6508 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6509 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6510 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6511 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]);
6512 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6513 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]);
6514 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]);
6515 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]);
6516 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]);
6517 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6518 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6519 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);
6521 case RENDERPATH_D3D9:
6523 // 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...
6524 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6525 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6526 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6527 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture);
6528 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6529 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6530 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6531 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6532 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6533 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6534 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6535 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6536 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6537 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6540 case RENDERPATH_D3D10:
6541 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6543 case RENDERPATH_D3D11:
6544 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6546 case RENDERPATH_SOFT:
6547 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6548 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6549 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6550 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6551 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6552 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6553 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6554 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6555 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6556 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6557 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6558 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6559 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6560 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6565 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6566 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6568 case RENDERPATH_GL11:
6569 case RENDERPATH_GL13:
6570 case RENDERPATH_GLES1:
6571 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6573 // apply a color tint to the whole view
6574 R_ResetViewRendering2D(0, NULL, NULL);
6575 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6576 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6577 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6578 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6579 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6585 matrix4x4_t r_waterscrollmatrix;
6587 void R_UpdateFog(void)
6590 if (gamemode == GAME_NEHAHRA)
6592 if (gl_fogenable.integer)
6594 r_refdef.oldgl_fogenable = true;
6595 r_refdef.fog_density = gl_fogdensity.value;
6596 r_refdef.fog_red = gl_fogred.value;
6597 r_refdef.fog_green = gl_foggreen.value;
6598 r_refdef.fog_blue = gl_fogblue.value;
6599 r_refdef.fog_alpha = 1;
6600 r_refdef.fog_start = 0;
6601 r_refdef.fog_end = gl_skyclip.value;
6602 r_refdef.fog_height = 1<<30;
6603 r_refdef.fog_fadedepth = 128;
6605 else if (r_refdef.oldgl_fogenable)
6607 r_refdef.oldgl_fogenable = false;
6608 r_refdef.fog_density = 0;
6609 r_refdef.fog_red = 0;
6610 r_refdef.fog_green = 0;
6611 r_refdef.fog_blue = 0;
6612 r_refdef.fog_alpha = 0;
6613 r_refdef.fog_start = 0;
6614 r_refdef.fog_end = 0;
6615 r_refdef.fog_height = 1<<30;
6616 r_refdef.fog_fadedepth = 128;
6621 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6622 r_refdef.fog_start = max(0, r_refdef.fog_start);
6623 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6625 if (r_refdef.fog_density && r_drawfog.integer)
6627 r_refdef.fogenabled = true;
6628 // this is the point where the fog reaches 0.9986 alpha, which we
6629 // consider a good enough cutoff point for the texture
6630 // (0.9986 * 256 == 255.6)
6631 if (r_fog_exp2.integer)
6632 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6634 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6635 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6636 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6637 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6638 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6639 R_BuildFogHeightTexture();
6640 // fog color was already set
6641 // update the fog texture
6642 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)
6643 R_BuildFogTexture();
6644 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6645 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6648 r_refdef.fogenabled = false;
6651 if (r_refdef.fog_density)
6653 r_refdef.fogcolor[0] = r_refdef.fog_red;
6654 r_refdef.fogcolor[1] = r_refdef.fog_green;
6655 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6657 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6658 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6659 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6660 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6664 VectorCopy(r_refdef.fogcolor, fogvec);
6665 // color.rgb *= ContrastBoost * SceneBrightness;
6666 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6667 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6668 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6669 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6674 void R_UpdateVariables(void)
6678 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6680 r_refdef.farclip = r_farclip_base.value;
6681 if (r_refdef.scene.worldmodel)
6682 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6683 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6685 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6686 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6687 r_refdef.polygonfactor = 0;
6688 r_refdef.polygonoffset = 0;
6689 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6690 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6692 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6693 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6694 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6695 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6696 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6697 if (FAKELIGHT_ENABLED)
6699 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6701 if (r_showsurfaces.integer)
6703 r_refdef.scene.rtworld = false;
6704 r_refdef.scene.rtworldshadows = false;
6705 r_refdef.scene.rtdlight = false;
6706 r_refdef.scene.rtdlightshadows = false;
6707 r_refdef.lightmapintensity = 0;
6710 switch(vid.renderpath)
6712 case RENDERPATH_GL20:
6713 case RENDERPATH_D3D9:
6714 case RENDERPATH_D3D10:
6715 case RENDERPATH_D3D11:
6716 case RENDERPATH_SOFT:
6717 case RENDERPATH_GLES2:
6718 if(v_glslgamma.integer && !vid_gammatables_trivial)
6720 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6722 // build GLSL gamma texture
6723 #define RAMPWIDTH 256
6724 unsigned short ramp[RAMPWIDTH * 3];
6725 unsigned char rampbgr[RAMPWIDTH][4];
6728 r_texture_gammaramps_serial = vid_gammatables_serial;
6730 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6731 for(i = 0; i < RAMPWIDTH; ++i)
6733 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6734 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6735 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6738 if (r_texture_gammaramps)
6740 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6744 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6750 // remove GLSL gamma texture
6753 case RENDERPATH_GL11:
6754 case RENDERPATH_GL13:
6755 case RENDERPATH_GLES1:
6760 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6761 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6767 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6768 if( scenetype != r_currentscenetype ) {
6769 // store the old scenetype
6770 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6771 r_currentscenetype = scenetype;
6772 // move in the new scene
6773 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6782 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6784 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6785 if( scenetype == r_currentscenetype ) {
6786 return &r_refdef.scene;
6788 return &r_scenes_store[ scenetype ];
6792 int R_SortEntities_Compare(const void *ap, const void *bp)
6794 const entity_render_t *a = *(const entity_render_t **)ap;
6795 const entity_render_t *b = *(const entity_render_t **)bp;
6798 if(a->model < b->model)
6800 if(a->model > b->model)
6804 // TODO possibly calculate the REAL skinnum here first using
6806 if(a->skinnum < b->skinnum)
6808 if(a->skinnum > b->skinnum)
6811 // everything we compared is equal
6814 void R_SortEntities(void)
6816 // below or equal 2 ents, sorting never gains anything
6817 if(r_refdef.scene.numentities <= 2)
6820 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6828 int dpsoftrast_test;
6829 extern void R_Shadow_UpdateBounceGridTexture(void);
6830 extern cvar_t r_shadow_bouncegrid;
6831 void R_RenderView(void)
6833 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6835 rtexture_t *depthtexture;
6836 rtexture_t *colortexture;
6838 dpsoftrast_test = r_test.integer;
6840 if (r_timereport_active)
6841 R_TimeReport("start");
6842 r_textureframe++; // used only by R_GetCurrentTexture
6843 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6845 if(R_CompileShader_CheckStaticParms())
6848 if (!r_drawentities.integer)
6849 r_refdef.scene.numentities = 0;
6850 else if (r_sortentities.integer)
6853 R_AnimCache_ClearCache();
6854 R_FrameData_NewFrame();
6856 /* adjust for stereo display */
6857 if(R_Stereo_Active())
6859 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);
6860 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6863 if (r_refdef.view.isoverlay)
6865 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6866 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6867 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6868 R_TimeReport("depthclear");
6870 r_refdef.view.showdebug = false;
6872 r_fb.water.enabled = false;
6873 r_fb.water.numwaterplanes = 0;
6875 R_RenderScene(0, NULL, NULL);
6877 r_refdef.view.matrix = originalmatrix;
6883 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6885 r_refdef.view.matrix = originalmatrix;
6886 return; //Host_Error ("R_RenderView: NULL worldmodel");
6889 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6891 R_RenderView_UpdateViewVectors();
6893 R_Shadow_UpdateWorldLightSelection();
6895 R_Bloom_StartFrame();
6896 R_Water_StartFrame();
6898 // now we probably have an fbo to render into
6900 depthtexture = r_fb.depthtexture;
6901 colortexture = r_fb.colortexture;
6904 if (r_timereport_active)
6905 R_TimeReport("viewsetup");
6907 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6909 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6911 R_ClearScreen(r_refdef.fogenabled);
6912 if (r_timereport_active)
6913 R_TimeReport("viewclear");
6915 r_refdef.view.clear = true;
6917 r_refdef.view.showdebug = true;
6920 if (r_timereport_active)
6921 R_TimeReport("visibility");
6923 R_Shadow_UpdateBounceGridTexture();
6924 if (r_timereport_active && r_shadow_bouncegrid.integer)
6925 R_TimeReport("bouncegrid");
6927 r_fb.water.numwaterplanes = 0;
6928 if (r_fb.water.enabled)
6929 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6931 R_RenderScene(fbo, depthtexture, colortexture);
6932 r_fb.water.numwaterplanes = 0;
6934 R_BlendView(fbo, depthtexture, colortexture);
6935 if (r_timereport_active)
6936 R_TimeReport("blendview");
6938 GL_Scissor(0, 0, vid.width, vid.height);
6939 GL_ScissorTest(false);
6941 r_refdef.view.matrix = originalmatrix;
6946 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6948 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6950 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6951 if (r_timereport_active)
6952 R_TimeReport("waterworld");
6955 // don't let sound skip if going slow
6956 if (r_refdef.scene.extraupdate)
6959 R_DrawModelsAddWaterPlanes();
6960 if (r_timereport_active)
6961 R_TimeReport("watermodels");
6963 if (r_fb.water.numwaterplanes)
6965 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6966 if (r_timereport_active)
6967 R_TimeReport("waterscenes");
6971 extern void R_DrawLightningBeams (void);
6972 extern void VM_CL_AddPolygonsToMeshQueue (void);
6973 extern void R_DrawPortals (void);
6974 extern cvar_t cl_locs_show;
6975 static void R_DrawLocs(void);
6976 static void R_DrawEntityBBoxes(void);
6977 static void R_DrawModelDecals(void);
6978 extern void R_DrawModelShadows(void);
6979 extern void R_DrawModelShadowMaps(void);
6980 extern cvar_t cl_decals_newsystem;
6981 extern qboolean r_shadow_usingdeferredprepass;
6982 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6984 qboolean shadowmapping = false;
6986 if (r_timereport_active)
6987 R_TimeReport("beginscene");
6989 r_refdef.stats.renders++;
6993 // don't let sound skip if going slow
6994 if (r_refdef.scene.extraupdate)
6997 R_MeshQueue_BeginScene();
7001 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);
7003 if (r_timereport_active)
7004 R_TimeReport("skystartframe");
7006 if (cl.csqc_vidvars.drawworld)
7008 // don't let sound skip if going slow
7009 if (r_refdef.scene.extraupdate)
7012 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7014 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7015 if (r_timereport_active)
7016 R_TimeReport("worldsky");
7019 if (R_DrawBrushModelsSky() && r_timereport_active)
7020 R_TimeReport("bmodelsky");
7022 if (skyrendermasked && skyrenderlater)
7024 // we have to force off the water clipping plane while rendering sky
7025 R_SetupView(false, fbo, depthtexture, colortexture);
7027 R_SetupView(true, fbo, depthtexture, colortexture);
7028 if (r_timereport_active)
7029 R_TimeReport("sky");
7033 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7034 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7035 R_Shadow_PrepareModelShadows();
7036 if (r_timereport_active)
7037 R_TimeReport("preparelights");
7039 if (R_Shadow_ShadowMappingEnabled())
7040 shadowmapping = true;
7042 if (r_shadow_usingdeferredprepass)
7043 R_Shadow_DrawPrepass();
7045 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7047 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7048 if (r_timereport_active)
7049 R_TimeReport("worlddepth");
7051 if (r_depthfirst.integer >= 2)
7053 R_DrawModelsDepth();
7054 if (r_timereport_active)
7055 R_TimeReport("modeldepth");
7058 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7060 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7061 R_DrawModelShadowMaps();
7062 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7063 // don't let sound skip if going slow
7064 if (r_refdef.scene.extraupdate)
7068 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7070 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7071 if (r_timereport_active)
7072 R_TimeReport("world");
7075 // don't let sound skip if going slow
7076 if (r_refdef.scene.extraupdate)
7080 if (r_timereport_active)
7081 R_TimeReport("models");
7083 // don't let sound skip if going slow
7084 if (r_refdef.scene.extraupdate)
7087 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7089 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7090 R_DrawModelShadows();
7091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092 // don't let sound skip if going slow
7093 if (r_refdef.scene.extraupdate)
7097 if (!r_shadow_usingdeferredprepass)
7099 R_Shadow_DrawLights();
7100 if (r_timereport_active)
7101 R_TimeReport("rtlights");
7104 // don't let sound skip if going slow
7105 if (r_refdef.scene.extraupdate)
7108 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7110 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7111 R_DrawModelShadows();
7112 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7113 // don't let sound skip if going slow
7114 if (r_refdef.scene.extraupdate)
7118 if (cl.csqc_vidvars.drawworld)
7120 if (cl_decals_newsystem.integer)
7122 R_DrawModelDecals();
7123 if (r_timereport_active)
7124 R_TimeReport("modeldecals");
7129 if (r_timereport_active)
7130 R_TimeReport("decals");
7134 if (r_timereport_active)
7135 R_TimeReport("particles");
7138 if (r_timereport_active)
7139 R_TimeReport("explosions");
7141 R_DrawLightningBeams();
7142 if (r_timereport_active)
7143 R_TimeReport("lightning");
7146 VM_CL_AddPolygonsToMeshQueue();
7148 if (r_refdef.view.showdebug)
7150 if (cl_locs_show.integer)
7153 if (r_timereport_active)
7154 R_TimeReport("showlocs");
7157 if (r_drawportals.integer)
7160 if (r_timereport_active)
7161 R_TimeReport("portals");
7164 if (r_showbboxes.value > 0)
7166 R_DrawEntityBBoxes();
7167 if (r_timereport_active)
7168 R_TimeReport("bboxes");
7172 if (r_transparent.integer)
7174 R_MeshQueue_RenderTransparent();
7175 if (r_timereport_active)
7176 R_TimeReport("drawtrans");
7179 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))
7181 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7182 if (r_timereport_active)
7183 R_TimeReport("worlddebug");
7184 R_DrawModelsDebug();
7185 if (r_timereport_active)
7186 R_TimeReport("modeldebug");
7189 if (cl.csqc_vidvars.drawworld)
7191 R_Shadow_DrawCoronas();
7192 if (r_timereport_active)
7193 R_TimeReport("coronas");
7198 GL_DepthTest(false);
7199 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7200 GL_Color(1, 1, 1, 1);
7201 qglBegin(GL_POLYGON);
7202 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7203 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7204 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7205 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7207 qglBegin(GL_POLYGON);
7208 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]);
7209 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]);
7210 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]);
7211 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]);
7213 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7217 // don't let sound skip if going slow
7218 if (r_refdef.scene.extraupdate)
7222 static const unsigned short bboxelements[36] =
7232 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7235 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7237 RSurf_ActiveWorldEntity();
7239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7240 GL_DepthMask(false);
7241 GL_DepthRange(0, 1);
7242 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7243 // R_Mesh_ResetTextureState();
7245 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7246 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7247 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7248 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7249 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7250 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7251 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7252 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7253 R_FillColors(color4f, 8, cr, cg, cb, ca);
7254 if (r_refdef.fogenabled)
7256 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7258 f1 = RSurf_FogVertex(v);
7260 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7261 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7262 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7265 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7266 R_Mesh_ResetTextureState();
7267 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7268 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7271 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7275 prvm_edict_t *edict;
7276 prvm_prog_t *prog_save = prog;
7278 // this function draws bounding boxes of server entities
7282 GL_CullFace(GL_NONE);
7283 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7287 for (i = 0;i < numsurfaces;i++)
7289 edict = PRVM_EDICT_NUM(surfacelist[i]);
7290 switch ((int)PRVM_serveredictfloat(edict, solid))
7292 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7293 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7294 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7295 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7296 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7297 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7299 color[3] *= r_showbboxes.value;
7300 color[3] = bound(0, color[3], 1);
7301 GL_DepthTest(!r_showdisabledepthtest.integer);
7302 GL_CullFace(r_refdef.view.cullface_front);
7303 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7309 static void R_DrawEntityBBoxes(void)
7312 prvm_edict_t *edict;
7314 prvm_prog_t *prog_save = prog;
7316 // this function draws bounding boxes of server entities
7322 for (i = 0;i < prog->num_edicts;i++)
7324 edict = PRVM_EDICT_NUM(i);
7325 if (edict->priv.server->free)
7327 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7328 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7330 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7332 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7333 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7339 static const int nomodelelement3i[24] =
7351 static const unsigned short nomodelelement3s[24] =
7363 static const float nomodelvertex3f[6*3] =
7373 static const float nomodelcolor4f[6*4] =
7375 0.0f, 0.0f, 0.5f, 1.0f,
7376 0.0f, 0.0f, 0.5f, 1.0f,
7377 0.0f, 0.5f, 0.0f, 1.0f,
7378 0.0f, 0.5f, 0.0f, 1.0f,
7379 0.5f, 0.0f, 0.0f, 1.0f,
7380 0.5f, 0.0f, 0.0f, 1.0f
7383 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7389 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);
7391 // this is only called once per entity so numsurfaces is always 1, and
7392 // surfacelist is always {0}, so this code does not handle batches
7394 if (rsurface.ent_flags & RENDER_ADDITIVE)
7396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7397 GL_DepthMask(false);
7399 else if (rsurface.colormod[3] < 1)
7401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7402 GL_DepthMask(false);
7406 GL_BlendFunc(GL_ONE, GL_ZERO);
7409 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7410 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7411 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7412 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7413 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7414 for (i = 0, c = color4f;i < 6;i++, c += 4)
7416 c[0] *= rsurface.colormod[0];
7417 c[1] *= rsurface.colormod[1];
7418 c[2] *= rsurface.colormod[2];
7419 c[3] *= rsurface.colormod[3];
7421 if (r_refdef.fogenabled)
7423 for (i = 0, c = color4f;i < 6;i++, c += 4)
7425 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7427 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7428 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7429 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7432 // R_Mesh_ResetTextureState();
7433 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7434 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7435 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7438 void R_DrawNoModel(entity_render_t *ent)
7441 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7442 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7443 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7445 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7448 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7450 vec3_t right1, right2, diff, normal;
7452 VectorSubtract (org2, org1, normal);
7454 // calculate 'right' vector for start
7455 VectorSubtract (r_refdef.view.origin, org1, diff);
7456 CrossProduct (normal, diff, right1);
7457 VectorNormalize (right1);
7459 // calculate 'right' vector for end
7460 VectorSubtract (r_refdef.view.origin, org2, diff);
7461 CrossProduct (normal, diff, right2);
7462 VectorNormalize (right2);
7464 vert[ 0] = org1[0] + width * right1[0];
7465 vert[ 1] = org1[1] + width * right1[1];
7466 vert[ 2] = org1[2] + width * right1[2];
7467 vert[ 3] = org1[0] - width * right1[0];
7468 vert[ 4] = org1[1] - width * right1[1];
7469 vert[ 5] = org1[2] - width * right1[2];
7470 vert[ 6] = org2[0] - width * right2[0];
7471 vert[ 7] = org2[1] - width * right2[1];
7472 vert[ 8] = org2[2] - width * right2[2];
7473 vert[ 9] = org2[0] + width * right2[0];
7474 vert[10] = org2[1] + width * right2[1];
7475 vert[11] = org2[2] + width * right2[2];
7478 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)
7480 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7481 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7482 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7483 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7484 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7485 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7486 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7487 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7488 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7489 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7490 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7491 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7494 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7499 VectorSet(v, x, y, z);
7500 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7501 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7503 if (i == mesh->numvertices)
7505 if (mesh->numvertices < mesh->maxvertices)
7507 VectorCopy(v, vertex3f);
7508 mesh->numvertices++;
7510 return mesh->numvertices;
7516 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7520 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7521 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7522 e = mesh->element3i + mesh->numtriangles * 3;
7523 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7525 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7526 if (mesh->numtriangles < mesh->maxtriangles)
7531 mesh->numtriangles++;
7533 element[1] = element[2];
7537 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7541 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7542 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7543 e = mesh->element3i + mesh->numtriangles * 3;
7544 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7546 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7547 if (mesh->numtriangles < mesh->maxtriangles)
7552 mesh->numtriangles++;
7554 element[1] = element[2];
7558 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7559 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7561 int planenum, planenum2;
7564 mplane_t *plane, *plane2;
7566 double temppoints[2][256*3];
7567 // figure out how large a bounding box we need to properly compute this brush
7569 for (w = 0;w < numplanes;w++)
7570 maxdist = max(maxdist, fabs(planes[w].dist));
7571 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7572 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7573 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7577 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7578 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7580 if (planenum2 == planenum)
7582 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);
7585 if (tempnumpoints < 3)
7587 // generate elements forming a triangle fan for this polygon
7588 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7592 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)
7594 texturelayer_t *layer;
7595 layer = t->currentlayers + t->currentnumlayers++;
7597 layer->depthmask = depthmask;
7598 layer->blendfunc1 = blendfunc1;
7599 layer->blendfunc2 = blendfunc2;
7600 layer->texture = texture;
7601 layer->texmatrix = *matrix;
7602 layer->color[0] = r;
7603 layer->color[1] = g;
7604 layer->color[2] = b;
7605 layer->color[3] = a;
7608 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7610 if(parms[0] == 0 && parms[1] == 0)
7612 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7613 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7618 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7621 index = parms[2] + rsurface.shadertime * parms[3];
7622 index -= floor(index);
7623 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7626 case Q3WAVEFUNC_NONE:
7627 case Q3WAVEFUNC_NOISE:
7628 case Q3WAVEFUNC_COUNT:
7631 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7632 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7633 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7634 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7635 case Q3WAVEFUNC_TRIANGLE:
7637 f = index - floor(index);
7650 f = parms[0] + parms[1] * f;
7651 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7652 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7656 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7662 matrix4x4_t matrix, temp;
7663 switch(tcmod->tcmod)
7667 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7668 matrix = r_waterscrollmatrix;
7670 matrix = identitymatrix;
7672 case Q3TCMOD_ENTITYTRANSLATE:
7673 // this is used in Q3 to allow the gamecode to control texcoord
7674 // scrolling on the entity, which is not supported in darkplaces yet.
7675 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7677 case Q3TCMOD_ROTATE:
7678 f = tcmod->parms[0] * rsurface.shadertime;
7679 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7680 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7681 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7684 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7686 case Q3TCMOD_SCROLL:
7687 // extra care is needed because of precision breakdown with large values of time
7688 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7689 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7690 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7692 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7693 w = (int) tcmod->parms[0];
7694 h = (int) tcmod->parms[1];
7695 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7697 idx = (int) floor(f * w * h);
7698 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7700 case Q3TCMOD_STRETCH:
7701 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7702 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7704 case Q3TCMOD_TRANSFORM:
7705 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7706 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7707 VectorSet(tcmat + 6, 0 , 0 , 1);
7708 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7709 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7711 case Q3TCMOD_TURBULENT:
7712 // this is handled in the RSurf_PrepareVertices function
7713 matrix = identitymatrix;
7717 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7720 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7722 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7723 char name[MAX_QPATH];
7724 skinframe_t *skinframe;
7725 unsigned char pixels[296*194];
7726 strlcpy(cache->name, skinname, sizeof(cache->name));
7727 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7728 if (developer_loading.integer)
7729 Con_Printf("loading %s\n", name);
7730 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7731 if (!skinframe || !skinframe->base)
7734 fs_offset_t filesize;
7736 f = FS_LoadFile(name, tempmempool, true, &filesize);
7739 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7740 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7744 cache->skinframe = skinframe;
7747 texture_t *R_GetCurrentTexture(texture_t *t)
7750 const entity_render_t *ent = rsurface.entity;
7751 dp_model_t *model = ent->model;
7752 q3shaderinfo_layer_tcmod_t *tcmod;
7754 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7755 return t->currentframe;
7756 t->update_lastrenderframe = r_textureframe;
7757 t->update_lastrenderentity = (void *)ent;
7759 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7760 t->camera_entity = ent->entitynumber;
7762 t->camera_entity = 0;
7764 // switch to an alternate material if this is a q1bsp animated material
7766 texture_t *texture = t;
7767 int s = rsurface.ent_skinnum;
7768 if ((unsigned int)s >= (unsigned int)model->numskins)
7770 if (model->skinscenes)
7772 if (model->skinscenes[s].framecount > 1)
7773 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7775 s = model->skinscenes[s].firstframe;
7778 t = t + s * model->num_surfaces;
7781 // use an alternate animation if the entity's frame is not 0,
7782 // and only if the texture has an alternate animation
7783 if (rsurface.ent_alttextures && t->anim_total[1])
7784 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7786 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7788 texture->currentframe = t;
7791 // update currentskinframe to be a qw skin or animation frame
7792 if (rsurface.ent_qwskin >= 0)
7794 i = rsurface.ent_qwskin;
7795 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7797 r_qwskincache_size = cl.maxclients;
7799 Mem_Free(r_qwskincache);
7800 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7802 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7803 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7804 t->currentskinframe = r_qwskincache[i].skinframe;
7805 if (t->currentskinframe == NULL)
7806 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7808 else if (t->numskinframes >= 2)
7809 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7810 if (t->backgroundnumskinframes >= 2)
7811 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7813 t->currentmaterialflags = t->basematerialflags;
7814 t->currentalpha = rsurface.colormod[3];
7815 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7816 t->currentalpha *= r_wateralpha.value;
7817 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7818 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7819 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7820 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7821 if (!(rsurface.ent_flags & RENDER_LIGHT))
7822 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7823 else if (FAKELIGHT_ENABLED)
7825 // no modellight if using fakelight for the map
7827 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7829 // pick a model lighting mode
7830 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7831 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7833 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7835 if (rsurface.ent_flags & RENDER_ADDITIVE)
7836 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7837 else if (t->currentalpha < 1)
7838 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7839 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7840 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7841 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7842 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7843 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7844 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7845 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7846 if (t->backgroundnumskinframes)
7847 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7848 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7850 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7851 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7854 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7855 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7857 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7858 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7860 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7861 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7863 // there is no tcmod
7864 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7866 t->currenttexmatrix = r_waterscrollmatrix;
7867 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7869 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7871 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7872 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7875 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7876 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7877 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7878 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7880 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7881 if (t->currentskinframe->qpixels)
7882 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7883 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7884 if (!t->basetexture)
7885 t->basetexture = r_texture_notexture;
7886 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7887 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7888 t->nmaptexture = t->currentskinframe->nmap;
7889 if (!t->nmaptexture)
7890 t->nmaptexture = r_texture_blanknormalmap;
7891 t->glosstexture = r_texture_black;
7892 t->glowtexture = t->currentskinframe->glow;
7893 t->fogtexture = t->currentskinframe->fog;
7894 t->reflectmasktexture = t->currentskinframe->reflect;
7895 if (t->backgroundnumskinframes)
7897 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7898 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7899 t->backgroundglosstexture = r_texture_black;
7900 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7901 if (!t->backgroundnmaptexture)
7902 t->backgroundnmaptexture = r_texture_blanknormalmap;
7906 t->backgroundbasetexture = r_texture_white;
7907 t->backgroundnmaptexture = r_texture_blanknormalmap;
7908 t->backgroundglosstexture = r_texture_black;
7909 t->backgroundglowtexture = NULL;
7911 t->specularpower = r_shadow_glossexponent.value;
7912 // TODO: store reference values for these in the texture?
7913 t->specularscale = 0;
7914 if (r_shadow_gloss.integer > 0)
7916 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7918 if (r_shadow_glossintensity.value > 0)
7920 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7921 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7922 t->specularscale = r_shadow_glossintensity.value;
7925 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7927 t->glosstexture = r_texture_white;
7928 t->backgroundglosstexture = r_texture_white;
7929 t->specularscale = r_shadow_gloss2intensity.value;
7930 t->specularpower = r_shadow_gloss2exponent.value;
7933 t->specularscale *= t->specularscalemod;
7934 t->specularpower *= t->specularpowermod;
7935 t->rtlightambient = 0;
7937 // lightmaps mode looks bad with dlights using actual texturing, so turn
7938 // off the colormap and glossmap, but leave the normalmap on as it still
7939 // accurately represents the shading involved
7940 if (gl_lightmaps.integer)
7942 t->basetexture = r_texture_grey128;
7943 t->pantstexture = r_texture_black;
7944 t->shirttexture = r_texture_black;
7945 t->nmaptexture = r_texture_blanknormalmap;
7946 t->glosstexture = r_texture_black;
7947 t->glowtexture = NULL;
7948 t->fogtexture = NULL;
7949 t->reflectmasktexture = NULL;
7950 t->backgroundbasetexture = NULL;
7951 t->backgroundnmaptexture = r_texture_blanknormalmap;
7952 t->backgroundglosstexture = r_texture_black;
7953 t->backgroundglowtexture = NULL;
7954 t->specularscale = 0;
7955 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7958 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7959 VectorClear(t->dlightcolor);
7960 t->currentnumlayers = 0;
7961 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7963 int blendfunc1, blendfunc2;
7965 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7967 blendfunc1 = GL_SRC_ALPHA;
7968 blendfunc2 = GL_ONE;
7970 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7972 blendfunc1 = GL_SRC_ALPHA;
7973 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7975 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7977 blendfunc1 = t->customblendfunc[0];
7978 blendfunc2 = t->customblendfunc[1];
7982 blendfunc1 = GL_ONE;
7983 blendfunc2 = GL_ZERO;
7985 // don't colormod evilblend textures
7986 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7987 VectorSet(t->lightmapcolor, 1, 1, 1);
7988 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7989 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7991 // fullbright is not affected by r_refdef.lightmapintensity
7992 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]);
7993 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7994 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]);
7995 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7996 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]);
8000 vec3_t ambientcolor;
8002 // set the color tint used for lights affecting this surface
8003 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8005 // q3bsp has no lightmap updates, so the lightstylevalue that
8006 // would normally be baked into the lightmap must be
8007 // applied to the color
8008 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8009 if (model->type == mod_brushq3)
8010 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8011 colorscale *= r_refdef.lightmapintensity;
8012 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8013 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8014 // basic lit geometry
8015 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]);
8016 // add pants/shirt if needed
8017 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8018 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]);
8019 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8020 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]);
8021 // now add ambient passes if needed
8022 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8024 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]);
8025 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8026 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]);
8027 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8028 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]);
8031 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8032 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]);
8033 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8035 // if this is opaque use alpha blend which will darken the earlier
8038 // if this is an alpha blended material, all the earlier passes
8039 // were darkened by fog already, so we only need to add the fog
8040 // color ontop through the fog mask texture
8042 // if this is an additive blended material, all the earlier passes
8043 // were darkened by fog already, and we should not add fog color
8044 // (because the background was not darkened, there is no fog color
8045 // that was lost behind it).
8046 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]);
8050 return t->currentframe;
8053 rsurfacestate_t rsurface;
8055 void RSurf_ActiveWorldEntity(void)
8057 dp_model_t *model = r_refdef.scene.worldmodel;
8058 //if (rsurface.entity == r_refdef.scene.worldentity)
8060 rsurface.entity = r_refdef.scene.worldentity;
8061 rsurface.skeleton = NULL;
8062 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8063 rsurface.ent_skinnum = 0;
8064 rsurface.ent_qwskin = -1;
8065 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8066 rsurface.shadertime = r_refdef.scene.time;
8067 rsurface.matrix = identitymatrix;
8068 rsurface.inversematrix = identitymatrix;
8069 rsurface.matrixscale = 1;
8070 rsurface.inversematrixscale = 1;
8071 R_EntityMatrix(&identitymatrix);
8072 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8073 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8074 rsurface.fograngerecip = r_refdef.fograngerecip;
8075 rsurface.fogheightfade = r_refdef.fogheightfade;
8076 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8077 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8078 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8079 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8080 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8081 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8082 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8083 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8084 rsurface.colormod[3] = 1;
8085 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);
8086 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8087 rsurface.frameblend[0].lerp = 1;
8088 rsurface.ent_alttextures = false;
8089 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8090 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8091 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8092 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8093 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8094 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8095 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8096 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8097 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8098 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8099 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8100 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8101 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8102 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8103 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8104 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8106 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8107 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8108 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8109 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8110 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8112 rsurface.modelelement3i = model->surfmesh.data_element3i;
8113 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8114 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8115 rsurface.modelelement3s = model->surfmesh.data_element3s;
8116 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8117 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8118 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8119 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8120 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8121 rsurface.modelsurfaces = model->data_surfaces;
8122 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8123 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8124 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8125 rsurface.modelgeneratedvertex = false;
8126 rsurface.batchgeneratedvertex = false;
8127 rsurface.batchfirstvertex = 0;
8128 rsurface.batchnumvertices = 0;
8129 rsurface.batchfirsttriangle = 0;
8130 rsurface.batchnumtriangles = 0;
8131 rsurface.batchvertex3f = NULL;
8132 rsurface.batchvertex3f_vertexbuffer = NULL;
8133 rsurface.batchvertex3f_bufferoffset = 0;
8134 rsurface.batchsvector3f = NULL;
8135 rsurface.batchsvector3f_vertexbuffer = NULL;
8136 rsurface.batchsvector3f_bufferoffset = 0;
8137 rsurface.batchtvector3f = NULL;
8138 rsurface.batchtvector3f_vertexbuffer = NULL;
8139 rsurface.batchtvector3f_bufferoffset = 0;
8140 rsurface.batchnormal3f = NULL;
8141 rsurface.batchnormal3f_vertexbuffer = NULL;
8142 rsurface.batchnormal3f_bufferoffset = 0;
8143 rsurface.batchlightmapcolor4f = NULL;
8144 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8145 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8146 rsurface.batchtexcoordtexture2f = NULL;
8147 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8148 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8149 rsurface.batchtexcoordlightmap2f = NULL;
8150 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8151 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8152 rsurface.batchvertexmesh = NULL;
8153 rsurface.batchvertexmeshbuffer = NULL;
8154 rsurface.batchvertex3fbuffer = NULL;
8155 rsurface.batchelement3i = NULL;
8156 rsurface.batchelement3i_indexbuffer = NULL;
8157 rsurface.batchelement3i_bufferoffset = 0;
8158 rsurface.batchelement3s = NULL;
8159 rsurface.batchelement3s_indexbuffer = NULL;
8160 rsurface.batchelement3s_bufferoffset = 0;
8161 rsurface.passcolor4f = NULL;
8162 rsurface.passcolor4f_vertexbuffer = NULL;
8163 rsurface.passcolor4f_bufferoffset = 0;
8166 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8168 dp_model_t *model = ent->model;
8169 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8171 rsurface.entity = (entity_render_t *)ent;
8172 rsurface.skeleton = ent->skeleton;
8173 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8174 rsurface.ent_skinnum = ent->skinnum;
8175 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;
8176 rsurface.ent_flags = ent->flags;
8177 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8178 rsurface.matrix = ent->matrix;
8179 rsurface.inversematrix = ent->inversematrix;
8180 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8181 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8182 R_EntityMatrix(&rsurface.matrix);
8183 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8184 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8185 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8186 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8187 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8188 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8189 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8190 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8191 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8192 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8193 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8194 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8195 rsurface.colormod[3] = ent->alpha;
8196 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8197 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8198 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8199 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8200 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8201 if (ent->model->brush.submodel && !prepass)
8203 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8204 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8206 if (model->surfmesh.isanimated && model->AnimateVertices)
8208 if (ent->animcache_vertex3f)
8210 rsurface.modelvertex3f = ent->animcache_vertex3f;
8211 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8212 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8213 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8214 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8215 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8216 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8218 else if (wanttangents)
8220 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8221 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8222 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8224 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8225 rsurface.modelvertexmesh = NULL;
8226 rsurface.modelvertexmeshbuffer = NULL;
8227 rsurface.modelvertex3fbuffer = NULL;
8229 else if (wantnormals)
8231 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8232 rsurface.modelsvector3f = NULL;
8233 rsurface.modeltvector3f = NULL;
8234 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8235 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8236 rsurface.modelvertexmesh = NULL;
8237 rsurface.modelvertexmeshbuffer = NULL;
8238 rsurface.modelvertex3fbuffer = NULL;
8242 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8243 rsurface.modelsvector3f = NULL;
8244 rsurface.modeltvector3f = NULL;
8245 rsurface.modelnormal3f = NULL;
8246 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8247 rsurface.modelvertexmesh = NULL;
8248 rsurface.modelvertexmeshbuffer = NULL;
8249 rsurface.modelvertex3fbuffer = NULL;
8251 rsurface.modelvertex3f_vertexbuffer = 0;
8252 rsurface.modelvertex3f_bufferoffset = 0;
8253 rsurface.modelsvector3f_vertexbuffer = 0;
8254 rsurface.modelsvector3f_bufferoffset = 0;
8255 rsurface.modeltvector3f_vertexbuffer = 0;
8256 rsurface.modeltvector3f_bufferoffset = 0;
8257 rsurface.modelnormal3f_vertexbuffer = 0;
8258 rsurface.modelnormal3f_bufferoffset = 0;
8259 rsurface.modelgeneratedvertex = true;
8263 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8264 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8265 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8266 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8267 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8268 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8269 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8270 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8271 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8272 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8273 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8274 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8275 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8276 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8277 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8278 rsurface.modelgeneratedvertex = false;
8280 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8281 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8283 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8284 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8286 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8287 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8288 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8289 rsurface.modelelement3i = model->surfmesh.data_element3i;
8290 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8291 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8292 rsurface.modelelement3s = model->surfmesh.data_element3s;
8293 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8294 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8295 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8296 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8297 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8298 rsurface.modelsurfaces = model->data_surfaces;
8299 rsurface.batchgeneratedvertex = false;
8300 rsurface.batchfirstvertex = 0;
8301 rsurface.batchnumvertices = 0;
8302 rsurface.batchfirsttriangle = 0;
8303 rsurface.batchnumtriangles = 0;
8304 rsurface.batchvertex3f = NULL;
8305 rsurface.batchvertex3f_vertexbuffer = NULL;
8306 rsurface.batchvertex3f_bufferoffset = 0;
8307 rsurface.batchsvector3f = NULL;
8308 rsurface.batchsvector3f_vertexbuffer = NULL;
8309 rsurface.batchsvector3f_bufferoffset = 0;
8310 rsurface.batchtvector3f = NULL;
8311 rsurface.batchtvector3f_vertexbuffer = NULL;
8312 rsurface.batchtvector3f_bufferoffset = 0;
8313 rsurface.batchnormal3f = NULL;
8314 rsurface.batchnormal3f_vertexbuffer = NULL;
8315 rsurface.batchnormal3f_bufferoffset = 0;
8316 rsurface.batchlightmapcolor4f = NULL;
8317 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8318 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8319 rsurface.batchtexcoordtexture2f = NULL;
8320 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8321 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8322 rsurface.batchtexcoordlightmap2f = NULL;
8323 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8324 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8325 rsurface.batchvertexmesh = NULL;
8326 rsurface.batchvertexmeshbuffer = NULL;
8327 rsurface.batchvertex3fbuffer = NULL;
8328 rsurface.batchelement3i = NULL;
8329 rsurface.batchelement3i_indexbuffer = NULL;
8330 rsurface.batchelement3i_bufferoffset = 0;
8331 rsurface.batchelement3s = NULL;
8332 rsurface.batchelement3s_indexbuffer = NULL;
8333 rsurface.batchelement3s_bufferoffset = 0;
8334 rsurface.passcolor4f = NULL;
8335 rsurface.passcolor4f_vertexbuffer = NULL;
8336 rsurface.passcolor4f_bufferoffset = 0;
8339 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)
8341 rsurface.entity = r_refdef.scene.worldentity;
8342 rsurface.skeleton = NULL;
8343 rsurface.ent_skinnum = 0;
8344 rsurface.ent_qwskin = -1;
8345 rsurface.ent_flags = entflags;
8346 rsurface.shadertime = r_refdef.scene.time - shadertime;
8347 rsurface.modelnumvertices = numvertices;
8348 rsurface.modelnumtriangles = numtriangles;
8349 rsurface.matrix = *matrix;
8350 rsurface.inversematrix = *inversematrix;
8351 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8352 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8353 R_EntityMatrix(&rsurface.matrix);
8354 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8355 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8356 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8357 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8358 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8359 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8360 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8361 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8362 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8363 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8364 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8365 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8366 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);
8367 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8368 rsurface.frameblend[0].lerp = 1;
8369 rsurface.ent_alttextures = false;
8370 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8371 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8374 rsurface.modelvertex3f = (float *)vertex3f;
8375 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8376 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8377 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8379 else if (wantnormals)
8381 rsurface.modelvertex3f = (float *)vertex3f;
8382 rsurface.modelsvector3f = NULL;
8383 rsurface.modeltvector3f = NULL;
8384 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8388 rsurface.modelvertex3f = (float *)vertex3f;
8389 rsurface.modelsvector3f = NULL;
8390 rsurface.modeltvector3f = NULL;
8391 rsurface.modelnormal3f = NULL;
8393 rsurface.modelvertexmesh = NULL;
8394 rsurface.modelvertexmeshbuffer = NULL;
8395 rsurface.modelvertex3fbuffer = NULL;
8396 rsurface.modelvertex3f_vertexbuffer = 0;
8397 rsurface.modelvertex3f_bufferoffset = 0;
8398 rsurface.modelsvector3f_vertexbuffer = 0;
8399 rsurface.modelsvector3f_bufferoffset = 0;
8400 rsurface.modeltvector3f_vertexbuffer = 0;
8401 rsurface.modeltvector3f_bufferoffset = 0;
8402 rsurface.modelnormal3f_vertexbuffer = 0;
8403 rsurface.modelnormal3f_bufferoffset = 0;
8404 rsurface.modelgeneratedvertex = true;
8405 rsurface.modellightmapcolor4f = (float *)color4f;
8406 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8407 rsurface.modellightmapcolor4f_bufferoffset = 0;
8408 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8409 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8410 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8411 rsurface.modeltexcoordlightmap2f = NULL;
8412 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8413 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8414 rsurface.modelelement3i = (int *)element3i;
8415 rsurface.modelelement3i_indexbuffer = NULL;
8416 rsurface.modelelement3i_bufferoffset = 0;
8417 rsurface.modelelement3s = (unsigned short *)element3s;
8418 rsurface.modelelement3s_indexbuffer = NULL;
8419 rsurface.modelelement3s_bufferoffset = 0;
8420 rsurface.modellightmapoffsets = NULL;
8421 rsurface.modelsurfaces = NULL;
8422 rsurface.batchgeneratedvertex = false;
8423 rsurface.batchfirstvertex = 0;
8424 rsurface.batchnumvertices = 0;
8425 rsurface.batchfirsttriangle = 0;
8426 rsurface.batchnumtriangles = 0;
8427 rsurface.batchvertex3f = NULL;
8428 rsurface.batchvertex3f_vertexbuffer = NULL;
8429 rsurface.batchvertex3f_bufferoffset = 0;
8430 rsurface.batchsvector3f = NULL;
8431 rsurface.batchsvector3f_vertexbuffer = NULL;
8432 rsurface.batchsvector3f_bufferoffset = 0;
8433 rsurface.batchtvector3f = NULL;
8434 rsurface.batchtvector3f_vertexbuffer = NULL;
8435 rsurface.batchtvector3f_bufferoffset = 0;
8436 rsurface.batchnormal3f = NULL;
8437 rsurface.batchnormal3f_vertexbuffer = NULL;
8438 rsurface.batchnormal3f_bufferoffset = 0;
8439 rsurface.batchlightmapcolor4f = NULL;
8440 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8441 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8442 rsurface.batchtexcoordtexture2f = NULL;
8443 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8444 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8445 rsurface.batchtexcoordlightmap2f = NULL;
8446 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8447 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8448 rsurface.batchvertexmesh = NULL;
8449 rsurface.batchvertexmeshbuffer = NULL;
8450 rsurface.batchvertex3fbuffer = NULL;
8451 rsurface.batchelement3i = NULL;
8452 rsurface.batchelement3i_indexbuffer = NULL;
8453 rsurface.batchelement3i_bufferoffset = 0;
8454 rsurface.batchelement3s = NULL;
8455 rsurface.batchelement3s_indexbuffer = NULL;
8456 rsurface.batchelement3s_bufferoffset = 0;
8457 rsurface.passcolor4f = NULL;
8458 rsurface.passcolor4f_vertexbuffer = NULL;
8459 rsurface.passcolor4f_bufferoffset = 0;
8461 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8463 if ((wantnormals || wanttangents) && !normal3f)
8465 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8466 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8468 if (wanttangents && !svector3f)
8470 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8471 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8472 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8477 float RSurf_FogPoint(const float *v)
8479 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8480 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8481 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8482 float FogHeightFade = r_refdef.fogheightfade;
8484 unsigned int fogmasktableindex;
8485 if (r_refdef.fogplaneviewabove)
8486 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8488 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8489 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8490 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8493 float RSurf_FogVertex(const float *v)
8495 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8496 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8497 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8498 float FogHeightFade = rsurface.fogheightfade;
8500 unsigned int fogmasktableindex;
8501 if (r_refdef.fogplaneviewabove)
8502 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8504 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8505 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8506 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8509 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8512 for (i = 0;i < numelements;i++)
8513 outelement3i[i] = inelement3i[i] + adjust;
8516 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8517 extern cvar_t gl_vbo;
8518 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8526 int surfacefirsttriangle;
8527 int surfacenumtriangles;
8528 int surfacefirstvertex;
8529 int surfaceendvertex;
8530 int surfacenumvertices;
8531 int batchnumvertices;
8532 int batchnumtriangles;
8536 qboolean dynamicvertex;
8540 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8542 q3shaderinfo_deform_t *deform;
8543 const msurface_t *surface, *firstsurface;
8544 r_vertexmesh_t *vertexmesh;
8545 if (!texturenumsurfaces)
8547 // find vertex range of this surface batch
8549 firstsurface = texturesurfacelist[0];
8550 firsttriangle = firstsurface->num_firsttriangle;
8551 batchnumvertices = 0;
8552 batchnumtriangles = 0;
8553 firstvertex = endvertex = firstsurface->num_firstvertex;
8554 for (i = 0;i < texturenumsurfaces;i++)
8556 surface = texturesurfacelist[i];
8557 if (surface != firstsurface + i)
8559 surfacefirstvertex = surface->num_firstvertex;
8560 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8561 surfacenumvertices = surface->num_vertices;
8562 surfacenumtriangles = surface->num_triangles;
8563 if (firstvertex > surfacefirstvertex)
8564 firstvertex = surfacefirstvertex;
8565 if (endvertex < surfaceendvertex)
8566 endvertex = surfaceendvertex;
8567 batchnumvertices += surfacenumvertices;
8568 batchnumtriangles += surfacenumtriangles;
8571 // we now know the vertex range used, and if there are any gaps in it
8572 rsurface.batchfirstvertex = firstvertex;
8573 rsurface.batchnumvertices = endvertex - firstvertex;
8574 rsurface.batchfirsttriangle = firsttriangle;
8575 rsurface.batchnumtriangles = batchnumtriangles;
8577 // this variable holds flags for which properties have been updated that
8578 // may require regenerating vertexmesh array...
8581 // check if any dynamic vertex processing must occur
8582 dynamicvertex = false;
8584 // if there is a chance of animated vertex colors, it's a dynamic batch
8585 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8587 dynamicvertex = true;
8588 batchneed |= BATCHNEED_NOGAPS;
8589 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8592 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8594 switch (deform->deform)
8597 case Q3DEFORM_PROJECTIONSHADOW:
8598 case Q3DEFORM_TEXT0:
8599 case Q3DEFORM_TEXT1:
8600 case Q3DEFORM_TEXT2:
8601 case Q3DEFORM_TEXT3:
8602 case Q3DEFORM_TEXT4:
8603 case Q3DEFORM_TEXT5:
8604 case Q3DEFORM_TEXT6:
8605 case Q3DEFORM_TEXT7:
8608 case Q3DEFORM_AUTOSPRITE:
8609 dynamicvertex = true;
8610 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8611 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8613 case Q3DEFORM_AUTOSPRITE2:
8614 dynamicvertex = true;
8615 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8616 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8618 case Q3DEFORM_NORMAL:
8619 dynamicvertex = true;
8620 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8621 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8624 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8625 break; // if wavefunc is a nop, ignore this transform
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630 case Q3DEFORM_BULGE:
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8633 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8636 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8637 break; // if wavefunc is a nop, ignore this transform
8638 dynamicvertex = true;
8639 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8640 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8644 switch(rsurface.texture->tcgen.tcgen)
8647 case Q3TCGEN_TEXTURE:
8649 case Q3TCGEN_LIGHTMAP:
8650 dynamicvertex = true;
8651 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8652 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8654 case Q3TCGEN_VECTOR:
8655 dynamicvertex = true;
8656 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8657 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8659 case Q3TCGEN_ENVIRONMENT:
8660 dynamicvertex = true;
8661 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8662 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8665 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8667 dynamicvertex = true;
8668 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8669 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8672 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8674 dynamicvertex = true;
8675 batchneed |= BATCHNEED_NOGAPS;
8676 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8679 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8681 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8682 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8683 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8684 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8685 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8686 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8687 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8690 // when the model data has no vertex buffer (dynamic mesh), we need to
8692 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8693 batchneed |= BATCHNEED_NOGAPS;
8695 // if needsupdate, we have to do a dynamic vertex batch for sure
8696 if (needsupdate & batchneed)
8697 dynamicvertex = true;
8699 // see if we need to build vertexmesh from arrays
8700 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8701 dynamicvertex = true;
8703 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8704 // also some drivers strongly dislike firstvertex
8705 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8706 dynamicvertex = true;
8708 rsurface.batchvertex3f = rsurface.modelvertex3f;
8709 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8710 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8711 rsurface.batchsvector3f = rsurface.modelsvector3f;
8712 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8713 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8714 rsurface.batchtvector3f = rsurface.modeltvector3f;
8715 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8716 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8717 rsurface.batchnormal3f = rsurface.modelnormal3f;
8718 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8719 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8720 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8721 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8722 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8723 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8724 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8725 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8726 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8727 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8728 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8729 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8730 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8731 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8732 rsurface.batchelement3i = rsurface.modelelement3i;
8733 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8734 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8735 rsurface.batchelement3s = rsurface.modelelement3s;
8736 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8737 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8739 // if any dynamic vertex processing has to occur in software, we copy the
8740 // entire surface list together before processing to rebase the vertices
8741 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8743 // if any gaps exist and we do not have a static vertex buffer, we have to
8744 // copy the surface list together to avoid wasting upload bandwidth on the
8745 // vertices in the gaps.
8747 // if gaps exist and we have a static vertex buffer, we still have to
8748 // combine the index buffer ranges into one dynamic index buffer.
8750 // in all cases we end up with data that can be drawn in one call.
8754 // static vertex data, just set pointers...
8755 rsurface.batchgeneratedvertex = false;
8756 // if there are gaps, we want to build a combined index buffer,
8757 // otherwise use the original static buffer with an appropriate offset
8760 // build a new triangle elements array for this batch
8761 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8762 rsurface.batchfirsttriangle = 0;
8764 for (i = 0;i < texturenumsurfaces;i++)
8766 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8767 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8768 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8769 numtriangles += surfacenumtriangles;
8771 rsurface.batchelement3i_indexbuffer = NULL;
8772 rsurface.batchelement3i_bufferoffset = 0;
8773 rsurface.batchelement3s = NULL;
8774 rsurface.batchelement3s_indexbuffer = NULL;
8775 rsurface.batchelement3s_bufferoffset = 0;
8776 if (endvertex <= 65536)
8778 // make a 16bit (unsigned short) index array if possible
8779 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8780 for (i = 0;i < numtriangles*3;i++)
8781 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8787 // something needs software processing, do it for real...
8788 // we only directly handle separate array data in this case and then
8789 // generate interleaved data if needed...
8790 rsurface.batchgeneratedvertex = true;
8792 // now copy the vertex data into a combined array and make an index array
8793 // (this is what Quake3 does all the time)
8794 //if (gaps || rsurface.batchfirstvertex)
8796 rsurface.batchvertex3fbuffer = NULL;
8797 rsurface.batchvertexmesh = NULL;
8798 rsurface.batchvertexmeshbuffer = NULL;
8799 rsurface.batchvertex3f = NULL;
8800 rsurface.batchvertex3f_vertexbuffer = NULL;
8801 rsurface.batchvertex3f_bufferoffset = 0;
8802 rsurface.batchsvector3f = NULL;
8803 rsurface.batchsvector3f_vertexbuffer = NULL;
8804 rsurface.batchsvector3f_bufferoffset = 0;
8805 rsurface.batchtvector3f = NULL;
8806 rsurface.batchtvector3f_vertexbuffer = NULL;
8807 rsurface.batchtvector3f_bufferoffset = 0;
8808 rsurface.batchnormal3f = NULL;
8809 rsurface.batchnormal3f_vertexbuffer = NULL;
8810 rsurface.batchnormal3f_bufferoffset = 0;
8811 rsurface.batchlightmapcolor4f = NULL;
8812 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8813 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8814 rsurface.batchtexcoordtexture2f = NULL;
8815 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8816 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8817 rsurface.batchtexcoordlightmap2f = NULL;
8818 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8819 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8820 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8821 rsurface.batchelement3i_indexbuffer = NULL;
8822 rsurface.batchelement3i_bufferoffset = 0;
8823 rsurface.batchelement3s = NULL;
8824 rsurface.batchelement3s_indexbuffer = NULL;
8825 rsurface.batchelement3s_bufferoffset = 0;
8826 // we'll only be setting up certain arrays as needed
8827 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8828 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8829 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8830 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8831 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8832 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8833 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8835 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8836 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8838 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8839 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8840 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8841 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8842 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8843 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8846 for (i = 0;i < texturenumsurfaces;i++)
8848 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8849 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8850 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8851 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8852 // copy only the data requested
8853 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8854 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8855 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8857 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8859 if (rsurface.batchvertex3f)
8860 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8862 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8864 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8866 if (rsurface.modelnormal3f)
8867 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8869 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8871 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8873 if (rsurface.modelsvector3f)
8875 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8876 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8880 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8881 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8884 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8886 if (rsurface.modellightmapcolor4f)
8887 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8889 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8891 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8893 if (rsurface.modeltexcoordtexture2f)
8894 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8896 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8898 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8900 if (rsurface.modeltexcoordlightmap2f)
8901 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8903 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8906 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8907 numvertices += surfacenumvertices;
8908 numtriangles += surfacenumtriangles;
8911 // generate a 16bit index array as well if possible
8912 // (in general, dynamic batches fit)
8913 if (numvertices <= 65536)
8915 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8916 for (i = 0;i < numtriangles*3;i++)
8917 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8920 // since we've copied everything, the batch now starts at 0
8921 rsurface.batchfirstvertex = 0;
8922 rsurface.batchnumvertices = batchnumvertices;
8923 rsurface.batchfirsttriangle = 0;
8924 rsurface.batchnumtriangles = batchnumtriangles;
8927 // q1bsp surfaces rendered in vertex color mode have to have colors
8928 // calculated based on lightstyles
8929 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8931 // generate color arrays for the surfaces in this list
8936 const unsigned char *lm;
8937 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8938 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8939 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8941 for (i = 0;i < texturenumsurfaces;i++)
8943 surface = texturesurfacelist[i];
8944 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8945 surfacenumvertices = surface->num_vertices;
8946 if (surface->lightmapinfo->samples)
8948 for (j = 0;j < surfacenumvertices;j++)
8950 lm = surface->lightmapinfo->samples + offsets[j];
8951 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8952 VectorScale(lm, scale, c);
8953 if (surface->lightmapinfo->styles[1] != 255)
8955 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8957 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8958 VectorMA(c, scale, lm, c);
8959 if (surface->lightmapinfo->styles[2] != 255)
8962 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8963 VectorMA(c, scale, lm, c);
8964 if (surface->lightmapinfo->styles[3] != 255)
8967 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8968 VectorMA(c, scale, lm, c);
8975 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);
8981 for (j = 0;j < surfacenumvertices;j++)
8983 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8990 // if vertices are deformed (sprite flares and things in maps, possibly
8991 // water waves, bulges and other deformations), modify the copied vertices
8993 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8995 switch (deform->deform)
8998 case Q3DEFORM_PROJECTIONSHADOW:
8999 case Q3DEFORM_TEXT0:
9000 case Q3DEFORM_TEXT1:
9001 case Q3DEFORM_TEXT2:
9002 case Q3DEFORM_TEXT3:
9003 case Q3DEFORM_TEXT4:
9004 case Q3DEFORM_TEXT5:
9005 case Q3DEFORM_TEXT6:
9006 case Q3DEFORM_TEXT7:
9009 case Q3DEFORM_AUTOSPRITE:
9010 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9013 VectorNormalize(newforward);
9014 VectorNormalize(newright);
9015 VectorNormalize(newup);
9016 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9017 // rsurface.batchvertex3f_vertexbuffer = NULL;
9018 // rsurface.batchvertex3f_bufferoffset = 0;
9019 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9020 // rsurface.batchsvector3f_vertexbuffer = NULL;
9021 // rsurface.batchsvector3f_bufferoffset = 0;
9022 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9023 // rsurface.batchtvector3f_vertexbuffer = NULL;
9024 // rsurface.batchtvector3f_bufferoffset = 0;
9025 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9026 // rsurface.batchnormal3f_vertexbuffer = NULL;
9027 // rsurface.batchnormal3f_bufferoffset = 0;
9028 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9029 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9030 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9031 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9032 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);
9033 // a single autosprite surface can contain multiple sprites...
9034 for (j = 0;j < batchnumvertices - 3;j += 4)
9036 VectorClear(center);
9037 for (i = 0;i < 4;i++)
9038 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9039 VectorScale(center, 0.25f, center);
9040 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9041 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9042 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9043 for (i = 0;i < 4;i++)
9045 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9046 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9049 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9050 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9051 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);
9053 case Q3DEFORM_AUTOSPRITE2:
9054 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9055 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9056 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9057 VectorNormalize(newforward);
9058 VectorNormalize(newright);
9059 VectorNormalize(newup);
9060 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9061 // rsurface.batchvertex3f_vertexbuffer = NULL;
9062 // rsurface.batchvertex3f_bufferoffset = 0;
9064 const float *v1, *v2;
9074 memset(shortest, 0, sizeof(shortest));
9075 // a single autosprite surface can contain multiple sprites...
9076 for (j = 0;j < batchnumvertices - 3;j += 4)
9078 VectorClear(center);
9079 for (i = 0;i < 4;i++)
9080 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9081 VectorScale(center, 0.25f, center);
9082 // find the two shortest edges, then use them to define the
9083 // axis vectors for rotating around the central axis
9084 for (i = 0;i < 6;i++)
9086 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9087 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9088 l = VectorDistance2(v1, v2);
9089 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9091 l += (1.0f / 1024.0f);
9092 if (shortest[0].length2 > l || i == 0)
9094 shortest[1] = shortest[0];
9095 shortest[0].length2 = l;
9096 shortest[0].v1 = v1;
9097 shortest[0].v2 = v2;
9099 else if (shortest[1].length2 > l || i == 1)
9101 shortest[1].length2 = l;
9102 shortest[1].v1 = v1;
9103 shortest[1].v2 = v2;
9106 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9107 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9108 // this calculates the right vector from the shortest edge
9109 // and the up vector from the edge midpoints
9110 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9111 VectorNormalize(right);
9112 VectorSubtract(end, start, up);
9113 VectorNormalize(up);
9114 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9115 VectorSubtract(rsurface.localvieworigin, center, forward);
9116 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9117 VectorNegate(forward, forward);
9118 VectorReflect(forward, 0, up, forward);
9119 VectorNormalize(forward);
9120 CrossProduct(up, forward, newright);
9121 VectorNormalize(newright);
9122 // rotate the quad around the up axis vector, this is made
9123 // especially easy by the fact we know the quad is flat,
9124 // so we only have to subtract the center position and
9125 // measure distance along the right vector, and then
9126 // multiply that by the newright vector and add back the
9128 // we also need to subtract the old position to undo the
9129 // displacement from the center, which we do with a
9130 // DotProduct, the subtraction/addition of center is also
9131 // optimized into DotProducts here
9132 l = DotProduct(right, center);
9133 for (i = 0;i < 4;i++)
9135 v1 = rsurface.batchvertex3f + 3*(j+i);
9136 f = DotProduct(right, v1) - l;
9137 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9141 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9143 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9144 // rsurface.batchnormal3f_vertexbuffer = NULL;
9145 // rsurface.batchnormal3f_bufferoffset = 0;
9146 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9148 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9150 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9151 // rsurface.batchsvector3f_vertexbuffer = NULL;
9152 // rsurface.batchsvector3f_bufferoffset = 0;
9153 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9154 // rsurface.batchtvector3f_vertexbuffer = NULL;
9155 // rsurface.batchtvector3f_bufferoffset = 0;
9156 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);
9159 case Q3DEFORM_NORMAL:
9160 // deform the normals to make reflections wavey
9161 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9162 rsurface.batchnormal3f_vertexbuffer = NULL;
9163 rsurface.batchnormal3f_bufferoffset = 0;
9164 for (j = 0;j < batchnumvertices;j++)
9167 float *normal = rsurface.batchnormal3f + 3*j;
9168 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9169 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9170 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9171 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9172 VectorNormalize(normal);
9174 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9176 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9177 // rsurface.batchsvector3f_vertexbuffer = NULL;
9178 // rsurface.batchsvector3f_bufferoffset = 0;
9179 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9180 // rsurface.batchtvector3f_vertexbuffer = NULL;
9181 // rsurface.batchtvector3f_bufferoffset = 0;
9182 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);
9186 // deform vertex array to make wavey water and flags and such
9187 waveparms[0] = deform->waveparms[0];
9188 waveparms[1] = deform->waveparms[1];
9189 waveparms[2] = deform->waveparms[2];
9190 waveparms[3] = deform->waveparms[3];
9191 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9192 break; // if wavefunc is a nop, don't make a dynamic vertex array
9193 // this is how a divisor of vertex influence on deformation
9194 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9195 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9196 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9197 // rsurface.batchvertex3f_vertexbuffer = NULL;
9198 // rsurface.batchvertex3f_bufferoffset = 0;
9199 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9200 // rsurface.batchnormal3f_vertexbuffer = NULL;
9201 // rsurface.batchnormal3f_bufferoffset = 0;
9202 for (j = 0;j < batchnumvertices;j++)
9204 // if the wavefunc depends on time, evaluate it per-vertex
9207 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9208 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9210 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9212 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9213 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9214 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9216 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9217 // rsurface.batchsvector3f_vertexbuffer = NULL;
9218 // rsurface.batchsvector3f_bufferoffset = 0;
9219 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9220 // rsurface.batchtvector3f_vertexbuffer = NULL;
9221 // rsurface.batchtvector3f_bufferoffset = 0;
9222 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);
9225 case Q3DEFORM_BULGE:
9226 // deform vertex array to make the surface have moving bulges
9227 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9228 // rsurface.batchvertex3f_vertexbuffer = NULL;
9229 // rsurface.batchvertex3f_bufferoffset = 0;
9230 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9231 // rsurface.batchnormal3f_vertexbuffer = NULL;
9232 // rsurface.batchnormal3f_bufferoffset = 0;
9233 for (j = 0;j < batchnumvertices;j++)
9235 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9236 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9238 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9239 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9240 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9242 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9243 // rsurface.batchsvector3f_vertexbuffer = NULL;
9244 // rsurface.batchsvector3f_bufferoffset = 0;
9245 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9246 // rsurface.batchtvector3f_vertexbuffer = NULL;
9247 // rsurface.batchtvector3f_bufferoffset = 0;
9248 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);
9252 // deform vertex array
9253 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9254 break; // if wavefunc is a nop, don't make a dynamic vertex array
9255 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9256 VectorScale(deform->parms, scale, waveparms);
9257 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9258 // rsurface.batchvertex3f_vertexbuffer = NULL;
9259 // rsurface.batchvertex3f_bufferoffset = 0;
9260 for (j = 0;j < batchnumvertices;j++)
9261 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9266 // generate texcoords based on the chosen texcoord source
9267 switch(rsurface.texture->tcgen.tcgen)
9270 case Q3TCGEN_TEXTURE:
9272 case Q3TCGEN_LIGHTMAP:
9273 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9274 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9275 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9276 if (rsurface.batchtexcoordlightmap2f)
9277 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9279 case Q3TCGEN_VECTOR:
9280 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9281 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9282 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9283 for (j = 0;j < batchnumvertices;j++)
9285 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9286 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9289 case Q3TCGEN_ENVIRONMENT:
9290 // make environment reflections using a spheremap
9291 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9292 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9293 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9294 for (j = 0;j < batchnumvertices;j++)
9296 // identical to Q3A's method, but executed in worldspace so
9297 // carried models can be shiny too
9299 float viewer[3], d, reflected[3], worldreflected[3];
9301 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9302 // VectorNormalize(viewer);
9304 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9306 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9307 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9308 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9309 // note: this is proportinal to viewer, so we can normalize later
9311 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9312 VectorNormalize(worldreflected);
9314 // note: this sphere map only uses world x and z!
9315 // so positive and negative y will LOOK THE SAME.
9316 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9317 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9321 // the only tcmod that needs software vertex processing is turbulent, so
9322 // check for it here and apply the changes if needed
9323 // and we only support that as the first one
9324 // (handling a mixture of turbulent and other tcmods would be problematic
9325 // without punting it entirely to a software path)
9326 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9328 amplitude = rsurface.texture->tcmods[0].parms[1];
9329 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9330 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9331 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9332 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9333 for (j = 0;j < batchnumvertices;j++)
9335 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);
9336 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9340 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9342 // convert the modified arrays to vertex structs
9343 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9344 // rsurface.batchvertexmeshbuffer = NULL;
9345 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9346 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9347 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9348 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9349 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9350 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9351 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9353 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9356 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9359 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9360 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9361 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9362 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9363 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9364 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9365 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9366 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9371 void RSurf_DrawBatch(void)
9373 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9374 // through the pipeline, killing it earlier in the pipeline would have
9375 // per-surface overhead rather than per-batch overhead, so it's best to
9376 // reject it here, before it hits glDraw.
9377 if (rsurface.batchnumtriangles == 0)
9380 // batch debugging code
9381 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9387 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9388 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9391 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9393 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9395 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9396 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);
9403 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);
9406 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9408 // pick the closest matching water plane
9409 int planeindex, vertexindex, bestplaneindex = -1;
9413 r_waterstate_waterplane_t *p;
9414 qboolean prepared = false;
9416 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9418 if(p->camera_entity != rsurface.texture->camera_entity)
9423 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9425 if(rsurface.batchnumvertices == 0)
9428 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9430 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9431 d += fabs(PlaneDiff(vert, &p->plane));
9433 if (bestd > d || bestplaneindex < 0)
9436 bestplaneindex = planeindex;
9439 return bestplaneindex;
9440 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9441 // this situation though, as it might be better to render single larger
9442 // batches with useless stuff (backface culled for example) than to
9443 // render multiple smaller batches
9446 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9449 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9450 rsurface.passcolor4f_vertexbuffer = 0;
9451 rsurface.passcolor4f_bufferoffset = 0;
9452 for (i = 0;i < rsurface.batchnumvertices;i++)
9453 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9456 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9463 if (rsurface.passcolor4f)
9465 // generate color arrays
9466 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9467 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9468 rsurface.passcolor4f_vertexbuffer = 0;
9469 rsurface.passcolor4f_bufferoffset = 0;
9470 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)
9472 f = RSurf_FogVertex(v);
9481 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9482 rsurface.passcolor4f_vertexbuffer = 0;
9483 rsurface.passcolor4f_bufferoffset = 0;
9484 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9486 f = RSurf_FogVertex(v);
9495 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9502 if (!rsurface.passcolor4f)
9504 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9505 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9506 rsurface.passcolor4f_vertexbuffer = 0;
9507 rsurface.passcolor4f_bufferoffset = 0;
9508 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)
9510 f = RSurf_FogVertex(v);
9511 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9512 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9513 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9518 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9523 if (!rsurface.passcolor4f)
9525 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9526 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9527 rsurface.passcolor4f_vertexbuffer = 0;
9528 rsurface.passcolor4f_bufferoffset = 0;
9529 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9538 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9543 if (!rsurface.passcolor4f)
9545 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9546 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9547 rsurface.passcolor4f_vertexbuffer = 0;
9548 rsurface.passcolor4f_bufferoffset = 0;
9549 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9551 c2[0] = c[0] + r_refdef.scene.ambient;
9552 c2[1] = c[1] + r_refdef.scene.ambient;
9553 c2[2] = c[2] + r_refdef.scene.ambient;
9558 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9561 rsurface.passcolor4f = NULL;
9562 rsurface.passcolor4f_vertexbuffer = 0;
9563 rsurface.passcolor4f_bufferoffset = 0;
9564 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9565 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9566 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9567 GL_Color(r, g, b, a);
9568 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9572 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9574 // TODO: optimize applyfog && applycolor case
9575 // just apply fog if necessary, and tint the fog color array if necessary
9576 rsurface.passcolor4f = NULL;
9577 rsurface.passcolor4f_vertexbuffer = 0;
9578 rsurface.passcolor4f_bufferoffset = 0;
9579 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9580 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9581 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9582 GL_Color(r, g, b, a);
9586 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9589 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9590 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9591 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9592 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9593 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9594 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9595 GL_Color(r, g, b, a);
9599 static void RSurf_DrawBatch_GL11_ClampColor(void)
9604 if (!rsurface.passcolor4f)
9606 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9608 c2[0] = bound(0.0f, c1[0], 1.0f);
9609 c2[1] = bound(0.0f, c1[1], 1.0f);
9610 c2[2] = bound(0.0f, c1[2], 1.0f);
9611 c2[3] = bound(0.0f, c1[3], 1.0f);
9615 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9625 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9626 rsurface.passcolor4f_vertexbuffer = 0;
9627 rsurface.passcolor4f_bufferoffset = 0;
9628 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)
9630 f = -DotProduct(r_refdef.view.forward, n);
9632 f = f * 0.85 + 0.15; // work around so stuff won't get black
9633 f *= r_refdef.lightmapintensity;
9634 Vector4Set(c, f, f, f, 1);
9638 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9640 RSurf_DrawBatch_GL11_ApplyFakeLight();
9641 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9642 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9643 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9644 GL_Color(r, g, b, a);
9648 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9656 vec3_t ambientcolor;
9657 vec3_t diffusecolor;
9661 VectorCopy(rsurface.modellight_lightdir, lightdir);
9662 f = 0.5f * r_refdef.lightmapintensity;
9663 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9664 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9665 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9666 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9667 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9668 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9670 if (VectorLength2(diffusecolor) > 0)
9672 // q3-style directional shading
9673 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9674 rsurface.passcolor4f_vertexbuffer = 0;
9675 rsurface.passcolor4f_bufferoffset = 0;
9676 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)
9678 if ((f = DotProduct(n, lightdir)) > 0)
9679 VectorMA(ambientcolor, f, diffusecolor, c);
9681 VectorCopy(ambientcolor, c);
9688 *applycolor = false;
9692 *r = ambientcolor[0];
9693 *g = ambientcolor[1];
9694 *b = ambientcolor[2];
9695 rsurface.passcolor4f = NULL;
9696 rsurface.passcolor4f_vertexbuffer = 0;
9697 rsurface.passcolor4f_bufferoffset = 0;
9701 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9703 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9704 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9705 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9706 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9707 GL_Color(r, g, b, a);
9711 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9719 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9720 rsurface.passcolor4f_vertexbuffer = 0;
9721 rsurface.passcolor4f_bufferoffset = 0;
9723 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9725 f = 1 - RSurf_FogVertex(v);
9733 void RSurf_SetupDepthAndCulling(void)
9735 // submodels are biased to avoid z-fighting with world surfaces that they
9736 // may be exactly overlapping (avoids z-fighting artifacts on certain
9737 // doors and things in Quake maps)
9738 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9739 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9740 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9741 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9744 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9746 // transparent sky would be ridiculous
9747 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9749 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9750 skyrenderlater = true;
9751 RSurf_SetupDepthAndCulling();
9753 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9754 // skymasking on them, and Quake3 never did sky masking (unlike
9755 // software Quake and software Quake2), so disable the sky masking
9756 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9757 // and skymasking also looks very bad when noclipping outside the
9758 // level, so don't use it then either.
9759 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9761 R_Mesh_ResetTextureState();
9762 if (skyrendermasked)
9764 R_SetupShader_DepthOrShadow(false);
9765 // depth-only (masking)
9766 GL_ColorMask(0,0,0,0);
9767 // just to make sure that braindead drivers don't draw
9768 // anything despite that colormask...
9769 GL_BlendFunc(GL_ZERO, GL_ONE);
9770 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9771 if (rsurface.batchvertex3fbuffer)
9772 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9774 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9778 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9780 GL_BlendFunc(GL_ONE, GL_ZERO);
9781 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9782 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9783 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9786 if (skyrendermasked)
9787 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9789 R_Mesh_ResetTextureState();
9790 GL_Color(1, 1, 1, 1);
9793 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9794 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9795 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9797 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9801 // render screenspace normalmap to texture
9803 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9807 // bind lightmap texture
9809 // water/refraction/reflection/camera surfaces have to be handled specially
9810 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9812 int start, end, startplaneindex;
9813 for (start = 0;start < texturenumsurfaces;start = end)
9815 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9816 if(startplaneindex < 0)
9818 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9819 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9823 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9825 // now that we have a batch using the same planeindex, render it
9826 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9828 // render water or distortion background
9830 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);
9832 // blend surface on top
9833 GL_DepthMask(false);
9834 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9837 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9839 // render surface with reflection texture as input
9840 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9841 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);
9848 // render surface batch normally
9849 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9850 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);
9854 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9856 // OpenGL 1.3 path - anything not completely ancient
9857 qboolean applycolor;
9860 const texturelayer_t *layer;
9861 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);
9862 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9864 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9867 int layertexrgbscale;
9868 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9870 if (layerindex == 0)
9874 GL_AlphaTest(false);
9875 GL_DepthFunc(GL_EQUAL);
9878 GL_DepthMask(layer->depthmask && writedepth);
9879 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9880 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9882 layertexrgbscale = 4;
9883 VectorScale(layer->color, 0.25f, layercolor);
9885 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9887 layertexrgbscale = 2;
9888 VectorScale(layer->color, 0.5f, layercolor);
9892 layertexrgbscale = 1;
9893 VectorScale(layer->color, 1.0f, layercolor);
9895 layercolor[3] = layer->color[3];
9896 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9897 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9898 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9899 switch (layer->type)
9901 case TEXTURELAYERTYPE_LITTEXTURE:
9902 // single-pass lightmapped texture with 2x rgbscale
9903 R_Mesh_TexBind(0, r_texture_white);
9904 R_Mesh_TexMatrix(0, NULL);
9905 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9906 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9907 R_Mesh_TexBind(1, layer->texture);
9908 R_Mesh_TexMatrix(1, &layer->texmatrix);
9909 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9910 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9911 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9912 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9913 else if (FAKELIGHT_ENABLED)
9914 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9915 else if (rsurface.uselightmaptexture)
9916 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9918 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9920 case TEXTURELAYERTYPE_TEXTURE:
9921 // singletexture unlit texture with transparency support
9922 R_Mesh_TexBind(0, layer->texture);
9923 R_Mesh_TexMatrix(0, &layer->texmatrix);
9924 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9925 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9926 R_Mesh_TexBind(1, 0);
9927 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9928 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 case TEXTURELAYERTYPE_FOG:
9931 // singletexture fogging
9934 R_Mesh_TexBind(0, layer->texture);
9935 R_Mesh_TexMatrix(0, &layer->texmatrix);
9936 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9937 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9941 R_Mesh_TexBind(0, 0);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9944 R_Mesh_TexBind(1, 0);
9945 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9946 // generate a color array for the fog pass
9947 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9948 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9952 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9955 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9957 GL_DepthFunc(GL_LEQUAL);
9958 GL_AlphaTest(false);
9962 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9964 // OpenGL 1.1 - crusty old voodoo path
9967 const texturelayer_t *layer;
9968 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);
9969 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9971 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9973 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9975 if (layerindex == 0)
9979 GL_AlphaTest(false);
9980 GL_DepthFunc(GL_EQUAL);
9983 GL_DepthMask(layer->depthmask && writedepth);
9984 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9985 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9986 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9987 switch (layer->type)
9989 case TEXTURELAYERTYPE_LITTEXTURE:
9990 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9992 // two-pass lit texture with 2x rgbscale
9993 // first the lightmap pass
9994 R_Mesh_TexBind(0, r_texture_white);
9995 R_Mesh_TexMatrix(0, NULL);
9996 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9997 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9998 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9999 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10000 else if (FAKELIGHT_ENABLED)
10001 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10002 else if (rsurface.uselightmaptexture)
10003 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10005 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10006 // then apply the texture to it
10007 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10008 R_Mesh_TexBind(0, layer->texture);
10009 R_Mesh_TexMatrix(0, &layer->texmatrix);
10010 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10011 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10012 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);
10016 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10017 R_Mesh_TexBind(0, layer->texture);
10018 R_Mesh_TexMatrix(0, &layer->texmatrix);
10019 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10020 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10022 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);
10024 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);
10027 case TEXTURELAYERTYPE_TEXTURE:
10028 // singletexture unlit texture with transparency support
10029 R_Mesh_TexBind(0, layer->texture);
10030 R_Mesh_TexMatrix(0, &layer->texmatrix);
10031 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10032 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10033 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);
10035 case TEXTURELAYERTYPE_FOG:
10036 // singletexture fogging
10037 if (layer->texture)
10039 R_Mesh_TexBind(0, layer->texture);
10040 R_Mesh_TexMatrix(0, &layer->texmatrix);
10041 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10042 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10046 R_Mesh_TexBind(0, 0);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10049 // generate a color array for the fog pass
10050 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10051 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10055 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10058 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10060 GL_DepthFunc(GL_LEQUAL);
10061 GL_AlphaTest(false);
10065 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10069 r_vertexgeneric_t *batchvertex;
10072 // R_Mesh_ResetTextureState();
10073 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10075 if(rsurface.texture && rsurface.texture->currentskinframe)
10077 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10078 c[3] *= rsurface.texture->currentalpha;
10088 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10090 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10091 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10092 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10095 // brighten it up (as texture value 127 means "unlit")
10096 c[0] *= 2 * r_refdef.view.colorscale;
10097 c[1] *= 2 * r_refdef.view.colorscale;
10098 c[2] *= 2 * r_refdef.view.colorscale;
10100 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10101 c[3] *= r_wateralpha.value;
10103 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10105 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10106 GL_DepthMask(false);
10108 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10110 GL_BlendFunc(GL_ONE, GL_ONE);
10111 GL_DepthMask(false);
10113 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10116 GL_DepthMask(false);
10118 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10120 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10121 GL_DepthMask(false);
10125 GL_BlendFunc(GL_ONE, GL_ZERO);
10126 GL_DepthMask(writedepth);
10129 if (r_showsurfaces.integer == 3)
10131 rsurface.passcolor4f = NULL;
10133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10135 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10137 rsurface.passcolor4f = NULL;
10138 rsurface.passcolor4f_vertexbuffer = 0;
10139 rsurface.passcolor4f_bufferoffset = 0;
10141 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10143 qboolean applycolor = true;
10146 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10148 r_refdef.lightmapintensity = 1;
10149 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10150 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10152 else if (FAKELIGHT_ENABLED)
10154 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10156 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10157 RSurf_DrawBatch_GL11_ApplyFakeLight();
10158 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10165 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10166 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10169 if(!rsurface.passcolor4f)
10170 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10172 RSurf_DrawBatch_GL11_ApplyAmbient();
10173 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10174 if(r_refdef.fogenabled)
10175 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10176 RSurf_DrawBatch_GL11_ClampColor();
10178 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10179 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10182 else if (!r_refdef.view.showdebug)
10184 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10185 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10186 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10188 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10189 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10191 R_Mesh_PrepareVertices_Generic_Unlock();
10194 else if (r_showsurfaces.integer == 4)
10196 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10197 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10198 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10200 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10201 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10202 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10204 R_Mesh_PrepareVertices_Generic_Unlock();
10207 else if (r_showsurfaces.integer == 2)
10210 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10211 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10212 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10214 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10215 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10216 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10217 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10218 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10219 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10220 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10222 R_Mesh_PrepareVertices_Generic_Unlock();
10223 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10227 int texturesurfaceindex;
10229 const msurface_t *surface;
10230 float surfacecolor4f[4];
10231 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10232 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10234 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10236 surface = texturesurfacelist[texturesurfaceindex];
10237 k = (int)(((size_t)surface) / sizeof(msurface_t));
10238 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10239 for (j = 0;j < surface->num_vertices;j++)
10241 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10242 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10246 R_Mesh_PrepareVertices_Generic_Unlock();
10251 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10254 RSurf_SetupDepthAndCulling();
10255 if (r_showsurfaces.integer)
10257 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10260 switch (vid.renderpath)
10262 case RENDERPATH_GL20:
10263 case RENDERPATH_D3D9:
10264 case RENDERPATH_D3D10:
10265 case RENDERPATH_D3D11:
10266 case RENDERPATH_SOFT:
10267 case RENDERPATH_GLES2:
10268 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10270 case RENDERPATH_GL13:
10271 case RENDERPATH_GLES1:
10272 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10274 case RENDERPATH_GL11:
10275 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10281 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10284 RSurf_SetupDepthAndCulling();
10285 if (r_showsurfaces.integer)
10287 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10290 switch (vid.renderpath)
10292 case RENDERPATH_GL20:
10293 case RENDERPATH_D3D9:
10294 case RENDERPATH_D3D10:
10295 case RENDERPATH_D3D11:
10296 case RENDERPATH_SOFT:
10297 case RENDERPATH_GLES2:
10298 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10300 case RENDERPATH_GL13:
10301 case RENDERPATH_GLES1:
10302 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10304 case RENDERPATH_GL11:
10305 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10311 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10314 int texturenumsurfaces, endsurface;
10315 texture_t *texture;
10316 const msurface_t *surface;
10317 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10319 // if the model is static it doesn't matter what value we give for
10320 // wantnormals and wanttangents, so this logic uses only rules applicable
10321 // to a model, knowing that they are meaningless otherwise
10322 if (ent == r_refdef.scene.worldentity)
10323 RSurf_ActiveWorldEntity();
10324 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10325 RSurf_ActiveModelEntity(ent, false, false, false);
10328 switch (vid.renderpath)
10330 case RENDERPATH_GL20:
10331 case RENDERPATH_D3D9:
10332 case RENDERPATH_D3D10:
10333 case RENDERPATH_D3D11:
10334 case RENDERPATH_SOFT:
10335 case RENDERPATH_GLES2:
10336 RSurf_ActiveModelEntity(ent, true, true, false);
10338 case RENDERPATH_GL11:
10339 case RENDERPATH_GL13:
10340 case RENDERPATH_GLES1:
10341 RSurf_ActiveModelEntity(ent, true, false, false);
10346 if (r_transparentdepthmasking.integer)
10348 qboolean setup = false;
10349 for (i = 0;i < numsurfaces;i = j)
10352 surface = rsurface.modelsurfaces + surfacelist[i];
10353 texture = surface->texture;
10354 rsurface.texture = R_GetCurrentTexture(texture);
10355 rsurface.lightmaptexture = NULL;
10356 rsurface.deluxemaptexture = NULL;
10357 rsurface.uselightmaptexture = false;
10358 // scan ahead until we find a different texture
10359 endsurface = min(i + 1024, numsurfaces);
10360 texturenumsurfaces = 0;
10361 texturesurfacelist[texturenumsurfaces++] = surface;
10362 for (;j < endsurface;j++)
10364 surface = rsurface.modelsurfaces + surfacelist[j];
10365 if (texture != surface->texture)
10367 texturesurfacelist[texturenumsurfaces++] = surface;
10369 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10371 // render the range of surfaces as depth
10375 GL_ColorMask(0,0,0,0);
10377 GL_DepthTest(true);
10378 GL_BlendFunc(GL_ONE, GL_ZERO);
10379 GL_DepthMask(true);
10380 // R_Mesh_ResetTextureState();
10381 R_SetupShader_DepthOrShadow(false);
10383 RSurf_SetupDepthAndCulling();
10384 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10385 if (rsurface.batchvertex3fbuffer)
10386 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10388 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10392 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10395 for (i = 0;i < numsurfaces;i = j)
10398 surface = rsurface.modelsurfaces + surfacelist[i];
10399 texture = surface->texture;
10400 rsurface.texture = R_GetCurrentTexture(texture);
10401 // scan ahead until we find a different texture
10402 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10403 texturenumsurfaces = 0;
10404 texturesurfacelist[texturenumsurfaces++] = surface;
10405 if(FAKELIGHT_ENABLED)
10407 rsurface.lightmaptexture = NULL;
10408 rsurface.deluxemaptexture = NULL;
10409 rsurface.uselightmaptexture = false;
10410 for (;j < endsurface;j++)
10412 surface = rsurface.modelsurfaces + surfacelist[j];
10413 if (texture != surface->texture)
10415 texturesurfacelist[texturenumsurfaces++] = surface;
10420 rsurface.lightmaptexture = surface->lightmaptexture;
10421 rsurface.deluxemaptexture = surface->deluxemaptexture;
10422 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10423 for (;j < endsurface;j++)
10425 surface = rsurface.modelsurfaces + surfacelist[j];
10426 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10428 texturesurfacelist[texturenumsurfaces++] = surface;
10431 // render the range of surfaces
10432 if (ent == r_refdef.scene.worldentity)
10433 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10435 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10437 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10440 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10442 // transparent surfaces get pushed off into the transparent queue
10443 int surfacelistindex;
10444 const msurface_t *surface;
10445 vec3_t tempcenter, center;
10446 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10448 surface = texturesurfacelist[surfacelistindex];
10449 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10450 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10451 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10452 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10453 if (queueentity->transparent_offset) // transparent offset
10455 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10456 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10457 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10459 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10463 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10465 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10467 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10469 RSurf_SetupDepthAndCulling();
10470 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10471 if (rsurface.batchvertex3fbuffer)
10472 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10474 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10478 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10480 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10483 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10486 if (!rsurface.texture->currentnumlayers)
10488 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10489 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10491 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10493 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10494 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10495 else if (!rsurface.texture->currentnumlayers)
10497 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10499 // in the deferred case, transparent surfaces were queued during prepass
10500 if (!r_shadow_usingdeferredprepass)
10501 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10505 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10506 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10511 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10514 texture_t *texture;
10515 R_FrameData_SetMark();
10516 // break the surface list down into batches by texture and use of lightmapping
10517 for (i = 0;i < numsurfaces;i = j)
10520 // texture is the base texture pointer, rsurface.texture is the
10521 // current frame/skin the texture is directing us to use (for example
10522 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10523 // use skin 1 instead)
10524 texture = surfacelist[i]->texture;
10525 rsurface.texture = R_GetCurrentTexture(texture);
10526 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10528 // if this texture is not the kind we want, skip ahead to the next one
10529 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10533 if(FAKELIGHT_ENABLED || depthonly || prepass)
10535 rsurface.lightmaptexture = NULL;
10536 rsurface.deluxemaptexture = NULL;
10537 rsurface.uselightmaptexture = false;
10538 // simply scan ahead until we find a different texture or lightmap state
10539 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10544 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10545 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10546 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10547 // simply scan ahead until we find a different texture or lightmap state
10548 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10551 // render the range of surfaces
10552 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10554 R_FrameData_ReturnToMark();
10557 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10561 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10564 if (!rsurface.texture->currentnumlayers)
10566 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10567 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10569 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10571 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10572 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10573 else if (!rsurface.texture->currentnumlayers)
10575 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10577 // in the deferred case, transparent surfaces were queued during prepass
10578 if (!r_shadow_usingdeferredprepass)
10579 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10583 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10584 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10589 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10592 texture_t *texture;
10593 R_FrameData_SetMark();
10594 // break the surface list down into batches by texture and use of lightmapping
10595 for (i = 0;i < numsurfaces;i = j)
10598 // texture is the base texture pointer, rsurface.texture is the
10599 // current frame/skin the texture is directing us to use (for example
10600 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10601 // use skin 1 instead)
10602 texture = surfacelist[i]->texture;
10603 rsurface.texture = R_GetCurrentTexture(texture);
10604 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10606 // if this texture is not the kind we want, skip ahead to the next one
10607 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10611 if(FAKELIGHT_ENABLED || depthonly || prepass)
10613 rsurface.lightmaptexture = NULL;
10614 rsurface.deluxemaptexture = NULL;
10615 rsurface.uselightmaptexture = false;
10616 // simply scan ahead until we find a different texture or lightmap state
10617 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10622 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10623 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10624 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10625 // simply scan ahead until we find a different texture or lightmap state
10626 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10629 // render the range of surfaces
10630 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10632 R_FrameData_ReturnToMark();
10635 float locboxvertex3f[6*4*3] =
10637 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10638 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10639 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10640 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10641 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10642 1,0,0, 0,0,0, 0,1,0, 1,1,0
10645 unsigned short locboxelements[6*2*3] =
10650 12,13,14, 12,14,15,
10651 16,17,18, 16,18,19,
10655 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10658 cl_locnode_t *loc = (cl_locnode_t *)ent;
10660 float vertex3f[6*4*3];
10662 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10663 GL_DepthMask(false);
10664 GL_DepthRange(0, 1);
10665 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10666 GL_DepthTest(true);
10667 GL_CullFace(GL_NONE);
10668 R_EntityMatrix(&identitymatrix);
10670 // R_Mesh_ResetTextureState();
10672 i = surfacelist[0];
10673 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10674 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10675 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10676 surfacelist[0] < 0 ? 0.5f : 0.125f);
10678 if (VectorCompare(loc->mins, loc->maxs))
10680 VectorSet(size, 2, 2, 2);
10681 VectorMA(loc->mins, -0.5f, size, mins);
10685 VectorCopy(loc->mins, mins);
10686 VectorSubtract(loc->maxs, loc->mins, size);
10689 for (i = 0;i < 6*4*3;)
10690 for (j = 0;j < 3;j++, i++)
10691 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10693 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10694 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10695 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10698 void R_DrawLocs(void)
10701 cl_locnode_t *loc, *nearestloc;
10703 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10704 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10706 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10707 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10711 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10713 if (decalsystem->decals)
10714 Mem_Free(decalsystem->decals);
10715 memset(decalsystem, 0, sizeof(*decalsystem));
10718 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)
10721 tridecal_t *decals;
10724 // expand or initialize the system
10725 if (decalsystem->maxdecals <= decalsystem->numdecals)
10727 decalsystem_t old = *decalsystem;
10728 qboolean useshortelements;
10729 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10730 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10731 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)));
10732 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10733 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10734 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10735 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10736 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10737 if (decalsystem->numdecals)
10738 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10740 Mem_Free(old.decals);
10741 for (i = 0;i < decalsystem->maxdecals*3;i++)
10742 decalsystem->element3i[i] = i;
10743 if (useshortelements)
10744 for (i = 0;i < decalsystem->maxdecals*3;i++)
10745 decalsystem->element3s[i] = i;
10748 // grab a decal and search for another free slot for the next one
10749 decals = decalsystem->decals;
10750 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10751 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10753 decalsystem->freedecal = i;
10754 if (decalsystem->numdecals <= i)
10755 decalsystem->numdecals = i + 1;
10757 // initialize the decal
10759 decal->triangleindex = triangleindex;
10760 decal->surfaceindex = surfaceindex;
10761 decal->decalsequence = decalsequence;
10762 decal->color4f[0][0] = c0[0];
10763 decal->color4f[0][1] = c0[1];
10764 decal->color4f[0][2] = c0[2];
10765 decal->color4f[0][3] = 1;
10766 decal->color4f[1][0] = c1[0];
10767 decal->color4f[1][1] = c1[1];
10768 decal->color4f[1][2] = c1[2];
10769 decal->color4f[1][3] = 1;
10770 decal->color4f[2][0] = c2[0];
10771 decal->color4f[2][1] = c2[1];
10772 decal->color4f[2][2] = c2[2];
10773 decal->color4f[2][3] = 1;
10774 decal->vertex3f[0][0] = v0[0];
10775 decal->vertex3f[0][1] = v0[1];
10776 decal->vertex3f[0][2] = v0[2];
10777 decal->vertex3f[1][0] = v1[0];
10778 decal->vertex3f[1][1] = v1[1];
10779 decal->vertex3f[1][2] = v1[2];
10780 decal->vertex3f[2][0] = v2[0];
10781 decal->vertex3f[2][1] = v2[1];
10782 decal->vertex3f[2][2] = v2[2];
10783 decal->texcoord2f[0][0] = t0[0];
10784 decal->texcoord2f[0][1] = t0[1];
10785 decal->texcoord2f[1][0] = t1[0];
10786 decal->texcoord2f[1][1] = t1[1];
10787 decal->texcoord2f[2][0] = t2[0];
10788 decal->texcoord2f[2][1] = t2[1];
10789 TriangleNormal(v0, v1, v2, decal->plane);
10790 VectorNormalize(decal->plane);
10791 decal->plane[3] = DotProduct(v0, decal->plane);
10794 extern cvar_t cl_decals_bias;
10795 extern cvar_t cl_decals_models;
10796 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10797 // baseparms, parms, temps
10798 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)
10803 const float *vertex3f;
10804 const float *normal3f;
10806 float points[2][9][3];
10813 e = rsurface.modelelement3i + 3*triangleindex;
10815 vertex3f = rsurface.modelvertex3f;
10816 normal3f = rsurface.modelnormal3f;
10820 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10822 index = 3*e[cornerindex];
10823 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10828 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10830 index = 3*e[cornerindex];
10831 VectorCopy(vertex3f + index, v[cornerindex]);
10836 //TriangleNormal(v[0], v[1], v[2], normal);
10837 //if (DotProduct(normal, localnormal) < 0.0f)
10839 // clip by each of the box planes formed from the projection matrix
10840 // if anything survives, we emit the decal
10841 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]);
10844 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]);
10847 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]);
10850 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]);
10853 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]);
10856 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]);
10859 // some part of the triangle survived, so we have to accept it...
10862 // dynamic always uses the original triangle
10864 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10866 index = 3*e[cornerindex];
10867 VectorCopy(vertex3f + index, v[cornerindex]);
10870 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10872 // convert vertex positions to texcoords
10873 Matrix4x4_Transform(projection, v[cornerindex], temp);
10874 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10875 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10876 // calculate distance fade from the projection origin
10877 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10878 f = bound(0.0f, f, 1.0f);
10879 c[cornerindex][0] = r * f;
10880 c[cornerindex][1] = g * f;
10881 c[cornerindex][2] = b * f;
10882 c[cornerindex][3] = 1.0f;
10883 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10886 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);
10888 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10889 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);
10891 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)
10893 matrix4x4_t projection;
10894 decalsystem_t *decalsystem;
10897 const msurface_t *surface;
10898 const msurface_t *surfaces;
10899 const int *surfacelist;
10900 const texture_t *texture;
10902 int numsurfacelist;
10903 int surfacelistindex;
10906 float localorigin[3];
10907 float localnormal[3];
10908 float localmins[3];
10909 float localmaxs[3];
10912 float planes[6][4];
10915 int bih_triangles_count;
10916 int bih_triangles[256];
10917 int bih_surfaces[256];
10919 decalsystem = &ent->decalsystem;
10920 model = ent->model;
10921 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10923 R_DecalSystem_Reset(&ent->decalsystem);
10927 if (!model->brush.data_leafs && !cl_decals_models.integer)
10929 if (decalsystem->model)
10930 R_DecalSystem_Reset(decalsystem);
10934 if (decalsystem->model != model)
10935 R_DecalSystem_Reset(decalsystem);
10936 decalsystem->model = model;
10938 RSurf_ActiveModelEntity(ent, true, false, false);
10940 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10941 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10942 VectorNormalize(localnormal);
10943 localsize = worldsize*rsurface.inversematrixscale;
10944 localmins[0] = localorigin[0] - localsize;
10945 localmins[1] = localorigin[1] - localsize;
10946 localmins[2] = localorigin[2] - localsize;
10947 localmaxs[0] = localorigin[0] + localsize;
10948 localmaxs[1] = localorigin[1] + localsize;
10949 localmaxs[2] = localorigin[2] + localsize;
10951 //VectorCopy(localnormal, planes[4]);
10952 //VectorVectors(planes[4], planes[2], planes[0]);
10953 AnglesFromVectors(angles, localnormal, NULL, false);
10954 AngleVectors(angles, planes[0], planes[2], planes[4]);
10955 VectorNegate(planes[0], planes[1]);
10956 VectorNegate(planes[2], planes[3]);
10957 VectorNegate(planes[4], planes[5]);
10958 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10959 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10960 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10961 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10962 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10963 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10968 matrix4x4_t forwardprojection;
10969 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10970 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10975 float projectionvector[4][3];
10976 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10977 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10978 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10979 projectionvector[0][0] = planes[0][0] * ilocalsize;
10980 projectionvector[0][1] = planes[1][0] * ilocalsize;
10981 projectionvector[0][2] = planes[2][0] * ilocalsize;
10982 projectionvector[1][0] = planes[0][1] * ilocalsize;
10983 projectionvector[1][1] = planes[1][1] * ilocalsize;
10984 projectionvector[1][2] = planes[2][1] * ilocalsize;
10985 projectionvector[2][0] = planes[0][2] * ilocalsize;
10986 projectionvector[2][1] = planes[1][2] * ilocalsize;
10987 projectionvector[2][2] = planes[2][2] * ilocalsize;
10988 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10989 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10990 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10991 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10995 dynamic = model->surfmesh.isanimated;
10996 numsurfacelist = model->nummodelsurfaces;
10997 surfacelist = model->sortedmodelsurfaces;
10998 surfaces = model->data_surfaces;
11001 bih_triangles_count = -1;
11004 if(model->render_bih.numleafs)
11005 bih = &model->render_bih;
11006 else if(model->collision_bih.numleafs)
11007 bih = &model->collision_bih;
11010 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11011 if(bih_triangles_count == 0)
11013 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11015 if(bih_triangles_count > 0)
11017 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11019 surfaceindex = bih_surfaces[triangleindex];
11020 surface = surfaces + surfaceindex;
11021 texture = surface->texture;
11022 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11024 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11026 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11031 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11033 surfaceindex = surfacelist[surfacelistindex];
11034 surface = surfaces + surfaceindex;
11035 // check cull box first because it rejects more than any other check
11036 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11038 // skip transparent surfaces
11039 texture = surface->texture;
11040 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11042 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11044 numtriangles = surface->num_triangles;
11045 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11046 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11051 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11052 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)
11054 int renderentityindex;
11055 float worldmins[3];
11056 float worldmaxs[3];
11057 entity_render_t *ent;
11059 if (!cl_decals_newsystem.integer)
11062 worldmins[0] = worldorigin[0] - worldsize;
11063 worldmins[1] = worldorigin[1] - worldsize;
11064 worldmins[2] = worldorigin[2] - worldsize;
11065 worldmaxs[0] = worldorigin[0] + worldsize;
11066 worldmaxs[1] = worldorigin[1] + worldsize;
11067 worldmaxs[2] = worldorigin[2] + worldsize;
11069 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11071 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11073 ent = r_refdef.scene.entities[renderentityindex];
11074 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11077 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11081 typedef struct r_decalsystem_splatqueue_s
11083 vec3_t worldorigin;
11084 vec3_t worldnormal;
11090 r_decalsystem_splatqueue_t;
11092 int r_decalsystem_numqueued = 0;
11093 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11095 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)
11097 r_decalsystem_splatqueue_t *queue;
11099 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11102 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11103 VectorCopy(worldorigin, queue->worldorigin);
11104 VectorCopy(worldnormal, queue->worldnormal);
11105 Vector4Set(queue->color, r, g, b, a);
11106 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11107 queue->worldsize = worldsize;
11108 queue->decalsequence = cl.decalsequence++;
11111 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11114 r_decalsystem_splatqueue_t *queue;
11116 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11117 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);
11118 r_decalsystem_numqueued = 0;
11121 extern cvar_t cl_decals_max;
11122 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11125 decalsystem_t *decalsystem = &ent->decalsystem;
11132 if (!decalsystem->numdecals)
11135 if (r_showsurfaces.integer)
11138 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11140 R_DecalSystem_Reset(decalsystem);
11144 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11145 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11147 if (decalsystem->lastupdatetime)
11148 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11151 decalsystem->lastupdatetime = r_refdef.scene.time;
11152 decal = decalsystem->decals;
11153 numdecals = decalsystem->numdecals;
11155 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11157 if (decal->color4f[0][3])
11159 decal->lived += frametime;
11160 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11162 memset(decal, 0, sizeof(*decal));
11163 if (decalsystem->freedecal > i)
11164 decalsystem->freedecal = i;
11168 decal = decalsystem->decals;
11169 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11172 // collapse the array by shuffling the tail decals into the gaps
11175 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11176 decalsystem->freedecal++;
11177 if (decalsystem->freedecal == numdecals)
11179 decal[decalsystem->freedecal] = decal[--numdecals];
11182 decalsystem->numdecals = numdecals;
11184 if (numdecals <= 0)
11186 // if there are no decals left, reset decalsystem
11187 R_DecalSystem_Reset(decalsystem);
11191 extern skinframe_t *decalskinframe;
11192 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11195 decalsystem_t *decalsystem = &ent->decalsystem;
11204 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11207 numdecals = decalsystem->numdecals;
11211 if (r_showsurfaces.integer)
11214 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11216 R_DecalSystem_Reset(decalsystem);
11220 // if the model is static it doesn't matter what value we give for
11221 // wantnormals and wanttangents, so this logic uses only rules applicable
11222 // to a model, knowing that they are meaningless otherwise
11223 if (ent == r_refdef.scene.worldentity)
11224 RSurf_ActiveWorldEntity();
11226 RSurf_ActiveModelEntity(ent, false, false, false);
11228 decalsystem->lastupdatetime = r_refdef.scene.time;
11229 decal = decalsystem->decals;
11231 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11233 // update vertex positions for animated models
11234 v3f = decalsystem->vertex3f;
11235 c4f = decalsystem->color4f;
11236 t2f = decalsystem->texcoord2f;
11237 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11239 if (!decal->color4f[0][3])
11242 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11246 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11249 // update color values for fading decals
11250 if (decal->lived >= cl_decals_time.value)
11251 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11255 c4f[ 0] = decal->color4f[0][0] * alpha;
11256 c4f[ 1] = decal->color4f[0][1] * alpha;
11257 c4f[ 2] = decal->color4f[0][2] * alpha;
11259 c4f[ 4] = decal->color4f[1][0] * alpha;
11260 c4f[ 5] = decal->color4f[1][1] * alpha;
11261 c4f[ 6] = decal->color4f[1][2] * alpha;
11263 c4f[ 8] = decal->color4f[2][0] * alpha;
11264 c4f[ 9] = decal->color4f[2][1] * alpha;
11265 c4f[10] = decal->color4f[2][2] * alpha;
11268 t2f[0] = decal->texcoord2f[0][0];
11269 t2f[1] = decal->texcoord2f[0][1];
11270 t2f[2] = decal->texcoord2f[1][0];
11271 t2f[3] = decal->texcoord2f[1][1];
11272 t2f[4] = decal->texcoord2f[2][0];
11273 t2f[5] = decal->texcoord2f[2][1];
11275 // update vertex positions for animated models
11276 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11278 e = rsurface.modelelement3i + 3*decal->triangleindex;
11279 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11280 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11281 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11285 VectorCopy(decal->vertex3f[0], v3f);
11286 VectorCopy(decal->vertex3f[1], v3f + 3);
11287 VectorCopy(decal->vertex3f[2], v3f + 6);
11290 if (r_refdef.fogenabled)
11292 alpha = RSurf_FogVertex(v3f);
11293 VectorScale(c4f, alpha, c4f);
11294 alpha = RSurf_FogVertex(v3f + 3);
11295 VectorScale(c4f + 4, alpha, c4f + 4);
11296 alpha = RSurf_FogVertex(v3f + 6);
11297 VectorScale(c4f + 8, alpha, c4f + 8);
11308 r_refdef.stats.drawndecals += numtris;
11310 // now render the decals all at once
11311 // (this assumes they all use one particle font texture!)
11312 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);
11313 // R_Mesh_ResetTextureState();
11314 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11315 GL_DepthMask(false);
11316 GL_DepthRange(0, 1);
11317 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11318 GL_DepthTest(true);
11319 GL_CullFace(GL_NONE);
11320 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11321 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11322 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11326 static void R_DrawModelDecals(void)
11330 // fade faster when there are too many decals
11331 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11332 for (i = 0;i < r_refdef.scene.numentities;i++)
11333 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11335 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11336 for (i = 0;i < r_refdef.scene.numentities;i++)
11337 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11338 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11340 R_DecalSystem_ApplySplatEntitiesQueue();
11342 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11343 for (i = 0;i < r_refdef.scene.numentities;i++)
11344 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11346 r_refdef.stats.totaldecals += numdecals;
11348 if (r_showsurfaces.integer)
11351 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11353 for (i = 0;i < r_refdef.scene.numentities;i++)
11355 if (!r_refdef.viewcache.entityvisible[i])
11357 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11358 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11362 extern cvar_t mod_collision_bih;
11363 void R_DrawDebugModel(void)
11365 entity_render_t *ent = rsurface.entity;
11366 int i, j, k, l, flagsmask;
11367 const msurface_t *surface;
11368 dp_model_t *model = ent->model;
11371 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11374 if (r_showoverdraw.value > 0)
11376 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11377 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11378 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11379 GL_DepthTest(false);
11380 GL_DepthMask(false);
11381 GL_DepthRange(0, 1);
11382 GL_BlendFunc(GL_ONE, GL_ONE);
11383 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11385 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11387 rsurface.texture = R_GetCurrentTexture(surface->texture);
11388 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11390 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11391 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11392 if (!rsurface.texture->currentlayers->depthmask)
11393 GL_Color(c, 0, 0, 1.0f);
11394 else if (ent == r_refdef.scene.worldentity)
11395 GL_Color(c, c, c, 1.0f);
11397 GL_Color(0, c, 0, 1.0f);
11398 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11402 rsurface.texture = NULL;
11405 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11407 // R_Mesh_ResetTextureState();
11408 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11409 GL_DepthRange(0, 1);
11410 GL_DepthTest(!r_showdisabledepthtest.integer);
11411 GL_DepthMask(false);
11412 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11414 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11418 qboolean cullbox = ent == r_refdef.scene.worldentity;
11419 const q3mbrush_t *brush;
11420 const bih_t *bih = &model->collision_bih;
11421 const bih_leaf_t *bihleaf;
11422 float vertex3f[3][3];
11423 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11425 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11427 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11429 switch (bihleaf->type)
11432 brush = model->brush.data_brushes + bihleaf->itemindex;
11433 if (brush->colbrushf && brush->colbrushf->numtriangles)
11435 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);
11436 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11437 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11440 case BIH_COLLISIONTRIANGLE:
11441 triangleindex = bihleaf->itemindex;
11442 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11443 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11444 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11445 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);
11446 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11447 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11449 case BIH_RENDERTRIANGLE:
11450 triangleindex = bihleaf->itemindex;
11451 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11452 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11453 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11454 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);
11455 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11456 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11462 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11465 if (r_showtris.integer && qglPolygonMode)
11467 if (r_showdisabledepthtest.integer)
11469 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11470 GL_DepthMask(false);
11474 GL_BlendFunc(GL_ONE, GL_ZERO);
11475 GL_DepthMask(true);
11477 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11478 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11480 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11482 rsurface.texture = R_GetCurrentTexture(surface->texture);
11483 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11485 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11486 if (!rsurface.texture->currentlayers->depthmask)
11487 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11488 else if (ent == r_refdef.scene.worldentity)
11489 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11491 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11492 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11496 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11497 rsurface.texture = NULL;
11500 if (r_shownormals.value != 0 && qglBegin)
11502 if (r_showdisabledepthtest.integer)
11504 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11505 GL_DepthMask(false);
11509 GL_BlendFunc(GL_ONE, GL_ZERO);
11510 GL_DepthMask(true);
11512 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11514 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11516 rsurface.texture = R_GetCurrentTexture(surface->texture);
11517 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11519 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11520 qglBegin(GL_LINES);
11521 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11523 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11525 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11526 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11527 qglVertex3f(v[0], v[1], v[2]);
11528 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11529 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11530 qglVertex3f(v[0], v[1], v[2]);
11533 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11535 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11537 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11538 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11539 qglVertex3f(v[0], v[1], v[2]);
11540 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11541 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11542 qglVertex3f(v[0], v[1], v[2]);
11545 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11547 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11549 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11550 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11552 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11553 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11554 qglVertex3f(v[0], v[1], v[2]);
11557 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11559 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11561 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11562 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11564 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11565 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11573 rsurface.texture = NULL;
11578 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11579 int r_maxsurfacelist = 0;
11580 const msurface_t **r_surfacelist = NULL;
11581 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11583 int i, j, endj, flagsmask;
11584 dp_model_t *model = r_refdef.scene.worldmodel;
11585 msurface_t *surfaces;
11586 unsigned char *update;
11587 int numsurfacelist = 0;
11591 if (r_maxsurfacelist < model->num_surfaces)
11593 r_maxsurfacelist = model->num_surfaces;
11595 Mem_Free((msurface_t**)r_surfacelist);
11596 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11599 RSurf_ActiveWorldEntity();
11601 surfaces = model->data_surfaces;
11602 update = model->brushq1.lightmapupdateflags;
11604 // update light styles on this submodel
11605 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11607 model_brush_lightstyleinfo_t *style;
11608 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11610 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11612 int *list = style->surfacelist;
11613 style->value = r_refdef.scene.lightstylevalue[style->style];
11614 for (j = 0;j < style->numsurfaces;j++)
11615 update[list[j]] = true;
11620 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11624 R_DrawDebugModel();
11625 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11629 rsurface.lightmaptexture = NULL;
11630 rsurface.deluxemaptexture = NULL;
11631 rsurface.uselightmaptexture = false;
11632 rsurface.texture = NULL;
11633 rsurface.rtlight = NULL;
11634 numsurfacelist = 0;
11635 // add visible surfaces to draw list
11636 for (i = 0;i < model->nummodelsurfaces;i++)
11638 j = model->sortedmodelsurfaces[i];
11639 if (r_refdef.viewcache.world_surfacevisible[j])
11640 r_surfacelist[numsurfacelist++] = surfaces + j;
11642 // update lightmaps if needed
11643 if (model->brushq1.firstrender)
11645 model->brushq1.firstrender = false;
11646 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11648 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11652 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11653 if (r_refdef.viewcache.world_surfacevisible[j])
11655 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11657 // don't do anything if there were no surfaces
11658 if (!numsurfacelist)
11660 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11663 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11665 // add to stats if desired
11666 if (r_speeds.integer && !skysurfaces && !depthonly)
11668 r_refdef.stats.world_surfaces += numsurfacelist;
11669 for (j = 0;j < numsurfacelist;j++)
11670 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11673 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11676 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11678 int i, j, endj, flagsmask;
11679 dp_model_t *model = ent->model;
11680 msurface_t *surfaces;
11681 unsigned char *update;
11682 int numsurfacelist = 0;
11686 if (r_maxsurfacelist < model->num_surfaces)
11688 r_maxsurfacelist = model->num_surfaces;
11690 Mem_Free((msurface_t **)r_surfacelist);
11691 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11694 // if the model is static it doesn't matter what value we give for
11695 // wantnormals and wanttangents, so this logic uses only rules applicable
11696 // to a model, knowing that they are meaningless otherwise
11697 if (ent == r_refdef.scene.worldentity)
11698 RSurf_ActiveWorldEntity();
11699 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11700 RSurf_ActiveModelEntity(ent, false, false, false);
11702 RSurf_ActiveModelEntity(ent, true, true, true);
11703 else if (depthonly)
11705 switch (vid.renderpath)
11707 case RENDERPATH_GL20:
11708 case RENDERPATH_D3D9:
11709 case RENDERPATH_D3D10:
11710 case RENDERPATH_D3D11:
11711 case RENDERPATH_SOFT:
11712 case RENDERPATH_GLES2:
11713 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11715 case RENDERPATH_GL11:
11716 case RENDERPATH_GL13:
11717 case RENDERPATH_GLES1:
11718 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11724 switch (vid.renderpath)
11726 case RENDERPATH_GL20:
11727 case RENDERPATH_D3D9:
11728 case RENDERPATH_D3D10:
11729 case RENDERPATH_D3D11:
11730 case RENDERPATH_SOFT:
11731 case RENDERPATH_GLES2:
11732 RSurf_ActiveModelEntity(ent, true, true, false);
11734 case RENDERPATH_GL11:
11735 case RENDERPATH_GL13:
11736 case RENDERPATH_GLES1:
11737 RSurf_ActiveModelEntity(ent, true, false, false);
11742 surfaces = model->data_surfaces;
11743 update = model->brushq1.lightmapupdateflags;
11745 // update light styles
11746 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11748 model_brush_lightstyleinfo_t *style;
11749 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11751 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11753 int *list = style->surfacelist;
11754 style->value = r_refdef.scene.lightstylevalue[style->style];
11755 for (j = 0;j < style->numsurfaces;j++)
11756 update[list[j]] = true;
11761 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11765 R_DrawDebugModel();
11766 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11770 rsurface.lightmaptexture = NULL;
11771 rsurface.deluxemaptexture = NULL;
11772 rsurface.uselightmaptexture = false;
11773 rsurface.texture = NULL;
11774 rsurface.rtlight = NULL;
11775 numsurfacelist = 0;
11776 // add visible surfaces to draw list
11777 for (i = 0;i < model->nummodelsurfaces;i++)
11778 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11779 // don't do anything if there were no surfaces
11780 if (!numsurfacelist)
11782 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11785 // update lightmaps if needed
11789 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11794 R_BuildLightMap(ent, surfaces + j);
11799 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11801 R_BuildLightMap(ent, surfaces + j);
11802 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11804 // add to stats if desired
11805 if (r_speeds.integer && !skysurfaces && !depthonly)
11807 r_refdef.stats.entities_surfaces += numsurfacelist;
11808 for (j = 0;j < numsurfacelist;j++)
11809 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11812 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11815 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11817 static texture_t texture;
11818 static msurface_t surface;
11819 const msurface_t *surfacelist = &surface;
11821 // fake enough texture and surface state to render this geometry
11823 texture.update_lastrenderframe = -1; // regenerate this texture
11824 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11825 texture.currentskinframe = skinframe;
11826 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11827 texture.offsetmapping = OFFSETMAPPING_OFF;
11828 texture.offsetscale = 1;
11829 texture.specularscalemod = 1;
11830 texture.specularpowermod = 1;
11832 surface.texture = &texture;
11833 surface.num_triangles = numtriangles;
11834 surface.num_firsttriangle = firsttriangle;
11835 surface.num_vertices = numvertices;
11836 surface.num_firstvertex = firstvertex;
11839 rsurface.texture = R_GetCurrentTexture(surface.texture);
11840 rsurface.lightmaptexture = NULL;
11841 rsurface.deluxemaptexture = NULL;
11842 rsurface.uselightmaptexture = false;
11843 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11846 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)
11848 static msurface_t surface;
11849 const msurface_t *surfacelist = &surface;
11851 // fake enough texture and surface state to render this geometry
11852 surface.texture = texture;
11853 surface.num_triangles = numtriangles;
11854 surface.num_firsttriangle = firsttriangle;
11855 surface.num_vertices = numvertices;
11856 surface.num_firstvertex = firstvertex;
11859 rsurface.texture = R_GetCurrentTexture(surface.texture);
11860 rsurface.lightmaptexture = NULL;
11861 rsurface.deluxemaptexture = NULL;
11862 rsurface.uselightmaptexture = false;
11863 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);