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"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 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 DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
487 "// uniform vec2 LowerRightCorner;\n"
490 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
492 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
494 "#ifdef USEVERTEXTEXTUREBLEND\n"
495 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
498 "#ifdef USEPOSTPROCESSING\n"
499 "// add your own postprocessing here or make your own ifdef for it\n"
502 "#ifdef USEGAMMARAMPS\n"
503 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
504 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
505 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
512 "#ifdef MODE_GENERIC\n"
513 "# ifdef VERTEX_SHADER\n"
516 " gl_FrontColor = gl_Color;\n"
517 "# ifdef USEDIFFUSE\n"
518 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
520 "# ifdef USESPECULAR\n"
521 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
523 " gl_Position = ftransform();\n"
526 "# ifdef FRAGMENT_SHADER\n"
528 "# ifdef USEDIFFUSE\n"
529 "uniform sampler2D Texture_First;\n"
531 "# ifdef USESPECULAR\n"
532 "uniform sampler2D Texture_Second;\n"
537 " gl_FragColor = gl_Color;\n"
538 "# ifdef USEDIFFUSE\n"
539 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
542 "# ifdef USESPECULAR\n"
543 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
545 "# ifdef USECOLORMAPPING\n"
546 " gl_FragColor *= tex2;\n"
549 " gl_FragColor += tex2;\n"
551 "# ifdef USEVERTEXTEXTUREBLEND\n"
552 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
557 "#else // !MODE_GENERIC\n"
559 "varying vec2 TexCoord;\n"
560 "varying vec2 TexCoordLightmap;\n"
562 "#ifdef MODE_LIGHTSOURCE\n"
563 "varying vec3 CubeVector;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
567 "varying vec3 LightVector;\n"
569 "#ifdef MODE_LIGHTDIRECTION\n"
570 "varying vec3 LightVector;\n"
573 "varying vec3 EyeVector;\n"
575 "varying vec3 EyeVectorModelSpace;\n"
578 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
579 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
580 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
582 "#ifdef MODE_WATER\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
585 "#ifdef MODE_REFRACTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
588 "#ifdef USEREFLECTION\n"
589 "varying vec4 ModelViewProjectionPosition;\n"
596 "// vertex shader specific:\n"
597 "#ifdef VERTEX_SHADER\n"
599 "uniform vec3 LightPosition;\n"
600 "uniform vec3 EyePosition;\n"
601 "uniform vec3 LightDir;\n"
603 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
607 " gl_FrontColor = gl_Color;\n"
608 " // copy the surface texcoord\n"
609 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
610 "#ifndef MODE_LIGHTSOURCE\n"
611 "# ifndef MODE_LIGHTDIRECTION\n"
612 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
616 "#ifdef MODE_LIGHTSOURCE\n"
617 " // transform vertex position into light attenuation/cubemap space\n"
618 " // (-1 to +1 across the light box)\n"
619 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
621 " // transform unnormalized light direction into tangent space\n"
622 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
623 " // normalize it per pixel)\n"
624 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
625 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
626 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
627 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
630 "#ifdef MODE_LIGHTDIRECTION\n"
631 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
632 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
633 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
636 " // transform unnormalized eye direction into tangent space\n"
638 " vec3 EyeVectorModelSpace;\n"
640 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
641 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
642 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
643 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
645 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
646 " VectorS = gl_MultiTexCoord1.xyz;\n"
647 " VectorT = gl_MultiTexCoord2.xyz;\n"
648 " VectorR = gl_MultiTexCoord3.xyz;\n"
651 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
652 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
653 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
657 "// transform vertex to camera space, using ftransform to match non-VS\n"
659 " gl_Position = ftransform();\n"
661 "#ifdef MODE_WATER\n"
662 " ModelViewProjectionPosition = gl_Position;\n"
664 "#ifdef MODE_REFRACTION\n"
665 " ModelViewProjectionPosition = gl_Position;\n"
667 "#ifdef USEREFLECTION\n"
668 " ModelViewProjectionPosition = gl_Position;\n"
672 "#endif // VERTEX_SHADER\n"
677 "// fragment shader specific:\n"
678 "#ifdef FRAGMENT_SHADER\n"
680 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
681 "uniform sampler2D Texture_Normal;\n"
682 "uniform sampler2D Texture_Color;\n"
683 "uniform sampler2D Texture_Gloss;\n"
684 "uniform sampler2D Texture_Glow;\n"
685 "uniform sampler2D Texture_SecondaryNormal;\n"
686 "uniform sampler2D Texture_SecondaryColor;\n"
687 "uniform sampler2D Texture_SecondaryGloss;\n"
688 "uniform sampler2D Texture_SecondaryGlow;\n"
689 "uniform sampler2D Texture_Pants;\n"
690 "uniform sampler2D Texture_Shirt;\n"
691 "uniform sampler2D Texture_FogMask;\n"
692 "uniform sampler2D Texture_Lightmap;\n"
693 "uniform sampler2D Texture_Deluxemap;\n"
694 "uniform sampler2D Texture_Refraction;\n"
695 "uniform sampler2D Texture_Reflection;\n"
696 "uniform sampler2D Texture_Attenuation;\n"
697 "uniform samplerCube Texture_Cube;\n"
699 "uniform myhalf3 LightColor;\n"
700 "uniform myhalf3 AmbientColor;\n"
701 "uniform myhalf3 DiffuseColor;\n"
702 "uniform myhalf3 SpecularColor;\n"
703 "uniform myhalf3 Color_Pants;\n"
704 "uniform myhalf3 Color_Shirt;\n"
705 "uniform myhalf3 FogColor;\n"
707 "uniform myhalf4 TintColor;\n"
710 "//#ifdef MODE_WATER\n"
711 "uniform vec4 DistortScaleRefractReflect;\n"
712 "uniform vec4 ScreenScaleRefractReflect;\n"
713 "uniform vec4 ScreenCenterRefractReflect;\n"
714 "uniform myhalf4 RefractColor;\n"
715 "uniform myhalf4 ReflectColor;\n"
716 "uniform myhalf ReflectFactor;\n"
717 "uniform myhalf ReflectOffset;\n"
719 "//# ifdef MODE_REFRACTION\n"
720 "//uniform vec4 DistortScaleRefractReflect;\n"
721 "//uniform vec4 ScreenScaleRefractReflect;\n"
722 "//uniform vec4 ScreenCenterRefractReflect;\n"
723 "//uniform myhalf4 RefractColor;\n"
724 "//# ifdef USEREFLECTION\n"
725 "//uniform myhalf4 ReflectColor;\n"
728 "//# ifdef USEREFLECTION\n"
729 "//uniform vec4 DistortScaleRefractReflect;\n"
730 "//uniform vec4 ScreenScaleRefractReflect;\n"
731 "//uniform vec4 ScreenCenterRefractReflect;\n"
732 "//uniform myhalf4 ReflectColor;\n"
737 "uniform myhalf GlowScale;\n"
738 "uniform myhalf SceneBrightness;\n"
739 "#ifdef USECONTRASTBOOST\n"
740 "uniform myhalf ContrastBoostCoeff;\n"
743 "uniform float OffsetMapping_Scale;\n"
744 "uniform float OffsetMapping_Bias;\n"
745 "uniform float FogRangeRecip;\n"
747 "uniform myhalf AmbientScale;\n"
748 "uniform myhalf DiffuseScale;\n"
749 "uniform myhalf SpecularScale;\n"
750 "uniform myhalf SpecularPower;\n"
752 "#ifdef USEOFFSETMAPPING\n"
753 "vec2 OffsetMapping(vec2 TexCoord)\n"
755 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
756 " // 14 sample relief mapping: linear search and then binary search\n"
757 " // this basically steps forward a small amount repeatedly until it finds\n"
758 " // itself inside solid, then jitters forward and back using decreasing\n"
759 " // amounts to find the impact\n"
760 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
761 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
763 " vec3 RT = vec3(TexCoord, 1);\n"
764 " OffsetVector *= 0.1;\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
778 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
781 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
782 " // this basically moves forward the full distance, and then backs up based\n"
783 " // on height of samples\n"
784 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
785 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
787 " TexCoord += OffsetVector;\n"
788 " OffsetVector *= 0.333;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
792 " return TexCoord;\n"
795 "#endif // USEOFFSETMAPPING\n"
797 "#ifdef MODE_WATER\n"
802 "#ifdef USEOFFSETMAPPING\n"
803 " // apply offsetmapping\n"
804 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
805 "#define TexCoord TexCoordOffset\n"
808 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
809 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
810 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
811 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
812 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
815 "#else // !MODE_WATER\n"
816 "#ifdef MODE_REFRACTION\n"
818 "// refraction pass\n"
821 "#ifdef USEOFFSETMAPPING\n"
822 " // apply offsetmapping\n"
823 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
824 "#define TexCoord TexCoordOffset\n"
827 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
828 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
829 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
830 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
833 "#else // !MODE_REFRACTION\n"
836 "#ifdef USEOFFSETMAPPING\n"
837 " // apply offsetmapping\n"
838 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
839 "#define TexCoord TexCoordOffset\n"
842 " // combine the diffuse textures (base, pants, shirt)\n"
843 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
844 "#ifdef USECOLORMAPPING\n"
845 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
847 "#ifdef USEVERTEXTEXTUREBLEND\n"
848 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
849 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
850 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
851 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
853 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
856 "#ifdef USEDIFFUSE\n"
857 " // get the surface normal and the gloss color\n"
858 "# ifdef USEVERTEXTEXTUREBLEND\n"
859 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
860 "# ifdef USESPECULAR\n"
861 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
864 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
865 "# ifdef USESPECULAR\n"
866 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
873 "#ifdef MODE_LIGHTSOURCE\n"
876 " // calculate surface normal, light normal, and specular normal\n"
877 " // compute color intensity for the two textures (colormap and glossmap)\n"
878 " // scale by light color and attenuation as efficiently as possible\n"
879 " // (do as much scalar math as possible rather than vector math)\n"
880 "# ifdef USEDIFFUSE\n"
881 " // get the light normal\n"
882 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
884 "# ifdef USESPECULAR\n"
885 "# ifndef USEEXACTSPECULARMATH\n"
886 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
889 " // calculate directional shading\n"
890 "# ifdef USEEXACTSPECULARMATH\n"
891 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
893 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
896 "# ifdef USEDIFFUSE\n"
897 " // calculate directional shading\n"
898 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
900 " // calculate directionless shading\n"
901 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
905 "# ifdef USECUBEFILTER\n"
906 " // apply light cubemap filter\n"
907 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
908 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
910 "#endif // MODE_LIGHTSOURCE\n"
915 "#ifdef MODE_LIGHTDIRECTION\n"
916 " // directional model lighting\n"
917 "# ifdef USEDIFFUSE\n"
918 " // get the light normal\n"
919 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
921 "# ifdef USESPECULAR\n"
922 " // calculate directional shading\n"
923 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 "# ifdef USEEXACTSPECULARMATH\n"
925 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
927 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
928 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
931 "# ifdef USEDIFFUSE\n"
933 " // calculate directional shading\n"
934 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
936 " color.rgb *= AmbientColor;\n"
939 "#endif // MODE_LIGHTDIRECTION\n"
944 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
945 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
947 " // get the light normal\n"
948 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
949 " myhalf3 diffusenormal;\n"
950 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
951 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
952 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
953 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
954 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
955 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
956 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
957 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
958 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
959 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
960 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
961 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
962 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
963 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
964 "# ifdef USESPECULAR\n"
965 "# ifdef USEEXACTSPECULARMATH\n"
966 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
968 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
973 " // apply lightmap color\n"
974 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
975 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
980 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
981 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
983 " // get the light normal\n"
984 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
985 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
986 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
987 "# ifdef USESPECULAR\n"
988 "# ifdef USEEXACTSPECULARMATH\n"
989 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
991 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
992 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
996 " // apply lightmap color\n"
997 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
998 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1003 "#ifdef MODE_LIGHTMAP\n"
1004 " // apply lightmap color\n"
1005 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1006 "#endif // MODE_LIGHTMAP\n"
1011 "#ifdef MODE_VERTEXCOLOR\n"
1012 " // apply lightmap color\n"
1013 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1014 "#endif // MODE_VERTEXCOLOR\n"
1019 "#ifdef MODE_FLATCOLOR\n"
1020 "#endif // MODE_FLATCOLOR\n"
1028 " color *= TintColor;\n"
1031 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1034 "#ifdef USECONTRASTBOOST\n"
1035 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1038 " color.rgb *= SceneBrightness;\n"
1040 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1042 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1045 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1046 "#ifdef USEREFLECTION\n"
1047 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1048 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1049 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1050 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1053 " gl_FragColor = vec4(color);\n"
1055 "#endif // !MODE_REFRACTION\n"
1056 "#endif // !MODE_WATER\n"
1058 "#endif // FRAGMENT_SHADER\n"
1060 "#endif // !MODE_GENERIC\n"
1061 "#endif // !MODE_POSTPROCESS\n"
1062 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1065 typedef struct shaderpermutationinfo_s
1067 const char *pretext;
1070 shaderpermutationinfo_t;
1072 typedef struct shadermodeinfo_s
1074 const char *vertexfilename;
1075 const char *geometryfilename;
1076 const char *fragmentfilename;
1077 const char *pretext;
1082 typedef enum shaderpermutation_e
1084 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1085 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1086 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1087 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1088 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1089 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1090 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1091 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1092 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1093 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1094 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1095 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1096 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1097 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1098 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1099 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1101 shaderpermutation_t;
1103 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1104 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1106 {"#define USEDIFFUSE\n", " diffuse"},
1107 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1108 {"#define USECOLORMAPPING\n", " colormapping"},
1109 {"#define USECONTRASTBOOST\n", " contrastboost"},
1110 {"#define USEFOG\n", " fog"},
1111 {"#define USECUBEFILTER\n", " cubefilter"},
1112 {"#define USEGLOW\n", " glow"},
1113 {"#define USESPECULAR\n", " specular"},
1114 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1115 {"#define USEREFLECTION\n", " reflection"},
1116 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1117 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1118 {"#define USEGAMMARAMPS\n", " gammaramps"},
1119 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1122 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1123 typedef enum shadermode_e
1125 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1126 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1127 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1128 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1129 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1130 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1131 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1133 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1134 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1135 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1136 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1141 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1142 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1146 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1155 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1158 typedef struct r_glsl_permutation_s
1160 // indicates if we have tried compiling this permutation already
1162 // 0 if compilation failed
1164 // locations of detected uniforms in program object, or -1 if not found
1165 int loc_Texture_First;
1166 int loc_Texture_Second;
1167 int loc_Texture_GammaRamps;
1168 int loc_Texture_Normal;
1169 int loc_Texture_Color;
1170 int loc_Texture_Gloss;
1171 int loc_Texture_Glow;
1172 int loc_Texture_SecondaryNormal;
1173 int loc_Texture_SecondaryColor;
1174 int loc_Texture_SecondaryGloss;
1175 int loc_Texture_SecondaryGlow;
1176 int loc_Texture_Pants;
1177 int loc_Texture_Shirt;
1178 int loc_Texture_FogMask;
1179 int loc_Texture_Lightmap;
1180 int loc_Texture_Deluxemap;
1181 int loc_Texture_Attenuation;
1182 int loc_Texture_Cube;
1183 int loc_Texture_Refraction;
1184 int loc_Texture_Reflection;
1186 int loc_LightPosition;
1187 int loc_EyePosition;
1188 int loc_Color_Pants;
1189 int loc_Color_Shirt;
1190 int loc_FogRangeRecip;
1191 int loc_AmbientScale;
1192 int loc_DiffuseScale;
1193 int loc_SpecularScale;
1194 int loc_SpecularPower;
1196 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1197 int loc_OffsetMapping_Scale;
1199 int loc_AmbientColor;
1200 int loc_DiffuseColor;
1201 int loc_SpecularColor;
1203 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1204 int loc_GammaCoeff; // 1 / gamma
1205 int loc_DistortScaleRefractReflect;
1206 int loc_ScreenScaleRefractReflect;
1207 int loc_ScreenCenterRefractReflect;
1208 int loc_RefractColor;
1209 int loc_ReflectColor;
1210 int loc_ReflectFactor;
1211 int loc_ReflectOffset;
1218 int loc_LowerRightCorner;
1220 r_glsl_permutation_t;
1222 // information about each possible shader permutation
1223 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1224 // currently selected permutation
1225 r_glsl_permutation_t *r_glsl_permutation;
1227 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1230 if (!filename || !filename[0])
1232 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1235 if (printfromdisknotice)
1236 Con_DPrint("from disk... ");
1237 return shaderstring;
1239 else if (!strcmp(filename, "glsl/default.glsl"))
1241 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1242 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1244 return shaderstring;
1247 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1250 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1251 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1252 int vertstrings_count = 0;
1253 int geomstrings_count = 0;
1254 int fragstrings_count = 0;
1255 char *vertexstring, *geometrystring, *fragmentstring;
1256 const char *vertstrings_list[32+3];
1257 const char *geomstrings_list[32+3];
1258 const char *fragstrings_list[32+3];
1259 char permutationname[256];
1266 permutationname[0] = 0;
1267 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1268 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1269 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1271 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1273 // the first pretext is which type of shader to compile as
1274 // (later these will all be bound together as a program object)
1275 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1276 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1277 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1279 // the second pretext is the mode (for example a light source)
1280 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1281 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1282 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1283 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1285 // now add all the permutation pretexts
1286 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1288 if (permutation & (1<<i))
1290 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1291 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1292 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1293 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1297 // keep line numbers correct
1298 vertstrings_list[vertstrings_count++] = "\n";
1299 geomstrings_list[geomstrings_count++] = "\n";
1300 fragstrings_list[fragstrings_count++] = "\n";
1304 // now append the shader text itself
1305 vertstrings_list[vertstrings_count++] = vertexstring;
1306 geomstrings_list[geomstrings_count++] = geometrystring;
1307 fragstrings_list[fragstrings_count++] = fragmentstring;
1309 // if any sources were NULL, clear the respective list
1311 vertstrings_count = 0;
1312 if (!geometrystring)
1313 geomstrings_count = 0;
1314 if (!fragmentstring)
1315 fragstrings_count = 0;
1317 // compile the shader program
1318 if (vertstrings_count + geomstrings_count + fragstrings_count)
1319 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1323 qglUseProgramObjectARB(p->program);CHECKGLERROR
1324 // look up all the uniform variable names we care about, so we don't
1325 // have to look them up every time we set them
1326 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1327 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1328 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1329 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1330 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1331 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1332 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1333 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1334 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1335 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1336 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1337 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1338 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1339 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1340 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1341 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1342 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1343 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1344 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1345 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1346 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1347 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1348 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1349 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1350 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1351 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1352 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1353 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1354 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1355 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1356 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1357 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1358 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1359 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1360 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1361 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1362 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1363 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1364 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1365 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1366 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1367 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1368 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1369 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1370 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1371 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1372 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1373 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1374 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1375 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1376 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1377 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1378 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1379 p->loc_LowerRightCorner = qglGetUniformLocationARB(p->program, "LowerRightCorner");
1380 // initialize the samplers to refer to the texture units we use
1381 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1382 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1383 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1384 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1385 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1386 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1387 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1388 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1389 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1390 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1391 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1392 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1393 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1394 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1395 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1396 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1397 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1398 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1399 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1400 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1402 if (developer.integer)
1403 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1406 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1410 Mem_Free(vertexstring);
1412 Mem_Free(geometrystring);
1414 Mem_Free(fragmentstring);
1417 void R_GLSL_Restart_f(void)
1420 shaderpermutation_t permutation;
1421 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1422 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1423 if (r_glsl_permutations[mode][permutation].program)
1424 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1425 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1428 void R_GLSL_DumpShader_f(void)
1432 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1435 Con_Printf("failed to write to glsl/default.glsl\n");
1439 FS_Print(file, "// The engine may define the following macros:\n");
1440 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1441 for (i = 0;i < SHADERMODE_COUNT;i++)
1442 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1443 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1444 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1445 FS_Print(file, "\n");
1446 FS_Print(file, builtinshaderstring);
1449 Con_Printf("glsl/default.glsl written\n");
1452 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1454 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1455 if (r_glsl_permutation != perm)
1457 r_glsl_permutation = perm;
1458 if (!r_glsl_permutation->program)
1460 if (!r_glsl_permutation->compiled)
1461 R_GLSL_CompilePermutation(mode, permutation);
1462 if (!r_glsl_permutation->program)
1464 // remove features until we find a valid permutation
1466 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1468 // reduce i more quickly whenever it would not remove any bits
1469 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1470 if (!(permutation & j))
1473 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1474 if (!r_glsl_permutation->compiled)
1475 R_GLSL_CompilePermutation(mode, permutation);
1476 if (r_glsl_permutation->program)
1479 if (i >= SHADERPERMUTATION_COUNT)
1481 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1482 Cvar_SetValueQuick(&r_glsl, 0);
1483 R_GLSL_Restart_f(); // unload shaders
1484 return; // no bit left to clear
1489 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1493 void R_SetupGenericShader(qboolean usetexture)
1495 if (gl_support_fragment_shader)
1497 if (r_glsl.integer && r_glsl_usegeneric.integer)
1498 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1499 else if (r_glsl_permutation)
1501 r_glsl_permutation = NULL;
1502 qglUseProgramObjectARB(0);CHECKGLERROR
1507 void R_SetupGenericTwoTextureShader(int texturemode)
1509 if (gl_support_fragment_shader)
1511 if (r_glsl.integer && r_glsl_usegeneric.integer)
1512 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1513 else if (r_glsl_permutation)
1515 r_glsl_permutation = NULL;
1516 qglUseProgramObjectARB(0);CHECKGLERROR
1519 if (!r_glsl_permutation)
1521 if (texturemode == GL_DECAL && gl_combine.integer)
1522 texturemode = GL_INTERPOLATE_ARB;
1523 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1527 void R_SetupDepthOrShadowShader(void)
1529 if (gl_support_fragment_shader)
1531 if (r_glsl.integer && r_glsl_usegeneric.integer)
1532 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1533 else if (r_glsl_permutation)
1535 r_glsl_permutation = NULL;
1536 qglUseProgramObjectARB(0);CHECKGLERROR
1541 extern rtexture_t *r_shadow_attenuationgradienttexture;
1542 extern rtexture_t *r_shadow_attenuation2dtexture;
1543 extern rtexture_t *r_shadow_attenuation3dtexture;
1544 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1546 // select a permutation of the lighting shader appropriate to this
1547 // combination of texture, entity, light source, and fogging, only use the
1548 // minimum features necessary to avoid wasting rendering time in the
1549 // fragment shader on features that are not being used
1550 unsigned int permutation = 0;
1551 shadermode_t mode = 0;
1552 // TODO: implement geometry-shader based shadow volumes someday
1553 if (r_glsl_offsetmapping.integer)
1555 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1556 if (r_glsl_offsetmapping_reliefmapping.integer)
1557 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1559 if (rsurfacepass == RSURFPASS_BACKGROUND)
1561 // distorted background
1562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1563 mode = SHADERMODE_WATER;
1565 mode = SHADERMODE_REFRACTION;
1567 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1570 mode = SHADERMODE_LIGHTSOURCE;
1571 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1572 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1573 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1574 permutation |= SHADERPERMUTATION_CUBEFILTER;
1575 if (diffusescale > 0)
1576 permutation |= SHADERPERMUTATION_DIFFUSE;
1577 if (specularscale > 0)
1578 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1579 if (r_refdef.fogenabled)
1580 permutation |= SHADERPERMUTATION_FOG;
1581 if (rsurface.texture->colormapping)
1582 permutation |= SHADERPERMUTATION_COLORMAPPING;
1583 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1584 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1586 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1588 // unshaded geometry (fullbright or ambient model lighting)
1589 mode = SHADERMODE_FLATCOLOR;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1591 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1592 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1593 permutation |= SHADERPERMUTATION_GLOW;
1594 if (r_refdef.fogenabled)
1595 permutation |= SHADERPERMUTATION_FOG;
1596 if (rsurface.texture->colormapping)
1597 permutation |= SHADERPERMUTATION_COLORMAPPING;
1598 if (r_glsl_offsetmapping.integer)
1600 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1601 if (r_glsl_offsetmapping_reliefmapping.integer)
1602 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1604 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1605 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1607 permutation |= SHADERPERMUTATION_REFLECTION;
1609 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1611 // directional model lighting
1612 mode = SHADERMODE_LIGHTDIRECTION;
1613 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1614 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1615 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1616 permutation |= SHADERPERMUTATION_GLOW;
1617 permutation |= SHADERPERMUTATION_DIFFUSE;
1618 if (specularscale > 0)
1619 permutation |= SHADERPERMUTATION_SPECULAR;
1620 if (r_refdef.fogenabled)
1621 permutation |= SHADERPERMUTATION_FOG;
1622 if (rsurface.texture->colormapping)
1623 permutation |= SHADERPERMUTATION_COLORMAPPING;
1624 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1625 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1627 permutation |= SHADERPERMUTATION_REFLECTION;
1629 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1631 // ambient model lighting
1632 mode = SHADERMODE_LIGHTDIRECTION;
1633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1634 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1635 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1636 permutation |= SHADERPERMUTATION_GLOW;
1637 if (r_refdef.fogenabled)
1638 permutation |= SHADERPERMUTATION_FOG;
1639 if (rsurface.texture->colormapping)
1640 permutation |= SHADERPERMUTATION_COLORMAPPING;
1641 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1642 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1643 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1644 permutation |= SHADERPERMUTATION_REFLECTION;
1649 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1651 // deluxemapping (light direction texture)
1652 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1653 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1655 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1656 permutation |= SHADERPERMUTATION_DIFFUSE;
1657 if (specularscale > 0)
1658 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1660 else if (r_glsl_deluxemapping.integer >= 2)
1662 // fake deluxemapping (uniform light direction in tangentspace)
1663 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (specularscale > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1668 else if (rsurface.uselightmaptexture)
1670 // ordinary lightmapping (q1bsp, q3bsp)
1671 mode = SHADERMODE_LIGHTMAP;
1675 // ordinary vertex coloring (q3bsp)
1676 mode = SHADERMODE_VERTEXCOLOR;
1678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1679 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1680 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1681 permutation |= SHADERPERMUTATION_GLOW;
1682 if (r_refdef.fogenabled)
1683 permutation |= SHADERPERMUTATION_FOG;
1684 if (rsurface.texture->colormapping)
1685 permutation |= SHADERPERMUTATION_COLORMAPPING;
1686 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1687 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1688 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1689 permutation |= SHADERPERMUTATION_REFLECTION;
1691 if(permutation & SHADERPERMUTATION_SPECULAR)
1692 if(r_shadow_glossexact.integer)
1693 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1694 R_SetupShader_SetPermutation(mode, permutation);
1695 if (mode == SHADERMODE_LIGHTSOURCE)
1697 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1698 if (permutation & SHADERPERMUTATION_DIFFUSE)
1700 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1701 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1702 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1703 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1707 // ambient only is simpler
1708 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1709 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1710 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1711 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1713 // additive passes are only darkened by fog, not tinted
1714 if (r_glsl_permutation->loc_FogColor >= 0)
1715 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1719 if (mode == SHADERMODE_LIGHTDIRECTION)
1721 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1722 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1723 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1724 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1728 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1729 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1730 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1732 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1733 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1734 // additive passes are only darkened by fog, not tinted
1735 if (r_glsl_permutation->loc_FogColor >= 0)
1737 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1738 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1740 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1742 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(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);
1743 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1744 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1745 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1746 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1747 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1748 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1750 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1752 // The formula used is actually:
1753 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1754 // color.rgb *= SceneBrightness;
1756 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1757 // and do [[calculations]] here in the engine
1758 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1762 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1763 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1764 if (r_glsl_permutation->loc_Color_Pants >= 0)
1766 if (rsurface.texture->currentskinframe->pants)
1767 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1769 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1771 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1773 if (rsurface.texture->currentskinframe->shirt)
1774 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1776 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1778 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1779 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1781 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1785 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1787 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1791 #define SKINFRAME_HASH 1024
1795 int loadsequence; // incremented each level change
1796 memexpandablearray_t array;
1797 skinframe_t *hash[SKINFRAME_HASH];
1801 void R_SkinFrame_PrepareForPurge(void)
1803 r_skinframe.loadsequence++;
1804 // wrap it without hitting zero
1805 if (r_skinframe.loadsequence >= 200)
1806 r_skinframe.loadsequence = 1;
1809 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1813 // mark the skinframe as used for the purging code
1814 skinframe->loadsequence = r_skinframe.loadsequence;
1817 void R_SkinFrame_Purge(void)
1821 for (i = 0;i < SKINFRAME_HASH;i++)
1823 for (s = r_skinframe.hash[i];s;s = s->next)
1825 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1827 if (s->merged == s->base)
1829 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1830 R_PurgeTexture(s->stain );s->stain = NULL;
1831 R_PurgeTexture(s->merged);s->merged = NULL;
1832 R_PurgeTexture(s->base );s->base = NULL;
1833 R_PurgeTexture(s->pants );s->pants = NULL;
1834 R_PurgeTexture(s->shirt );s->shirt = NULL;
1835 R_PurgeTexture(s->nmap );s->nmap = NULL;
1836 R_PurgeTexture(s->gloss );s->gloss = NULL;
1837 R_PurgeTexture(s->glow );s->glow = NULL;
1838 R_PurgeTexture(s->fog );s->fog = NULL;
1839 s->loadsequence = 0;
1845 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1847 char basename[MAX_QPATH];
1849 Image_StripImageExtension(name, basename, sizeof(basename));
1851 if( last == NULL ) {
1853 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1854 item = r_skinframe.hash[hashindex];
1859 // linearly search through the hash bucket
1860 for( ; item ; item = item->next ) {
1861 if( !strcmp( item->basename, basename ) ) {
1868 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1872 char basename[MAX_QPATH];
1874 Image_StripImageExtension(name, basename, sizeof(basename));
1876 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1877 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1878 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1882 rtexture_t *dyntexture;
1883 // check whether its a dynamic texture
1884 dyntexture = CL_GetDynTexture( basename );
1885 if (!add && !dyntexture)
1887 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1888 memset(item, 0, sizeof(*item));
1889 strlcpy(item->basename, basename, sizeof(item->basename));
1890 item->base = dyntexture; // either NULL or dyntexture handle
1891 item->textureflags = textureflags;
1892 item->comparewidth = comparewidth;
1893 item->compareheight = compareheight;
1894 item->comparecrc = comparecrc;
1895 item->next = r_skinframe.hash[hashindex];
1896 r_skinframe.hash[hashindex] = item;
1898 else if( item->base == NULL )
1900 rtexture_t *dyntexture;
1901 // check whether its a dynamic texture
1902 // 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]
1903 dyntexture = CL_GetDynTexture( basename );
1904 item->base = dyntexture; // either NULL or dyntexture handle
1907 R_SkinFrame_MarkUsed(item);
1911 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1913 unsigned long long avgcolor[5], wsum; \
1921 for(pix = 0; pix < cnt; ++pix) \
1924 for(comp = 0; comp < 3; ++comp) \
1926 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1929 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1931 for(comp = 0; comp < 3; ++comp) \
1932 avgcolor[comp] += getpixel * w; \
1935 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1936 avgcolor[4] += getpixel; \
1938 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1940 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1941 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1942 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1943 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1946 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1948 // FIXME: it should be possible to disable loading various layers using
1949 // cvars, to prevent wasted loading time and memory usage if the user does
1951 qboolean loadnormalmap = true;
1952 qboolean loadgloss = true;
1953 qboolean loadpantsandshirt = true;
1954 qboolean loadglow = true;
1956 unsigned char *pixels;
1957 unsigned char *bumppixels;
1958 unsigned char *basepixels = NULL;
1959 int basepixels_width;
1960 int basepixels_height;
1961 skinframe_t *skinframe;
1965 if (cls.state == ca_dedicated)
1968 // return an existing skinframe if already loaded
1969 // if loading of the first image fails, don't make a new skinframe as it
1970 // would cause all future lookups of this to be missing
1971 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1972 if (skinframe && skinframe->base)
1975 basepixels = loadimagepixelsbgra(name, complain, true);
1976 if (basepixels == NULL)
1979 if (developer_loading.integer)
1980 Con_Printf("loading skin \"%s\"\n", name);
1982 // we've got some pixels to store, so really allocate this new texture now
1984 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1985 skinframe->stain = NULL;
1986 skinframe->merged = NULL;
1987 skinframe->base = r_texture_notexture;
1988 skinframe->pants = NULL;
1989 skinframe->shirt = NULL;
1990 skinframe->nmap = r_texture_blanknormalmap;
1991 skinframe->gloss = NULL;
1992 skinframe->glow = NULL;
1993 skinframe->fog = NULL;
1995 basepixels_width = image_width;
1996 basepixels_height = image_height;
1997 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1999 if (textureflags & TEXF_ALPHA)
2001 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2002 if (basepixels[j] < 255)
2004 if (j < basepixels_width * basepixels_height * 4)
2006 // has transparent pixels
2008 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2009 for (j = 0;j < image_width * image_height * 4;j += 4)
2014 pixels[j+3] = basepixels[j+3];
2016 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2021 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2022 //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]);
2024 // _norm is the name used by tenebrae and has been adopted as standard
2027 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2029 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2033 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2035 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2036 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2037 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2039 Mem_Free(bumppixels);
2041 else if (r_shadow_bumpscale_basetexture.value > 0)
2043 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2044 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2045 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2049 // _luma is supported for tenebrae compatibility
2050 // (I think it's a very stupid name, but oh well)
2051 // _glow is the preferred name
2052 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2053 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2054 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2055 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2058 Mem_Free(basepixels);
2063 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2066 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2069 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2074 for (i = 0;i < width*height;i++)
2075 if (((unsigned char *)&palette[in[i]])[3] > 0)
2077 if (i == width*height)
2080 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2083 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2084 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2087 unsigned char *temp1, *temp2;
2088 skinframe_t *skinframe;
2090 if (cls.state == ca_dedicated)
2093 // if already loaded just return it, otherwise make a new skinframe
2094 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2095 if (skinframe && skinframe->base)
2098 skinframe->stain = NULL;
2099 skinframe->merged = NULL;
2100 skinframe->base = r_texture_notexture;
2101 skinframe->pants = NULL;
2102 skinframe->shirt = NULL;
2103 skinframe->nmap = r_texture_blanknormalmap;
2104 skinframe->gloss = NULL;
2105 skinframe->glow = NULL;
2106 skinframe->fog = NULL;
2108 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2112 if (developer_loading.integer)
2113 Con_Printf("loading 32bit skin \"%s\"\n", name);
2115 if (r_shadow_bumpscale_basetexture.value > 0)
2117 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2118 temp2 = temp1 + width * height * 4;
2119 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2120 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2123 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2124 if (textureflags & TEXF_ALPHA)
2126 for (i = 3;i < width * height * 4;i += 4)
2127 if (skindata[i] < 255)
2129 if (i < width * height * 4)
2131 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2132 memcpy(fogpixels, skindata, width * height * 4);
2133 for (i = 0;i < width * height * 4;i += 4)
2134 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2135 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2136 Mem_Free(fogpixels);
2140 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2141 //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]);
2146 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2149 unsigned char *temp1, *temp2;
2150 unsigned int *palette;
2151 skinframe_t *skinframe;
2153 if (cls.state == ca_dedicated)
2156 // if already loaded just return it, otherwise make a new skinframe
2157 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2158 if (skinframe && skinframe->base)
2161 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2163 skinframe->stain = NULL;
2164 skinframe->merged = NULL;
2165 skinframe->base = r_texture_notexture;
2166 skinframe->pants = NULL;
2167 skinframe->shirt = NULL;
2168 skinframe->nmap = r_texture_blanknormalmap;
2169 skinframe->gloss = NULL;
2170 skinframe->glow = NULL;
2171 skinframe->fog = NULL;
2173 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2177 if (developer_loading.integer)
2178 Con_Printf("loading quake skin \"%s\"\n", name);
2180 if (r_shadow_bumpscale_basetexture.value > 0)
2182 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2183 temp2 = temp1 + width * height * 4;
2184 // use either a custom palette or the quake palette
2185 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2186 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2187 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2190 // use either a custom palette, or the quake palette
2191 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2192 if (loadglowtexture)
2193 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2194 if (loadpantsandshirt)
2196 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2197 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2199 if (skinframe->pants || skinframe->shirt)
2200 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2201 if (textureflags & TEXF_ALPHA)
2203 for (i = 0;i < width * height;i++)
2204 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2206 if (i < width * height)
2207 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2210 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2211 //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]);
2216 skinframe_t *R_SkinFrame_LoadMissing(void)
2218 skinframe_t *skinframe;
2220 if (cls.state == ca_dedicated)
2223 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2224 skinframe->stain = NULL;
2225 skinframe->merged = NULL;
2226 skinframe->base = r_texture_notexture;
2227 skinframe->pants = NULL;
2228 skinframe->shirt = NULL;
2229 skinframe->nmap = r_texture_blanknormalmap;
2230 skinframe->gloss = NULL;
2231 skinframe->glow = NULL;
2232 skinframe->fog = NULL;
2234 skinframe->avgcolor[0] = rand() / RAND_MAX;
2235 skinframe->avgcolor[1] = rand() / RAND_MAX;
2236 skinframe->avgcolor[2] = rand() / RAND_MAX;
2237 skinframe->avgcolor[3] = 1;
2242 void gl_main_start(void)
2244 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2245 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2247 // set up r_skinframe loading system for textures
2248 memset(&r_skinframe, 0, sizeof(r_skinframe));
2249 r_skinframe.loadsequence = 1;
2250 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2252 r_main_texturepool = R_AllocTexturePool();
2253 R_BuildBlankTextures();
2255 if (gl_texturecubemap)
2258 R_BuildNormalizationCube();
2260 r_texture_fogattenuation = NULL;
2261 r_texture_gammaramps = NULL;
2262 //r_texture_fogintensity = NULL;
2263 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2264 memset(&r_waterstate, 0, sizeof(r_waterstate));
2265 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2266 memset(&r_svbsp, 0, sizeof (r_svbsp));
2268 r_refdef.fogmasktable_density = 0;
2271 void gl_main_shutdown(void)
2273 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2274 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2276 // clear out the r_skinframe state
2277 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2278 memset(&r_skinframe, 0, sizeof(r_skinframe));
2281 Mem_Free(r_svbsp.nodes);
2282 memset(&r_svbsp, 0, sizeof (r_svbsp));
2283 R_FreeTexturePool(&r_main_texturepool);
2284 r_texture_blanknormalmap = NULL;
2285 r_texture_white = NULL;
2286 r_texture_grey128 = NULL;
2287 r_texture_black = NULL;
2288 r_texture_whitecube = NULL;
2289 r_texture_normalizationcube = NULL;
2290 r_texture_fogattenuation = NULL;
2291 r_texture_gammaramps = NULL;
2292 //r_texture_fogintensity = NULL;
2293 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2294 memset(&r_waterstate, 0, sizeof(r_waterstate));
2298 extern void CL_ParseEntityLump(char *entitystring);
2299 void gl_main_newmap(void)
2301 // FIXME: move this code to client
2303 char *entities, entname[MAX_QPATH];
2306 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2307 l = (int)strlen(entname) - 4;
2308 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2310 memcpy(entname + l, ".ent", 5);
2311 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2313 CL_ParseEntityLump(entities);
2318 if (cl.worldmodel->brush.entities)
2319 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2323 void GL_Main_Init(void)
2325 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2327 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2328 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2329 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2330 if (gamemode == GAME_NEHAHRA)
2332 Cvar_RegisterVariable (&gl_fogenable);
2333 Cvar_RegisterVariable (&gl_fogdensity);
2334 Cvar_RegisterVariable (&gl_fogred);
2335 Cvar_RegisterVariable (&gl_foggreen);
2336 Cvar_RegisterVariable (&gl_fogblue);
2337 Cvar_RegisterVariable (&gl_fogstart);
2338 Cvar_RegisterVariable (&gl_fogend);
2339 Cvar_RegisterVariable (&gl_skyclip);
2341 Cvar_RegisterVariable(&r_depthfirst);
2342 Cvar_RegisterVariable(&r_useinfinitefarclip);
2343 Cvar_RegisterVariable(&r_nearclip);
2344 Cvar_RegisterVariable(&r_showbboxes);
2345 Cvar_RegisterVariable(&r_showsurfaces);
2346 Cvar_RegisterVariable(&r_showtris);
2347 Cvar_RegisterVariable(&r_shownormals);
2348 Cvar_RegisterVariable(&r_showlighting);
2349 Cvar_RegisterVariable(&r_showshadowvolumes);
2350 Cvar_RegisterVariable(&r_showcollisionbrushes);
2351 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2352 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2353 Cvar_RegisterVariable(&r_showdisabledepthtest);
2354 Cvar_RegisterVariable(&r_drawportals);
2355 Cvar_RegisterVariable(&r_drawentities);
2356 Cvar_RegisterVariable(&r_cullentities_trace);
2357 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2358 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2359 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2360 Cvar_RegisterVariable(&r_drawviewmodel);
2361 Cvar_RegisterVariable(&r_speeds);
2362 Cvar_RegisterVariable(&r_fullbrights);
2363 Cvar_RegisterVariable(&r_wateralpha);
2364 Cvar_RegisterVariable(&r_dynamic);
2365 Cvar_RegisterVariable(&r_fullbright);
2366 Cvar_RegisterVariable(&r_shadows);
2367 Cvar_RegisterVariable(&r_shadows_throwdistance);
2368 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2369 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2370 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2371 Cvar_RegisterVariable(&r_fog_exp2);
2372 Cvar_RegisterVariable(&r_drawfog);
2373 Cvar_RegisterVariable(&r_textureunits);
2374 Cvar_RegisterVariable(&r_glsl);
2375 Cvar_RegisterVariable(&r_glsl_contrastboost);
2376 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2377 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2378 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2379 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2380 Cvar_RegisterVariable(&r_glsl_postprocess);
2381 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2382 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2383 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2384 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2385 Cvar_RegisterVariable(&r_glsl_usegeneric);
2386 Cvar_RegisterVariable(&r_water);
2387 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2388 Cvar_RegisterVariable(&r_water_clippingplanebias);
2389 Cvar_RegisterVariable(&r_water_refractdistort);
2390 Cvar_RegisterVariable(&r_water_reflectdistort);
2391 Cvar_RegisterVariable(&r_lerpsprites);
2392 Cvar_RegisterVariable(&r_lerpmodels);
2393 Cvar_RegisterVariable(&r_lerplightstyles);
2394 Cvar_RegisterVariable(&r_waterscroll);
2395 Cvar_RegisterVariable(&r_bloom);
2396 Cvar_RegisterVariable(&r_bloom_colorscale);
2397 Cvar_RegisterVariable(&r_bloom_brighten);
2398 Cvar_RegisterVariable(&r_bloom_blur);
2399 Cvar_RegisterVariable(&r_bloom_resolution);
2400 Cvar_RegisterVariable(&r_bloom_colorexponent);
2401 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2402 Cvar_RegisterVariable(&r_hdr);
2403 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2404 Cvar_RegisterVariable(&r_hdr_glowintensity);
2405 Cvar_RegisterVariable(&r_hdr_range);
2406 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2407 Cvar_RegisterVariable(&developer_texturelogging);
2408 Cvar_RegisterVariable(&gl_lightmaps);
2409 Cvar_RegisterVariable(&r_test);
2410 Cvar_RegisterVariable(&r_batchmode);
2411 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2412 Cvar_SetValue("r_fullbrights", 0);
2413 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2415 Cvar_RegisterVariable(&r_track_sprites);
2416 Cvar_RegisterVariable(&r_track_sprites_flags);
2417 Cvar_RegisterVariable(&r_track_sprites_scalew);
2418 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2421 extern void R_Textures_Init(void);
2422 extern void GL_Draw_Init(void);
2423 extern void GL_Main_Init(void);
2424 extern void R_Shadow_Init(void);
2425 extern void R_Sky_Init(void);
2426 extern void GL_Surf_Init(void);
2427 extern void R_Particles_Init(void);
2428 extern void R_Explosion_Init(void);
2429 extern void gl_backend_init(void);
2430 extern void Sbar_Init(void);
2431 extern void R_LightningBeams_Init(void);
2432 extern void Mod_RenderInit(void);
2434 void Render_Init(void)
2446 R_LightningBeams_Init();
2455 extern char *ENGINE_EXTENSIONS;
2458 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2459 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2460 gl_version = (const char *)qglGetString(GL_VERSION);
2461 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2465 if (!gl_platformextensions)
2466 gl_platformextensions = "";
2468 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2469 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2470 Con_Printf("GL_VERSION: %s\n", gl_version);
2471 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2472 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2474 VID_CheckExtensions();
2476 // LordHavoc: report supported extensions
2477 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2479 // clear to black (loading plaque will be seen over this)
2481 qglClearColor(0,0,0,1);CHECKGLERROR
2482 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2485 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2489 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2491 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2494 p = r_refdef.view.frustum + i;
2499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2515 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2519 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2523 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2527 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2535 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2539 for (i = 0;i < numplanes;i++)
2546 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2550 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2554 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2558 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2562 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2566 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2570 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2574 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2582 //==================================================================================
2584 static void R_View_UpdateEntityVisible (void)
2587 entity_render_t *ent;
2589 if (!r_drawentities.integer)
2592 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2593 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2595 // worldmodel can check visibility
2596 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2597 for (i = 0;i < r_refdef.scene.numentities;i++)
2599 ent = r_refdef.scene.entities[i];
2600 if (!(ent->flags & renderimask))
2601 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2602 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2603 r_refdef.viewcache.entityvisible[i] = true;
2605 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2607 for (i = 0;i < r_refdef.scene.numentities;i++)
2609 ent = r_refdef.scene.entities[i];
2610 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2612 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2613 ent->last_trace_visibility = realtime;
2614 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2615 r_refdef.viewcache.entityvisible[i] = 0;
2622 // no worldmodel or it can't check visibility
2623 for (i = 0;i < r_refdef.scene.numentities;i++)
2625 ent = r_refdef.scene.entities[i];
2626 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));
2631 // only used if skyrendermasked, and normally returns false
2632 int R_DrawBrushModelsSky (void)
2635 entity_render_t *ent;
2637 if (!r_drawentities.integer)
2641 for (i = 0;i < r_refdef.scene.numentities;i++)
2643 if (!r_refdef.viewcache.entityvisible[i])
2645 ent = r_refdef.scene.entities[i];
2646 if (!ent->model || !ent->model->DrawSky)
2648 ent->model->DrawSky(ent);
2654 static void R_DrawNoModel(entity_render_t *ent);
2655 static void R_DrawModels(void)
2658 entity_render_t *ent;
2660 if (!r_drawentities.integer)
2663 for (i = 0;i < r_refdef.scene.numentities;i++)
2665 if (!r_refdef.viewcache.entityvisible[i])
2667 ent = r_refdef.scene.entities[i];
2668 r_refdef.stats.entities++;
2669 if (ent->model && ent->model->Draw != NULL)
2670 ent->model->Draw(ent);
2676 static void R_DrawModelsDepth(void)
2679 entity_render_t *ent;
2681 if (!r_drawentities.integer)
2684 for (i = 0;i < r_refdef.scene.numentities;i++)
2686 if (!r_refdef.viewcache.entityvisible[i])
2688 ent = r_refdef.scene.entities[i];
2689 if (ent->model && ent->model->DrawDepth != NULL)
2690 ent->model->DrawDepth(ent);
2694 static void R_DrawModelsDebug(void)
2697 entity_render_t *ent;
2699 if (!r_drawentities.integer)
2702 for (i = 0;i < r_refdef.scene.numentities;i++)
2704 if (!r_refdef.viewcache.entityvisible[i])
2706 ent = r_refdef.scene.entities[i];
2707 if (ent->model && ent->model->DrawDebug != NULL)
2708 ent->model->DrawDebug(ent);
2712 static void R_DrawModelsAddWaterPlanes(void)
2715 entity_render_t *ent;
2717 if (!r_drawentities.integer)
2720 for (i = 0;i < r_refdef.scene.numentities;i++)
2722 if (!r_refdef.viewcache.entityvisible[i])
2724 ent = r_refdef.scene.entities[i];
2725 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2726 ent->model->DrawAddWaterPlanes(ent);
2730 static void R_View_SetFrustum(void)
2733 double slopex, slopey;
2734 vec3_t forward, left, up, origin;
2736 // we can't trust r_refdef.view.forward and friends in reflected scenes
2737 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2740 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2741 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2742 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2743 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2744 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2745 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2746 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2747 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2748 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2749 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2750 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2751 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2755 zNear = r_refdef.nearclip;
2756 nudge = 1.0 - 1.0 / (1<<23);
2757 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2758 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2759 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2760 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2761 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2762 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2763 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2764 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2770 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2771 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2772 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2773 r_refdef.view.frustum[0].dist = m[15] - m[12];
2775 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2776 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2777 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2778 r_refdef.view.frustum[1].dist = m[15] + m[12];
2780 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2781 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2782 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2783 r_refdef.view.frustum[2].dist = m[15] - m[13];
2785 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2786 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2787 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2788 r_refdef.view.frustum[3].dist = m[15] + m[13];
2790 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2791 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2792 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2793 r_refdef.view.frustum[4].dist = m[15] - m[14];
2795 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2796 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2797 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2798 r_refdef.view.frustum[5].dist = m[15] + m[14];
2801 if (r_refdef.view.useperspective)
2803 slopex = 1.0 / r_refdef.view.frustum_x;
2804 slopey = 1.0 / r_refdef.view.frustum_y;
2805 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2806 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2807 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2808 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2809 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2811 // Leaving those out was a mistake, those were in the old code, and they
2812 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2813 // I couldn't reproduce it after adding those normalizations. --blub
2814 VectorNormalize(r_refdef.view.frustum[0].normal);
2815 VectorNormalize(r_refdef.view.frustum[1].normal);
2816 VectorNormalize(r_refdef.view.frustum[2].normal);
2817 VectorNormalize(r_refdef.view.frustum[3].normal);
2819 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2820 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2821 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2822 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2823 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2825 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2826 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2827 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2828 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2829 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2833 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2834 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2835 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2836 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2837 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2838 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2839 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2840 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2841 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2842 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2844 r_refdef.view.numfrustumplanes = 5;
2846 if (r_refdef.view.useclipplane)
2848 r_refdef.view.numfrustumplanes = 6;
2849 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2852 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2853 PlaneClassify(r_refdef.view.frustum + i);
2855 // LordHavoc: note to all quake engine coders, Quake had a special case
2856 // for 90 degrees which assumed a square view (wrong), so I removed it,
2857 // Quake2 has it disabled as well.
2859 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2860 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2861 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2862 //PlaneClassify(&frustum[0]);
2864 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2865 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2866 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2867 //PlaneClassify(&frustum[1]);
2869 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2870 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2871 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2872 //PlaneClassify(&frustum[2]);
2874 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2875 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2876 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2877 //PlaneClassify(&frustum[3]);
2880 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2881 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2882 //PlaneClassify(&frustum[4]);
2885 void R_View_Update(void)
2887 R_View_SetFrustum();
2888 R_View_WorldVisibility(r_refdef.view.useclipplane);
2889 R_View_UpdateEntityVisible();
2892 void R_SetupView(qboolean allowwaterclippingplane)
2894 if (!r_refdef.view.useperspective)
2895 GL_SetupView_Mode_Ortho(-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);
2896 else if (gl_stencil && r_useinfinitefarclip.integer)
2897 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2899 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2901 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2903 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2905 // LordHavoc: couldn't figure out how to make this approach the
2906 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2907 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2908 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2909 dist = r_refdef.view.clipplane.dist;
2910 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2914 void R_ResetViewRendering2D(void)
2918 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2919 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2920 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2921 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2922 GL_Color(1, 1, 1, 1);
2923 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2924 GL_BlendFunc(GL_ONE, GL_ZERO);
2925 GL_AlphaTest(false);
2926 GL_ScissorTest(false);
2927 GL_DepthMask(false);
2928 GL_DepthRange(0, 1);
2929 GL_DepthTest(false);
2930 R_Mesh_Matrix(&identitymatrix);
2931 R_Mesh_ResetTextureState();
2932 GL_PolygonOffset(0, 0);
2933 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2934 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2935 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2936 qglStencilMask(~0);CHECKGLERROR
2937 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2938 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2939 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2940 R_SetupGenericShader(true);
2943 void R_ResetViewRendering3D(void)
2947 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2948 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2950 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2951 GL_Color(1, 1, 1, 1);
2952 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2953 GL_BlendFunc(GL_ONE, GL_ZERO);
2954 GL_AlphaTest(false);
2955 GL_ScissorTest(true);
2957 GL_DepthRange(0, 1);
2959 R_Mesh_Matrix(&identitymatrix);
2960 R_Mesh_ResetTextureState();
2961 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2962 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2963 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2964 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2965 qglStencilMask(~0);CHECKGLERROR
2966 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2967 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2968 GL_CullFace(r_refdef.view.cullface_back);
2969 R_SetupGenericShader(true);
2972 void R_RenderScene(qboolean addwaterplanes);
2974 static void R_Water_StartFrame(void)
2977 int waterwidth, waterheight, texturewidth, textureheight;
2978 r_waterstate_waterplane_t *p;
2980 // set waterwidth and waterheight to the water resolution that will be
2981 // used (often less than the screen resolution for faster rendering)
2982 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2983 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2985 // calculate desired texture sizes
2986 // can't use water if the card does not support the texture size
2987 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2988 texturewidth = textureheight = waterwidth = waterheight = 0;
2989 else if (gl_support_arb_texture_non_power_of_two)
2991 texturewidth = waterwidth;
2992 textureheight = waterheight;
2996 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2997 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3000 // allocate textures as needed
3001 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3003 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3004 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3006 if (p->texture_refraction)
3007 R_FreeTexture(p->texture_refraction);
3008 p->texture_refraction = NULL;
3009 if (p->texture_reflection)
3010 R_FreeTexture(p->texture_reflection);
3011 p->texture_reflection = NULL;
3013 memset(&r_waterstate, 0, sizeof(r_waterstate));
3014 r_waterstate.waterwidth = waterwidth;
3015 r_waterstate.waterheight = waterheight;
3016 r_waterstate.texturewidth = texturewidth;
3017 r_waterstate.textureheight = textureheight;
3020 if (r_waterstate.waterwidth)
3022 r_waterstate.enabled = true;
3024 // set up variables that will be used in shader setup
3025 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3026 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3027 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3028 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3031 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3032 r_waterstate.numwaterplanes = 0;
3035 static void R_Water_AddWaterPlane(msurface_t *surface)
3037 int triangleindex, planeindex;
3043 r_waterstate_waterplane_t *p;
3044 // just use the first triangle with a valid normal for any decisions
3045 VectorClear(normal);
3046 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3048 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3049 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3050 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3051 TriangleNormal(vert[0], vert[1], vert[2], normal);
3052 if (VectorLength2(normal) >= 0.001)
3056 VectorCopy(normal, plane.normal);
3057 VectorNormalize(plane.normal);
3058 plane.dist = DotProduct(vert[0], plane.normal);
3059 PlaneClassify(&plane);
3060 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3062 // skip backfaces (except if nocullface is set)
3063 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3065 VectorNegate(plane.normal, plane.normal);
3067 PlaneClassify(&plane);
3071 // find a matching plane if there is one
3072 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3073 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3075 if (planeindex >= r_waterstate.maxwaterplanes)
3076 return; // nothing we can do, out of planes
3078 // if this triangle does not fit any known plane rendered this frame, add one
3079 if (planeindex >= r_waterstate.numwaterplanes)
3081 // store the new plane
3082 r_waterstate.numwaterplanes++;
3084 // clear materialflags and pvs
3085 p->materialflags = 0;
3086 p->pvsvalid = false;
3088 // merge this surface's materialflags into the waterplane
3089 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3090 // merge this surface's PVS into the waterplane
3091 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3092 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3093 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3095 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3100 static void R_Water_ProcessPlanes(void)
3102 r_refdef_view_t originalview;
3104 r_waterstate_waterplane_t *p;
3106 originalview = r_refdef.view;
3108 // make sure enough textures are allocated
3109 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3111 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3113 if (!p->texture_refraction)
3114 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3115 if (!p->texture_refraction)
3119 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3121 if (!p->texture_reflection)
3122 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3123 if (!p->texture_reflection)
3129 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3131 r_refdef.view.showdebug = false;
3132 r_refdef.view.width = r_waterstate.waterwidth;
3133 r_refdef.view.height = r_waterstate.waterheight;
3134 r_refdef.view.useclipplane = true;
3135 r_waterstate.renderingscene = true;
3137 // render the normal view scene and copy into texture
3138 // (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)
3139 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3141 r_refdef.view.clipplane = p->plane;
3142 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3143 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3144 PlaneClassify(&r_refdef.view.clipplane);
3146 R_RenderScene(false);
3148 // copy view into the screen texture
3149 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3150 GL_ActiveTexture(0);
3152 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3155 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3157 // render reflected scene and copy into texture
3158 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3159 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3160 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3161 r_refdef.view.clipplane = p->plane;
3162 // reverse the cullface settings for this render
3163 r_refdef.view.cullface_front = GL_FRONT;
3164 r_refdef.view.cullface_back = GL_BACK;
3165 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3167 r_refdef.view.usecustompvs = true;
3169 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3171 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3174 R_ResetViewRendering3D();
3175 R_ClearScreen(r_refdef.fogenabled);
3176 if (r_timereport_active)
3177 R_TimeReport("viewclear");
3179 R_RenderScene(false);
3181 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3182 GL_ActiveTexture(0);
3184 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3186 R_ResetViewRendering3D();
3187 R_ClearScreen(r_refdef.fogenabled);
3188 if (r_timereport_active)
3189 R_TimeReport("viewclear");
3192 r_refdef.view = originalview;
3193 r_refdef.view.clear = true;
3194 r_waterstate.renderingscene = false;
3198 r_refdef.view = originalview;
3199 r_waterstate.renderingscene = false;
3200 Cvar_SetValueQuick(&r_water, 0);
3201 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3205 void R_Bloom_StartFrame(void)
3207 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3209 // set bloomwidth and bloomheight to the bloom resolution that will be
3210 // used (often less than the screen resolution for faster rendering)
3211 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3212 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3213 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3214 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3215 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3217 // calculate desired texture sizes
3218 if (gl_support_arb_texture_non_power_of_two)
3220 screentexturewidth = r_refdef.view.width;
3221 screentextureheight = r_refdef.view.height;
3222 bloomtexturewidth = r_bloomstate.bloomwidth;
3223 bloomtextureheight = r_bloomstate.bloomheight;
3227 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3228 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3229 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3230 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3233 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3235 Cvar_SetValueQuick(&r_hdr, 0);
3236 Cvar_SetValueQuick(&r_bloom, 0);
3239 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3240 screentexturewidth = screentextureheight = 0;
3241 if (!r_hdr.integer && !r_bloom.integer)
3242 bloomtexturewidth = bloomtextureheight = 0;
3244 // allocate textures as needed
3245 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3247 if (r_bloomstate.texture_screen)
3248 R_FreeTexture(r_bloomstate.texture_screen);
3249 r_bloomstate.texture_screen = NULL;
3250 r_bloomstate.screentexturewidth = screentexturewidth;
3251 r_bloomstate.screentextureheight = screentextureheight;
3252 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3253 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3255 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3257 if (r_bloomstate.texture_bloom)
3258 R_FreeTexture(r_bloomstate.texture_bloom);
3259 r_bloomstate.texture_bloom = NULL;
3260 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3261 r_bloomstate.bloomtextureheight = bloomtextureheight;
3262 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3263 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3266 // set up a texcoord array for the full resolution screen image
3267 // (we have to keep this around to copy back during final render)
3268 r_bloomstate.screentexcoord2f[0] = 0;
3269 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3270 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3271 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3272 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3273 r_bloomstate.screentexcoord2f[5] = 0;
3274 r_bloomstate.screentexcoord2f[6] = 0;
3275 r_bloomstate.screentexcoord2f[7] = 0;
3277 // set up a texcoord array for the reduced resolution bloom image
3278 // (which will be additive blended over the screen image)
3279 r_bloomstate.bloomtexcoord2f[0] = 0;
3280 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3281 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3282 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3283 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3284 r_bloomstate.bloomtexcoord2f[5] = 0;
3285 r_bloomstate.bloomtexcoord2f[6] = 0;
3286 r_bloomstate.bloomtexcoord2f[7] = 0;
3288 if (r_hdr.integer || r_bloom.integer)
3290 r_bloomstate.enabled = true;
3291 r_bloomstate.hdr = r_hdr.integer != 0;
3295 void R_Bloom_CopyBloomTexture(float colorscale)
3297 r_refdef.stats.bloom++;
3299 // scale down screen texture to the bloom texture size
3301 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3302 GL_BlendFunc(GL_ONE, GL_ZERO);
3303 GL_Color(colorscale, colorscale, colorscale, 1);
3304 // TODO: optimize with multitexture or GLSL
3305 R_SetupGenericShader(true);
3306 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3307 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3308 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3309 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3311 // we now have a bloom image in the framebuffer
3312 // copy it into the bloom image texture for later processing
3313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3314 GL_ActiveTexture(0);
3316 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3317 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3320 void R_Bloom_CopyHDRTexture(void)
3322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3323 GL_ActiveTexture(0);
3325 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3326 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3329 void R_Bloom_MakeTexture(void)
3332 float xoffset, yoffset, r, brighten;
3334 r_refdef.stats.bloom++;
3336 R_ResetViewRendering2D();
3337 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3338 R_Mesh_ColorPointer(NULL, 0, 0);
3339 R_SetupGenericShader(true);
3341 // we have a bloom image in the framebuffer
3343 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3345 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3348 r = bound(0, r_bloom_colorexponent.value / x, 1);
3349 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3350 GL_Color(r, r, r, 1);
3351 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3352 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3353 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3354 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3356 // copy the vertically blurred bloom view to a texture
3357 GL_ActiveTexture(0);
3359 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3360 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3363 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3364 brighten = r_bloom_brighten.value;
3366 brighten *= r_hdr_range.value;
3367 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3368 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3370 for (dir = 0;dir < 2;dir++)
3372 // blend on at multiple vertical offsets to achieve a vertical blur
3373 // TODO: do offset blends using GLSL
3374 GL_BlendFunc(GL_ONE, GL_ZERO);
3375 for (x = -range;x <= range;x++)
3377 if (!dir){xoffset = 0;yoffset = x;}
3378 else {xoffset = x;yoffset = 0;}
3379 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3380 yoffset /= (float)r_bloomstate.bloomtextureheight;
3381 // compute a texcoord array with the specified x and y offset
3382 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3383 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3384 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3385 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3386 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3387 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3388 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3389 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3390 // this r value looks like a 'dot' particle, fading sharply to
3391 // black at the edges
3392 // (probably not realistic but looks good enough)
3393 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3394 //r = (dir ? 1.0f : brighten)/(range*2+1);
3395 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3396 GL_Color(r, r, r, 1);
3397 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3398 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3399 GL_BlendFunc(GL_ONE, GL_ONE);
3402 // copy the vertically blurred bloom view to a texture
3403 GL_ActiveTexture(0);
3405 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3406 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3409 // apply subtract last
3410 // (just like it would be in a GLSL shader)
3411 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3413 GL_BlendFunc(GL_ONE, GL_ZERO);
3414 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3415 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3416 GL_Color(1, 1, 1, 1);
3417 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3418 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3420 GL_BlendFunc(GL_ONE, GL_ONE);
3421 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3422 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3423 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3424 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3425 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3426 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3427 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3429 // copy the darkened bloom view to a texture
3430 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3431 GL_ActiveTexture(0);
3433 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3434 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3438 void R_HDR_RenderBloomTexture(void)
3440 int oldwidth, oldheight;
3441 float oldcolorscale;
3443 oldcolorscale = r_refdef.view.colorscale;
3444 oldwidth = r_refdef.view.width;
3445 oldheight = r_refdef.view.height;
3446 r_refdef.view.width = r_bloomstate.bloomwidth;
3447 r_refdef.view.height = r_bloomstate.bloomheight;
3449 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3450 // TODO: add exposure compensation features
3451 // TODO: add fp16 framebuffer support
3453 r_refdef.view.showdebug = false;
3454 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3456 R_ClearScreen(r_refdef.fogenabled);
3457 if (r_timereport_active)
3458 R_TimeReport("HDRclear");
3460 r_waterstate.numwaterplanes = 0;
3461 R_RenderScene(r_waterstate.enabled);
3462 r_refdef.view.showdebug = true;
3464 R_ResetViewRendering2D();
3466 R_Bloom_CopyHDRTexture();
3467 R_Bloom_MakeTexture();
3469 // restore the view settings
3470 r_refdef.view.width = oldwidth;
3471 r_refdef.view.height = oldheight;
3472 r_refdef.view.colorscale = oldcolorscale;
3474 R_ResetViewRendering3D();
3476 R_ClearScreen(r_refdef.fogenabled);
3477 if (r_timereport_active)
3478 R_TimeReport("viewclear");
3481 static void R_BlendView(void)
3483 if (r_bloomstate.texture_screen)
3485 // copy view into the screen texture
3486 R_ResetViewRendering2D();
3487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488 R_Mesh_ColorPointer(NULL, 0, 0);
3489 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3490 GL_ActiveTexture(0);CHECKGLERROR
3491 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3492 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3495 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3497 unsigned int permutation =
3498 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3499 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3500 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3501 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3503 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3505 // render simple bloom effect
3506 // copy the screen and shrink it and darken it for the bloom process
3507 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3508 // make the bloom texture
3509 R_Bloom_MakeTexture();
3512 R_ResetViewRendering2D();
3513 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3514 R_Mesh_ColorPointer(NULL, 0, 0);
3515 GL_Color(1, 1, 1, 1);
3516 GL_BlendFunc(GL_ONE, GL_ZERO);
3517 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3518 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3519 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3520 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3521 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3522 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3523 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3524 if (r_glsl_permutation->loc_TintColor >= 0)
3525 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3526 if (r_glsl_permutation->loc_ClientTime >= 0)
3527 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3528 if (r_glsl_permutation->loc_PixelSize >= 0)
3529 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3530 if (r_glsl_permutation->loc_LowerRightCorner >= 0)
3531 qglUniform2fARB(r_glsl_permutation->loc_LowerRightCorner, vid.width/r_bloomstate.screentexturewidth, vid.height/r_bloomstate.screentextureheight);
3532 if (r_glsl_permutation->loc_UserVec1 >= 0)
3534 float a=0, b=0, c=0, d=0;
3535 #if _MSC_VER >= 1400
3536 #define sscanf sscanf_s
3538 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3539 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3541 if (r_glsl_permutation->loc_UserVec2 >= 0)
3543 float a=0, b=0, c=0, d=0;
3544 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3545 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3547 if (r_glsl_permutation->loc_UserVec3 >= 0)
3549 float a=0, b=0, c=0, d=0;
3550 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3551 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3553 if (r_glsl_permutation->loc_UserVec4 >= 0)
3555 float a=0, b=0, c=0, d=0;
3556 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3557 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3559 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3560 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3566 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3568 // render high dynamic range bloom effect
3569 // the bloom texture was made earlier this render, so we just need to
3570 // blend it onto the screen...
3571 R_ResetViewRendering2D();
3572 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3573 R_Mesh_ColorPointer(NULL, 0, 0);
3574 R_SetupGenericShader(true);
3575 GL_Color(1, 1, 1, 1);
3576 GL_BlendFunc(GL_ONE, GL_ONE);
3577 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3578 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3579 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3580 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3582 else if (r_bloomstate.texture_bloom)
3584 // render simple bloom effect
3585 // copy the screen and shrink it and darken it for the bloom process
3586 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3587 // make the bloom texture
3588 R_Bloom_MakeTexture();
3589 // put the original screen image back in place and blend the bloom
3591 R_ResetViewRendering2D();
3592 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3593 R_Mesh_ColorPointer(NULL, 0, 0);
3594 GL_Color(1, 1, 1, 1);
3595 GL_BlendFunc(GL_ONE, GL_ZERO);
3596 // do both in one pass if possible
3597 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3598 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3599 if (r_textureunits.integer >= 2 && gl_combine.integer)
3601 R_SetupGenericTwoTextureShader(GL_ADD);
3602 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3603 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3607 R_SetupGenericShader(true);
3608 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3609 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3610 // now blend on the bloom texture
3611 GL_BlendFunc(GL_ONE, GL_ONE);
3612 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3613 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3615 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3616 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3618 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3620 // apply a color tint to the whole view
3621 R_ResetViewRendering2D();
3622 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3623 R_Mesh_ColorPointer(NULL, 0, 0);
3624 R_SetupGenericShader(false);
3625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3626 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3627 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3631 void R_RenderScene(qboolean addwaterplanes);
3633 matrix4x4_t r_waterscrollmatrix;
3635 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3637 if (r_refdef.fog_density)
3639 r_refdef.fogcolor[0] = r_refdef.fog_red;
3640 r_refdef.fogcolor[1] = r_refdef.fog_green;
3641 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3645 VectorCopy(r_refdef.fogcolor, fogvec);
3646 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3648 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3649 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3650 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3651 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3653 // color.rgb *= ContrastBoost * SceneBrightness;
3654 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3655 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3656 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3657 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3662 void R_UpdateVariables(void)
3666 r_refdef.scene.ambient = r_ambient.value;
3668 r_refdef.farclip = 4096;
3669 if (r_refdef.scene.worldmodel)
3670 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3671 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3673 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3674 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3675 r_refdef.polygonfactor = 0;
3676 r_refdef.polygonoffset = 0;
3677 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3678 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3680 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3681 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3682 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3683 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3684 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3685 if (r_showsurfaces.integer)
3687 r_refdef.scene.rtworld = false;
3688 r_refdef.scene.rtworldshadows = false;
3689 r_refdef.scene.rtdlight = false;
3690 r_refdef.scene.rtdlightshadows = false;
3691 r_refdef.lightmapintensity = 0;
3694 if (gamemode == GAME_NEHAHRA)
3696 if (gl_fogenable.integer)
3698 r_refdef.oldgl_fogenable = true;
3699 r_refdef.fog_density = gl_fogdensity.value;
3700 r_refdef.fog_red = gl_fogred.value;
3701 r_refdef.fog_green = gl_foggreen.value;
3702 r_refdef.fog_blue = gl_fogblue.value;
3703 r_refdef.fog_alpha = 1;
3704 r_refdef.fog_start = 0;
3705 r_refdef.fog_end = gl_skyclip.value;
3707 else if (r_refdef.oldgl_fogenable)
3709 r_refdef.oldgl_fogenable = false;
3710 r_refdef.fog_density = 0;
3711 r_refdef.fog_red = 0;
3712 r_refdef.fog_green = 0;
3713 r_refdef.fog_blue = 0;
3714 r_refdef.fog_alpha = 0;
3715 r_refdef.fog_start = 0;
3716 r_refdef.fog_end = 0;
3720 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3721 r_refdef.fog_start = max(0, r_refdef.fog_start);
3722 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3724 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3726 if (r_refdef.fog_density && r_drawfog.integer)
3728 r_refdef.fogenabled = true;
3729 // this is the point where the fog reaches 0.9986 alpha, which we
3730 // consider a good enough cutoff point for the texture
3731 // (0.9986 * 256 == 255.6)
3732 if (r_fog_exp2.integer)
3733 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3735 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3736 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3737 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3738 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3739 // fog color was already set
3740 // update the fog texture
3741 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)
3742 R_BuildFogTexture();
3745 r_refdef.fogenabled = false;
3747 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3749 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3751 // build GLSL gamma texture
3752 #define RAMPWIDTH 256
3753 unsigned short ramp[RAMPWIDTH * 3];
3754 unsigned char ramprgb[RAMPWIDTH][4];
3757 r_texture_gammaramps_serial = vid_gammatables_serial;
3759 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3760 for(i = 0; i < RAMPWIDTH; ++i)
3762 ramprgb[i][0] = ramp[i] >> 8;
3763 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3764 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3767 if (r_texture_gammaramps)
3769 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3773 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3779 // remove GLSL gamma texture
3783 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3784 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3790 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3791 if( scenetype != r_currentscenetype ) {
3792 // store the old scenetype
3793 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3794 r_currentscenetype = scenetype;
3795 // move in the new scene
3796 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3805 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3807 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3808 if( scenetype == r_currentscenetype ) {
3809 return &r_refdef.scene;
3811 return &r_scenes_store[ scenetype ];
3820 void R_RenderView(void)
3822 if (r_refdef.view.isoverlay)
3824 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3825 GL_Clear( GL_DEPTH_BUFFER_BIT );
3826 R_TimeReport("depthclear");
3828 r_refdef.view.showdebug = false;
3830 r_waterstate.enabled = false;
3831 r_waterstate.numwaterplanes = 0;
3833 R_RenderScene(false);
3839 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3840 return; //Host_Error ("R_RenderView: NULL worldmodel");
3842 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3844 // break apart the view matrix into vectors for various purposes
3845 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3846 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3847 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3848 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3849 // make an inverted copy of the view matrix for tracking sprites
3850 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3852 R_Shadow_UpdateWorldLightSelection();
3854 R_Bloom_StartFrame();
3855 R_Water_StartFrame();
3858 if (r_timereport_active)
3859 R_TimeReport("viewsetup");
3861 R_ResetViewRendering3D();
3863 if (r_refdef.view.clear || r_refdef.fogenabled)
3865 R_ClearScreen(r_refdef.fogenabled);
3866 if (r_timereport_active)
3867 R_TimeReport("viewclear");
3869 r_refdef.view.clear = true;
3871 r_refdef.view.showdebug = true;
3873 // this produces a bloom texture to be used in R_BlendView() later
3875 R_HDR_RenderBloomTexture();
3877 r_waterstate.numwaterplanes = 0;
3878 R_RenderScene(r_waterstate.enabled);
3881 if (r_timereport_active)
3882 R_TimeReport("blendview");
3884 GL_Scissor(0, 0, vid.width, vid.height);
3885 GL_ScissorTest(false);
3889 extern void R_DrawLightningBeams (void);
3890 extern void VM_CL_AddPolygonsToMeshQueue (void);
3891 extern void R_DrawPortals (void);
3892 extern cvar_t cl_locs_show;
3893 static void R_DrawLocs(void);
3894 static void R_DrawEntityBBoxes(void);
3895 void R_RenderScene(qboolean addwaterplanes)
3897 r_refdef.stats.renders++;
3903 R_ResetViewRendering3D();
3906 if (r_timereport_active)
3907 R_TimeReport("watervis");
3909 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3911 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3912 if (r_timereport_active)
3913 R_TimeReport("waterworld");
3916 // don't let sound skip if going slow
3917 if (r_refdef.scene.extraupdate)
3920 R_DrawModelsAddWaterPlanes();
3921 if (r_timereport_active)
3922 R_TimeReport("watermodels");
3924 R_Water_ProcessPlanes();
3925 if (r_timereport_active)
3926 R_TimeReport("waterscenes");
3929 R_ResetViewRendering3D();
3931 // don't let sound skip if going slow
3932 if (r_refdef.scene.extraupdate)
3935 R_MeshQueue_BeginScene();
3940 if (r_timereport_active)
3941 R_TimeReport("visibility");
3943 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);
3945 if (cl.csqc_vidvars.drawworld)
3947 // don't let sound skip if going slow
3948 if (r_refdef.scene.extraupdate)
3951 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3953 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3954 if (r_timereport_active)
3955 R_TimeReport("worldsky");
3958 if (R_DrawBrushModelsSky() && r_timereport_active)
3959 R_TimeReport("bmodelsky");
3962 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3964 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3965 if (r_timereport_active)
3966 R_TimeReport("worlddepth");
3968 if (r_depthfirst.integer >= 2)
3970 R_DrawModelsDepth();
3971 if (r_timereport_active)
3972 R_TimeReport("modeldepth");
3975 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3977 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3978 if (r_timereport_active)
3979 R_TimeReport("world");
3982 // don't let sound skip if going slow
3983 if (r_refdef.scene.extraupdate)
3987 if (r_timereport_active)
3988 R_TimeReport("models");
3990 // don't let sound skip if going slow
3991 if (r_refdef.scene.extraupdate)
3994 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3996 R_DrawModelShadows();
3998 R_ResetViewRendering3D();
4000 // don't let sound skip if going slow
4001 if (r_refdef.scene.extraupdate)
4005 R_ShadowVolumeLighting(false);
4006 if (r_timereport_active)
4007 R_TimeReport("rtlights");
4009 // don't let sound skip if going slow
4010 if (r_refdef.scene.extraupdate)
4013 if (cl.csqc_vidvars.drawworld)
4015 R_DrawLightningBeams();
4016 if (r_timereport_active)
4017 R_TimeReport("lightning");
4020 if (r_timereport_active)
4021 R_TimeReport("decals");
4024 if (r_timereport_active)
4025 R_TimeReport("particles");
4028 if (r_timereport_active)
4029 R_TimeReport("explosions");
4032 R_SetupGenericShader(true);
4033 VM_CL_AddPolygonsToMeshQueue();
4035 if (r_refdef.view.showdebug)
4037 if (cl_locs_show.integer)
4040 if (r_timereport_active)
4041 R_TimeReport("showlocs");
4044 if (r_drawportals.integer)
4047 if (r_timereport_active)
4048 R_TimeReport("portals");
4051 if (r_showbboxes.value > 0)
4053 R_DrawEntityBBoxes();
4054 if (r_timereport_active)
4055 R_TimeReport("bboxes");
4059 R_SetupGenericShader(true);
4060 R_MeshQueue_RenderTransparent();
4061 if (r_timereport_active)
4062 R_TimeReport("drawtrans");
4064 R_SetupGenericShader(true);
4066 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))
4068 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4069 if (r_timereport_active)
4070 R_TimeReport("worlddebug");
4071 R_DrawModelsDebug();
4072 if (r_timereport_active)
4073 R_TimeReport("modeldebug");
4076 R_SetupGenericShader(true);
4078 if (cl.csqc_vidvars.drawworld)
4081 if (r_timereport_active)
4082 R_TimeReport("coronas");
4085 // don't let sound skip if going slow
4086 if (r_refdef.scene.extraupdate)
4089 R_ResetViewRendering2D();
4092 static const unsigned short bboxelements[36] =
4102 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4105 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4106 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4107 GL_DepthMask(false);
4108 GL_DepthRange(0, 1);
4109 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4110 R_Mesh_Matrix(&identitymatrix);
4111 R_Mesh_ResetTextureState();
4113 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4114 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4115 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4116 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4117 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4118 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4119 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4120 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4121 R_FillColors(color4f, 8, cr, cg, cb, ca);
4122 if (r_refdef.fogenabled)
4124 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4126 f1 = FogPoint_World(v);
4128 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4129 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4130 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4133 R_Mesh_VertexPointer(vertex3f, 0, 0);
4134 R_Mesh_ColorPointer(color4f, 0, 0);
4135 R_Mesh_ResetTextureState();
4136 R_SetupGenericShader(false);
4137 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4140 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4144 prvm_edict_t *edict;
4145 prvm_prog_t *prog_save = prog;
4147 // this function draws bounding boxes of server entities
4151 GL_CullFace(GL_NONE);
4152 R_SetupGenericShader(false);
4156 for (i = 0;i < numsurfaces;i++)
4158 edict = PRVM_EDICT_NUM(surfacelist[i]);
4159 switch ((int)edict->fields.server->solid)
4161 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4162 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4163 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4164 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4165 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4166 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4168 color[3] *= r_showbboxes.value;
4169 color[3] = bound(0, color[3], 1);
4170 GL_DepthTest(!r_showdisabledepthtest.integer);
4171 GL_CullFace(r_refdef.view.cullface_front);
4172 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4178 static void R_DrawEntityBBoxes(void)
4181 prvm_edict_t *edict;
4183 prvm_prog_t *prog_save = prog;
4185 // this function draws bounding boxes of server entities
4191 for (i = 0;i < prog->num_edicts;i++)
4193 edict = PRVM_EDICT_NUM(i);
4194 if (edict->priv.server->free)
4196 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4197 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4199 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4201 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4202 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4208 unsigned short nomodelelements[24] =
4220 float nomodelvertex3f[6*3] =
4230 float nomodelcolor4f[6*4] =
4232 0.0f, 0.0f, 0.5f, 1.0f,
4233 0.0f, 0.0f, 0.5f, 1.0f,
4234 0.0f, 0.5f, 0.0f, 1.0f,
4235 0.0f, 0.5f, 0.0f, 1.0f,
4236 0.5f, 0.0f, 0.0f, 1.0f,
4237 0.5f, 0.0f, 0.0f, 1.0f
4240 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4245 // this is only called once per entity so numsurfaces is always 1, and
4246 // surfacelist is always {0}, so this code does not handle batches
4247 R_Mesh_Matrix(&ent->matrix);
4249 if (ent->flags & EF_ADDITIVE)
4251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4252 GL_DepthMask(false);
4254 else if (ent->alpha < 1)
4256 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4257 GL_DepthMask(false);
4261 GL_BlendFunc(GL_ONE, GL_ZERO);
4264 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4265 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4266 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4267 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4268 R_SetupGenericShader(false);
4269 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4270 if (r_refdef.fogenabled)
4273 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4274 R_Mesh_ColorPointer(color4f, 0, 0);
4275 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4276 f1 = FogPoint_World(org);
4278 for (i = 0, c = color4f;i < 6;i++, c += 4)
4280 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4281 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4282 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4286 else if (ent->alpha != 1)
4288 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4289 R_Mesh_ColorPointer(color4f, 0, 0);
4290 for (i = 0, c = color4f;i < 6;i++, c += 4)
4294 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4295 R_Mesh_ResetTextureState();
4296 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4299 void R_DrawNoModel(entity_render_t *ent)
4302 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4303 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4304 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4306 // R_DrawNoModelCallback(ent, 0);
4309 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4311 vec3_t right1, right2, diff, normal;
4313 VectorSubtract (org2, org1, normal);
4315 // calculate 'right' vector for start
4316 VectorSubtract (r_refdef.view.origin, org1, diff);
4317 CrossProduct (normal, diff, right1);
4318 VectorNormalize (right1);
4320 // calculate 'right' vector for end
4321 VectorSubtract (r_refdef.view.origin, org2, diff);
4322 CrossProduct (normal, diff, right2);
4323 VectorNormalize (right2);
4325 vert[ 0] = org1[0] + width * right1[0];
4326 vert[ 1] = org1[1] + width * right1[1];
4327 vert[ 2] = org1[2] + width * right1[2];
4328 vert[ 3] = org1[0] - width * right1[0];
4329 vert[ 4] = org1[1] - width * right1[1];
4330 vert[ 5] = org1[2] - width * right1[2];
4331 vert[ 6] = org2[0] - width * right2[0];
4332 vert[ 7] = org2[1] - width * right2[1];
4333 vert[ 8] = org2[2] - width * right2[2];
4334 vert[ 9] = org2[0] + width * right2[0];
4335 vert[10] = org2[1] + width * right2[1];
4336 vert[11] = org2[2] + width * right2[2];
4339 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4341 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4346 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4347 fog = FogPoint_World(origin);
4349 R_Mesh_Matrix(&identitymatrix);
4350 GL_BlendFunc(blendfunc1, blendfunc2);
4356 GL_CullFace(r_refdef.view.cullface_front);
4359 GL_CullFace(r_refdef.view.cullface_back);
4360 GL_CullFace(GL_NONE);
4362 GL_DepthMask(false);
4363 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4364 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4365 GL_DepthTest(!depthdisable);
4367 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4368 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4369 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4370 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4371 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4372 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4373 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4374 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4375 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4376 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4377 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4378 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4380 R_Mesh_VertexPointer(vertex3f, 0, 0);
4381 R_Mesh_ColorPointer(NULL, 0, 0);
4382 R_Mesh_ResetTextureState();
4383 R_SetupGenericShader(true);
4384 R_Mesh_TexBind(0, R_GetTexture(texture));
4385 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4386 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4387 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4388 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4390 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4392 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4393 GL_BlendFunc(blendfunc1, GL_ONE);
4395 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4396 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4400 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4405 VectorSet(v, x, y, z);
4406 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4407 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4409 if (i == mesh->numvertices)
4411 if (mesh->numvertices < mesh->maxvertices)
4413 VectorCopy(v, vertex3f);
4414 mesh->numvertices++;
4416 return mesh->numvertices;
4422 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4426 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4427 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4428 e = mesh->element3i + mesh->numtriangles * 3;
4429 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4431 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4432 if (mesh->numtriangles < mesh->maxtriangles)
4437 mesh->numtriangles++;
4439 element[1] = element[2];
4443 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4447 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4448 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4449 e = mesh->element3i + mesh->numtriangles * 3;
4450 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4452 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4453 if (mesh->numtriangles < mesh->maxtriangles)
4458 mesh->numtriangles++;
4460 element[1] = element[2];
4464 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4465 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4467 int planenum, planenum2;
4470 mplane_t *plane, *plane2;
4472 double temppoints[2][256*3];
4473 // figure out how large a bounding box we need to properly compute this brush
4475 for (w = 0;w < numplanes;w++)
4476 maxdist = max(maxdist, planes[w].dist);
4477 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4478 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4479 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4483 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4484 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4486 if (planenum2 == planenum)
4488 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);
4491 if (tempnumpoints < 3)
4493 // generate elements forming a triangle fan for this polygon
4494 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4498 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)
4500 texturelayer_t *layer;
4501 layer = t->currentlayers + t->currentnumlayers++;
4503 layer->depthmask = depthmask;
4504 layer->blendfunc1 = blendfunc1;
4505 layer->blendfunc2 = blendfunc2;
4506 layer->texture = texture;
4507 layer->texmatrix = *matrix;
4508 layer->color[0] = r * r_refdef.view.colorscale;
4509 layer->color[1] = g * r_refdef.view.colorscale;
4510 layer->color[2] = b * r_refdef.view.colorscale;
4511 layer->color[3] = a;
4514 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4517 index = parms[2] + r_refdef.scene.time * parms[3];
4518 index -= floor(index);
4522 case Q3WAVEFUNC_NONE:
4523 case Q3WAVEFUNC_NOISE:
4524 case Q3WAVEFUNC_COUNT:
4527 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4528 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4529 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4530 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4531 case Q3WAVEFUNC_TRIANGLE:
4533 f = index - floor(index);
4544 return (float)(parms[0] + parms[1] * f);
4547 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4551 dp_model_t *model = ent->model;
4554 q3shaderinfo_layer_tcmod_t *tcmod;
4556 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4558 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4562 // switch to an alternate material if this is a q1bsp animated material
4564 texture_t *texture = t;
4565 int s = ent->skinnum;
4566 if ((unsigned int)s >= (unsigned int)model->numskins)
4568 if (model->skinscenes)
4570 if (model->skinscenes[s].framecount > 1)
4571 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4573 s = model->skinscenes[s].firstframe;
4576 t = t + s * model->num_surfaces;
4579 // use an alternate animation if the entity's frame is not 0,
4580 // and only if the texture has an alternate animation
4581 if (ent->frame2 != 0 && t->anim_total[1])
4582 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4584 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4586 texture->currentframe = t;
4589 // update currentskinframe to be a qw skin or animation frame
4590 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4592 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4594 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4595 if (developer_loading.integer)
4596 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4597 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4599 t->currentskinframe = r_qwskincache_skinframe[i];
4600 if (t->currentskinframe == NULL)
4601 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4603 else if (t->numskinframes >= 2)
4604 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4605 if (t->backgroundnumskinframes >= 2)
4606 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4608 t->currentmaterialflags = t->basematerialflags;
4609 t->currentalpha = ent->alpha;
4610 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4611 t->currentalpha *= r_wateralpha.value;
4612 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4613 t->currentalpha *= t->r_water_wateralpha;
4614 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4615 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4616 if (!(ent->flags & RENDER_LIGHT))
4617 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4618 else if (rsurface.modeltexcoordlightmap2f == NULL)
4620 // pick a model lighting mode
4621 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4622 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4624 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4626 if (ent->effects & EF_ADDITIVE)
4627 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4628 else if (t->currentalpha < 1)
4629 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4630 if (ent->effects & EF_DOUBLESIDED)
4631 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4632 if (ent->effects & EF_NODEPTHTEST)
4633 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4634 if (ent->flags & RENDER_VIEWMODEL)
4635 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4636 if (t->backgroundnumskinframes)
4637 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4638 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4640 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4641 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4644 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4646 // there is no tcmod
4647 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4648 t->currenttexmatrix = r_waterscrollmatrix;
4650 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4653 switch(tcmod->tcmod)
4657 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4658 matrix = r_waterscrollmatrix;
4660 matrix = identitymatrix;
4662 case Q3TCMOD_ENTITYTRANSLATE:
4663 // this is used in Q3 to allow the gamecode to control texcoord
4664 // scrolling on the entity, which is not supported in darkplaces yet.
4665 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4667 case Q3TCMOD_ROTATE:
4668 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4669 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4670 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4673 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4675 case Q3TCMOD_SCROLL:
4676 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4678 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4679 w = tcmod->parms[0];
4680 h = tcmod->parms[1];
4681 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4683 idx = floor(f * w * h);
4684 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4686 case Q3TCMOD_STRETCH:
4687 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4688 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4690 case Q3TCMOD_TRANSFORM:
4691 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4692 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4693 VectorSet(tcmat + 6, 0 , 0 , 1);
4694 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4695 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4697 case Q3TCMOD_TURBULENT:
4698 // this is handled in the RSurf_PrepareVertices function
4699 matrix = identitymatrix;
4702 // either replace or concatenate the transformation
4704 t->currenttexmatrix = matrix;
4707 matrix4x4_t temp = t->currenttexmatrix;
4708 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4712 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4713 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4714 t->glosstexture = r_texture_black;
4715 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4716 t->backgroundglosstexture = r_texture_black;
4717 t->specularpower = r_shadow_glossexponent.value;
4718 // TODO: store reference values for these in the texture?
4719 t->specularscale = 0;
4720 if (r_shadow_gloss.integer > 0)
4722 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4724 if (r_shadow_glossintensity.value > 0)
4726 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4727 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4728 t->specularscale = r_shadow_glossintensity.value;
4731 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4733 t->glosstexture = r_texture_white;
4734 t->backgroundglosstexture = r_texture_white;
4735 t->specularscale = r_shadow_gloss2intensity.value;
4739 // lightmaps mode looks bad with dlights using actual texturing, so turn
4740 // off the colormap and glossmap, but leave the normalmap on as it still
4741 // accurately represents the shading involved
4742 if (gl_lightmaps.integer)
4744 t->basetexture = r_texture_grey128;
4745 t->backgroundbasetexture = NULL;
4746 t->specularscale = 0;
4747 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4750 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4751 VectorClear(t->dlightcolor);
4752 t->currentnumlayers = 0;
4753 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4756 int blendfunc1, blendfunc2, depthmask;
4757 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4759 blendfunc1 = GL_SRC_ALPHA;
4760 blendfunc2 = GL_ONE;
4762 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4764 blendfunc1 = GL_SRC_ALPHA;
4765 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4767 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4769 blendfunc1 = t->customblendfunc[0];
4770 blendfunc2 = t->customblendfunc[1];
4774 blendfunc1 = GL_ONE;
4775 blendfunc2 = GL_ZERO;
4777 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4778 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4779 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4780 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4782 // fullbright is not affected by r_refdef.lightmapintensity
4783 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]);
4784 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4785 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4786 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4787 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4791 vec3_t ambientcolor;
4793 // set the color tint used for lights affecting this surface
4794 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4796 // q3bsp has no lightmap updates, so the lightstylevalue that
4797 // would normally be baked into the lightmap must be
4798 // applied to the color
4799 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4800 if (ent->model->type == mod_brushq3)
4801 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4802 colorscale *= r_refdef.lightmapintensity;
4803 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4804 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4805 // basic lit geometry
4806 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]);
4807 // add pants/shirt if needed
4808 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4809 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4810 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4811 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4812 // now add ambient passes if needed
4813 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4815 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]);
4816 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4817 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4818 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4819 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4822 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4823 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4824 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4826 // if this is opaque use alpha blend which will darken the earlier
4829 // if this is an alpha blended material, all the earlier passes
4830 // were darkened by fog already, so we only need to add the fog
4831 // color ontop through the fog mask texture
4833 // if this is an additive blended material, all the earlier passes
4834 // were darkened by fog already, and we should not add fog color
4835 // (because the background was not darkened, there is no fog color
4836 // that was lost behind it).
4837 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4842 void R_UpdateAllTextureInfo(entity_render_t *ent)
4846 for (i = 0;i < ent->model->num_texturesperskin;i++)
4847 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4850 rsurfacestate_t rsurface;
4852 void R_Mesh_ResizeArrays(int newvertices)
4855 if (rsurface.array_size >= newvertices)
4857 if (rsurface.array_modelvertex3f)
4858 Mem_Free(rsurface.array_modelvertex3f);
4859 rsurface.array_size = (newvertices + 1023) & ~1023;
4860 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4861 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4862 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4863 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4864 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4865 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4866 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4867 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4868 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4869 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4870 rsurface.array_color4f = base + rsurface.array_size * 27;
4871 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4874 void RSurf_ActiveWorldEntity(void)
4876 dp_model_t *model = r_refdef.scene.worldmodel;
4877 if (rsurface.array_size < model->surfmesh.num_vertices)
4878 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4879 rsurface.matrix = identitymatrix;
4880 rsurface.inversematrix = identitymatrix;
4881 R_Mesh_Matrix(&identitymatrix);
4882 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4883 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4884 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4885 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4886 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4887 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4888 rsurface.frameblend[0].frame = 0;
4889 rsurface.frameblend[0].lerp = 1;
4890 rsurface.frameblend[1].frame = 0;
4891 rsurface.frameblend[1].lerp = 0;
4892 rsurface.frameblend[2].frame = 0;
4893 rsurface.frameblend[2].lerp = 0;
4894 rsurface.frameblend[3].frame = 0;
4895 rsurface.frameblend[3].lerp = 0;
4896 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4897 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4898 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4899 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4900 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4901 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4902 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4903 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4904 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4905 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4906 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4907 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4908 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4910 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4911 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4912 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4913 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4914 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4915 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4916 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4917 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4918 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4919 rsurface.modelelement3i = model->surfmesh.data_element3i;
4920 rsurface.modelelement3s = model->surfmesh.data_element3s;
4921 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4922 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4923 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4924 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4925 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4926 rsurface.modelsurfaces = model->data_surfaces;
4927 rsurface.generatedvertex = false;
4928 rsurface.vertex3f = rsurface.modelvertex3f;
4929 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4930 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4931 rsurface.svector3f = rsurface.modelsvector3f;
4932 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4933 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4934 rsurface.tvector3f = rsurface.modeltvector3f;
4935 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4936 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4937 rsurface.normal3f = rsurface.modelnormal3f;
4938 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4939 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4940 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4943 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4945 dp_model_t *model = ent->model;
4946 if (rsurface.array_size < model->surfmesh.num_vertices)
4947 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4948 rsurface.matrix = ent->matrix;
4949 rsurface.inversematrix = ent->inversematrix;
4950 R_Mesh_Matrix(&rsurface.matrix);
4951 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4952 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4953 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4954 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4955 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4956 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4957 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4958 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4959 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4960 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4961 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4962 rsurface.frameblend[0] = ent->frameblend[0];
4963 rsurface.frameblend[1] = ent->frameblend[1];
4964 rsurface.frameblend[2] = ent->frameblend[2];
4965 rsurface.frameblend[3] = ent->frameblend[3];
4966 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4967 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4968 if (ent->model->brush.submodel)
4970 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4971 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4973 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4977 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4978 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4979 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4980 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4981 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4983 else if (wantnormals)
4985 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4986 rsurface.modelsvector3f = NULL;
4987 rsurface.modeltvector3f = NULL;
4988 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4989 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4993 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4994 rsurface.modelsvector3f = NULL;
4995 rsurface.modeltvector3f = NULL;
4996 rsurface.modelnormal3f = NULL;
4997 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4999 rsurface.modelvertex3f_bufferobject = 0;
5000 rsurface.modelvertex3f_bufferoffset = 0;
5001 rsurface.modelsvector3f_bufferobject = 0;
5002 rsurface.modelsvector3f_bufferoffset = 0;
5003 rsurface.modeltvector3f_bufferobject = 0;
5004 rsurface.modeltvector3f_bufferoffset = 0;
5005 rsurface.modelnormal3f_bufferobject = 0;
5006 rsurface.modelnormal3f_bufferoffset = 0;
5007 rsurface.generatedvertex = true;
5011 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5012 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5013 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5014 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5015 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5016 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5017 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5018 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5019 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5020 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5021 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5022 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5023 rsurface.generatedvertex = false;
5025 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5026 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5027 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5028 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5029 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5030 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5031 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5032 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5033 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5034 rsurface.modelelement3i = model->surfmesh.data_element3i;
5035 rsurface.modelelement3s = model->surfmesh.data_element3s;
5036 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5037 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5038 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5039 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5040 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5041 rsurface.modelsurfaces = model->data_surfaces;
5042 rsurface.vertex3f = rsurface.modelvertex3f;
5043 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5044 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5045 rsurface.svector3f = rsurface.modelsvector3f;
5046 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5047 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5048 rsurface.tvector3f = rsurface.modeltvector3f;
5049 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5050 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5051 rsurface.normal3f = rsurface.modelnormal3f;
5052 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5053 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5054 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5057 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5058 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5061 int texturesurfaceindex;
5066 const float *v1, *in_tc;
5068 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5070 q3shaderinfo_deform_t *deform;
5071 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5072 if (rsurface.generatedvertex)
5074 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5075 generatenormals = true;
5076 for (i = 0;i < Q3MAXDEFORMS;i++)
5078 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5080 generatetangents = true;
5081 generatenormals = true;
5083 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5084 generatenormals = true;
5086 if (generatenormals && !rsurface.modelnormal3f)
5088 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5089 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5090 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5091 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5093 if (generatetangents && !rsurface.modelsvector3f)
5095 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5096 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5097 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5098 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5099 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5100 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5101 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5104 rsurface.vertex3f = rsurface.modelvertex3f;
5105 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5106 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5107 rsurface.svector3f = rsurface.modelsvector3f;
5108 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5109 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5110 rsurface.tvector3f = rsurface.modeltvector3f;
5111 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5112 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5113 rsurface.normal3f = rsurface.modelnormal3f;
5114 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5115 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5116 // if vertices are deformed (sprite flares and things in maps, possibly
5117 // water waves, bulges and other deformations), generate them into
5118 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5119 // (may be static model data or generated data for an animated model, or
5120 // the previous deform pass)
5121 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5123 switch (deform->deform)
5126 case Q3DEFORM_PROJECTIONSHADOW:
5127 case Q3DEFORM_TEXT0:
5128 case Q3DEFORM_TEXT1:
5129 case Q3DEFORM_TEXT2:
5130 case Q3DEFORM_TEXT3:
5131 case Q3DEFORM_TEXT4:
5132 case Q3DEFORM_TEXT5:
5133 case Q3DEFORM_TEXT6:
5134 case Q3DEFORM_TEXT7:
5137 case Q3DEFORM_AUTOSPRITE:
5138 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5139 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5140 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5141 VectorNormalize(newforward);
5142 VectorNormalize(newright);
5143 VectorNormalize(newup);
5144 // make deformed versions of only the model vertices used by the specified surfaces
5145 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5147 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5148 // a single autosprite surface can contain multiple sprites...
5149 for (j = 0;j < surface->num_vertices - 3;j += 4)
5151 VectorClear(center);
5152 for (i = 0;i < 4;i++)
5153 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5154 VectorScale(center, 0.25f, center);
5155 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5156 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5157 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5158 for (i = 0;i < 4;i++)
5160 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5161 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5164 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5165 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5167 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5168 rsurface.vertex3f_bufferobject = 0;
5169 rsurface.vertex3f_bufferoffset = 0;
5170 rsurface.svector3f = rsurface.array_deformedsvector3f;
5171 rsurface.svector3f_bufferobject = 0;
5172 rsurface.svector3f_bufferoffset = 0;
5173 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5174 rsurface.tvector3f_bufferobject = 0;
5175 rsurface.tvector3f_bufferoffset = 0;
5176 rsurface.normal3f = rsurface.array_deformednormal3f;
5177 rsurface.normal3f_bufferobject = 0;
5178 rsurface.normal3f_bufferoffset = 0;
5180 case Q3DEFORM_AUTOSPRITE2:
5181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5184 VectorNormalize(newforward);
5185 VectorNormalize(newright);
5186 VectorNormalize(newup);
5187 // make deformed versions of only the model vertices used by the specified surfaces
5188 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5190 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5191 const float *v1, *v2;
5201 memset(shortest, 0, sizeof(shortest));
5202 // a single autosprite surface can contain multiple sprites...
5203 for (j = 0;j < surface->num_vertices - 3;j += 4)
5205 VectorClear(center);
5206 for (i = 0;i < 4;i++)
5207 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5208 VectorScale(center, 0.25f, center);
5209 // find the two shortest edges, then use them to define the
5210 // axis vectors for rotating around the central axis
5211 for (i = 0;i < 6;i++)
5213 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5214 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5216 Debug_PolygonBegin(NULL, 0);
5217 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5218 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5219 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5222 l = VectorDistance2(v1, v2);
5223 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5225 l += (1.0f / 1024.0f);
5226 if (shortest[0].length2 > l || i == 0)
5228 shortest[1] = shortest[0];
5229 shortest[0].length2 = l;
5230 shortest[0].v1 = v1;
5231 shortest[0].v2 = v2;
5233 else if (shortest[1].length2 > l || i == 1)
5235 shortest[1].length2 = l;
5236 shortest[1].v1 = v1;
5237 shortest[1].v2 = v2;
5240 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5241 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5243 Debug_PolygonBegin(NULL, 0);
5244 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5245 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5246 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5249 // this calculates the right vector from the shortest edge
5250 // and the up vector from the edge midpoints
5251 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5252 VectorNormalize(right);
5253 VectorSubtract(end, start, up);
5254 VectorNormalize(up);
5255 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5256 //VectorSubtract(rsurface.modelorg, center, forward);
5257 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5258 VectorNegate(forward, forward);
5259 VectorReflect(forward, 0, up, forward);
5260 VectorNormalize(forward);
5261 CrossProduct(up, forward, newright);
5262 VectorNormalize(newright);
5264 Debug_PolygonBegin(NULL, 0);
5265 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5266 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5267 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5271 Debug_PolygonBegin(NULL, 0);
5272 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5273 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5274 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5277 // rotate the quad around the up axis vector, this is made
5278 // especially easy by the fact we know the quad is flat,
5279 // so we only have to subtract the center position and
5280 // measure distance along the right vector, and then
5281 // multiply that by the newright vector and add back the
5283 // we also need to subtract the old position to undo the
5284 // displacement from the center, which we do with a
5285 // DotProduct, the subtraction/addition of center is also
5286 // optimized into DotProducts here
5287 l = DotProduct(right, center);
5288 for (i = 0;i < 4;i++)
5290 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5291 f = DotProduct(right, v1) - l;
5292 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5295 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5296 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5298 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5299 rsurface.vertex3f_bufferobject = 0;
5300 rsurface.vertex3f_bufferoffset = 0;
5301 rsurface.svector3f = rsurface.array_deformedsvector3f;
5302 rsurface.svector3f_bufferobject = 0;
5303 rsurface.svector3f_bufferoffset = 0;
5304 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5305 rsurface.tvector3f_bufferobject = 0;
5306 rsurface.tvector3f_bufferoffset = 0;
5307 rsurface.normal3f = rsurface.array_deformednormal3f;
5308 rsurface.normal3f_bufferobject = 0;
5309 rsurface.normal3f_bufferoffset = 0;
5311 case Q3DEFORM_NORMAL:
5312 // deform the normals to make reflections wavey
5313 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5315 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5316 for (j = 0;j < surface->num_vertices;j++)
5319 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5320 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5321 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5322 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5323 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5324 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5325 VectorNormalize(normal);
5327 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5329 rsurface.svector3f = rsurface.array_deformedsvector3f;
5330 rsurface.svector3f_bufferobject = 0;
5331 rsurface.svector3f_bufferoffset = 0;
5332 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5333 rsurface.tvector3f_bufferobject = 0;
5334 rsurface.tvector3f_bufferoffset = 0;
5335 rsurface.normal3f = rsurface.array_deformednormal3f;
5336 rsurface.normal3f_bufferobject = 0;
5337 rsurface.normal3f_bufferoffset = 0;
5340 // deform vertex array to make wavey water and flags and such
5341 waveparms[0] = deform->waveparms[0];
5342 waveparms[1] = deform->waveparms[1];
5343 waveparms[2] = deform->waveparms[2];
5344 waveparms[3] = deform->waveparms[3];
5345 // this is how a divisor of vertex influence on deformation
5346 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5347 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5348 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5350 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5351 for (j = 0;j < surface->num_vertices;j++)
5353 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5354 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5355 // if the wavefunc depends on time, evaluate it per-vertex
5358 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5359 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5361 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5364 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5365 rsurface.vertex3f_bufferobject = 0;
5366 rsurface.vertex3f_bufferoffset = 0;
5368 case Q3DEFORM_BULGE:
5369 // deform vertex array to make the surface have moving bulges
5370 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5372 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5373 for (j = 0;j < surface->num_vertices;j++)
5375 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5376 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5379 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5380 rsurface.vertex3f_bufferobject = 0;
5381 rsurface.vertex3f_bufferoffset = 0;
5384 // deform vertex array
5385 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5386 VectorScale(deform->parms, scale, waveparms);
5387 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5389 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5390 for (j = 0;j < surface->num_vertices;j++)
5391 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5393 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5394 rsurface.vertex3f_bufferobject = 0;
5395 rsurface.vertex3f_bufferoffset = 0;
5399 // generate texcoords based on the chosen texcoord source
5400 switch(rsurface.texture->tcgen.tcgen)
5403 case Q3TCGEN_TEXTURE:
5404 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5405 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5406 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5408 case Q3TCGEN_LIGHTMAP:
5409 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5410 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5411 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5413 case Q3TCGEN_VECTOR:
5414 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5416 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5417 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5419 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5420 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5423 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5424 rsurface.texcoordtexture2f_bufferobject = 0;
5425 rsurface.texcoordtexture2f_bufferoffset = 0;
5427 case Q3TCGEN_ENVIRONMENT:
5428 // make environment reflections using a spheremap
5429 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5431 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5432 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5433 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5434 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5435 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5437 float l, d, eyedir[3];
5438 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5439 l = 0.5f / VectorLength(eyedir);
5440 d = DotProduct(normal, eyedir)*2;
5441 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5442 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5445 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5446 rsurface.texcoordtexture2f_bufferobject = 0;
5447 rsurface.texcoordtexture2f_bufferoffset = 0;
5450 // the only tcmod that needs software vertex processing is turbulent, so
5451 // check for it here and apply the changes if needed
5452 // and we only support that as the first one
5453 // (handling a mixture of turbulent and other tcmods would be problematic
5454 // without punting it entirely to a software path)
5455 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5457 amplitude = rsurface.texture->tcmods[0].parms[1];
5458 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5459 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5461 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5462 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5464 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5465 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5468 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5469 rsurface.texcoordtexture2f_bufferobject = 0;
5470 rsurface.texcoordtexture2f_bufferoffset = 0;
5472 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5473 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5474 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5475 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5478 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5481 const msurface_t *surface = texturesurfacelist[0];
5482 const msurface_t *surface2;
5487 // TODO: lock all array ranges before render, rather than on each surface
5488 if (texturenumsurfaces == 1)
5490 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5491 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5493 else if (r_batchmode.integer == 2)
5495 #define MAXBATCHTRIANGLES 4096
5496 int batchtriangles = 0;
5497 int batchelements[MAXBATCHTRIANGLES*3];
5498 for (i = 0;i < texturenumsurfaces;i = j)
5500 surface = texturesurfacelist[i];
5502 if (surface->num_triangles > MAXBATCHTRIANGLES)
5504 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5507 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5508 batchtriangles = surface->num_triangles;
5509 firstvertex = surface->num_firstvertex;
5510 endvertex = surface->num_firstvertex + surface->num_vertices;
5511 for (;j < texturenumsurfaces;j++)
5513 surface2 = texturesurfacelist[j];
5514 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5516 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5517 batchtriangles += surface2->num_triangles;
5518 firstvertex = min(firstvertex, surface2->num_firstvertex);
5519 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5521 surface2 = texturesurfacelist[j-1];
5522 numvertices = endvertex - firstvertex;
5523 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5526 else if (r_batchmode.integer == 1)
5528 for (i = 0;i < texturenumsurfaces;i = j)
5530 surface = texturesurfacelist[i];
5531 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5532 if (texturesurfacelist[j] != surface2)
5534 surface2 = texturesurfacelist[j-1];
5535 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5536 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5537 GL_LockArrays(surface->num_firstvertex, numvertices);
5538 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5543 for (i = 0;i < texturenumsurfaces;i++)
5545 surface = texturesurfacelist[i];
5546 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5547 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5552 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5554 int i, planeindex, vertexindex;
5558 r_waterstate_waterplane_t *p, *bestp;
5559 msurface_t *surface;
5560 if (r_waterstate.renderingscene)
5562 for (i = 0;i < texturenumsurfaces;i++)
5564 surface = texturesurfacelist[i];
5565 if (lightmaptexunit >= 0)
5566 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5567 if (deluxemaptexunit >= 0)
5568 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5569 // pick the closest matching water plane
5572 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5575 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5577 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5578 d += fabs(PlaneDiff(vert, &p->plane));
5580 if (bestd > d || !bestp)
5588 if (refractiontexunit >= 0)
5589 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5590 if (reflectiontexunit >= 0)
5591 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5595 if (refractiontexunit >= 0)
5596 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5597 if (reflectiontexunit >= 0)
5598 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5600 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5601 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5605 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5609 const msurface_t *surface = texturesurfacelist[0];
5610 const msurface_t *surface2;
5615 // TODO: lock all array ranges before render, rather than on each surface
5616 if (texturenumsurfaces == 1)
5618 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5619 if (deluxemaptexunit >= 0)
5620 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5621 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5622 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5624 else if (r_batchmode.integer == 2)
5626 #define MAXBATCHTRIANGLES 4096
5627 int batchtriangles = 0;
5628 int batchelements[MAXBATCHTRIANGLES*3];
5629 for (i = 0;i < texturenumsurfaces;i = j)
5631 surface = texturesurfacelist[i];
5632 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5633 if (deluxemaptexunit >= 0)
5634 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5636 if (surface->num_triangles > MAXBATCHTRIANGLES)
5638 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5641 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5642 batchtriangles = surface->num_triangles;
5643 firstvertex = surface->num_firstvertex;
5644 endvertex = surface->num_firstvertex + surface->num_vertices;
5645 for (;j < texturenumsurfaces;j++)
5647 surface2 = texturesurfacelist[j];
5648 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5650 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5651 batchtriangles += surface2->num_triangles;
5652 firstvertex = min(firstvertex, surface2->num_firstvertex);
5653 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5655 surface2 = texturesurfacelist[j-1];
5656 numvertices = endvertex - firstvertex;
5657 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5660 else if (r_batchmode.integer == 1)
5663 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5664 for (i = 0;i < texturenumsurfaces;i = j)
5666 surface = texturesurfacelist[i];
5667 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5668 if (texturesurfacelist[j] != surface2)
5670 Con_Printf(" %i", j - i);
5673 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5675 for (i = 0;i < texturenumsurfaces;i = j)
5677 surface = texturesurfacelist[i];
5678 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5679 if (deluxemaptexunit >= 0)
5680 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5681 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5682 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5685 Con_Printf(" %i", j - i);
5687 surface2 = texturesurfacelist[j-1];
5688 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5689 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5690 GL_LockArrays(surface->num_firstvertex, numvertices);
5691 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5699 for (i = 0;i < texturenumsurfaces;i++)
5701 surface = texturesurfacelist[i];
5702 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5703 if (deluxemaptexunit >= 0)
5704 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5705 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5706 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5711 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5714 int texturesurfaceindex;
5715 if (r_showsurfaces.integer == 2)
5717 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5719 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5720 for (j = 0;j < surface->num_triangles;j++)
5722 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5723 GL_Color(f, f, f, 1);
5724 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5730 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5732 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5733 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5734 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5735 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5736 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5741 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5743 int texturesurfaceindex;
5746 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5748 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5749 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5757 rsurface.lightmapcolor4f = rsurface.array_color4f;
5758 rsurface.lightmapcolor4f_bufferobject = 0;
5759 rsurface.lightmapcolor4f_bufferoffset = 0;
5762 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5764 int texturesurfaceindex;
5768 if (rsurface.lightmapcolor4f)
5770 // generate color arrays for the surfaces in this list
5771 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5773 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5774 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5776 f = FogPoint_Model(v);
5786 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5788 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5789 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5791 f = FogPoint_Model(v);
5799 rsurface.lightmapcolor4f = rsurface.array_color4f;
5800 rsurface.lightmapcolor4f_bufferobject = 0;
5801 rsurface.lightmapcolor4f_bufferoffset = 0;
5804 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5806 int texturesurfaceindex;
5810 if (!rsurface.lightmapcolor4f)
5812 // generate color arrays for the surfaces in this list
5813 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5815 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5816 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5818 f = FogPoint_Model(v);
5819 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5820 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5821 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5825 rsurface.lightmapcolor4f = rsurface.array_color4f;
5826 rsurface.lightmapcolor4f_bufferobject = 0;
5827 rsurface.lightmapcolor4f_bufferoffset = 0;
5830 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5832 int texturesurfaceindex;
5835 if (!rsurface.lightmapcolor4f)
5837 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5839 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5840 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5848 rsurface.lightmapcolor4f = rsurface.array_color4f;
5849 rsurface.lightmapcolor4f_bufferobject = 0;
5850 rsurface.lightmapcolor4f_bufferoffset = 0;
5853 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5855 int texturesurfaceindex;
5858 if (!rsurface.lightmapcolor4f)
5860 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5862 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5863 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5865 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5866 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5867 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5871 rsurface.lightmapcolor4f = rsurface.array_color4f;
5872 rsurface.lightmapcolor4f_bufferobject = 0;
5873 rsurface.lightmapcolor4f_bufferoffset = 0;
5876 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5879 rsurface.lightmapcolor4f = NULL;
5880 rsurface.lightmapcolor4f_bufferobject = 0;
5881 rsurface.lightmapcolor4f_bufferoffset = 0;
5882 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5883 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5884 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5885 GL_Color(r, g, b, a);
5886 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5889 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5891 // TODO: optimize applyfog && applycolor case
5892 // just apply fog if necessary, and tint the fog color array if necessary
5893 rsurface.lightmapcolor4f = NULL;
5894 rsurface.lightmapcolor4f_bufferobject = 0;
5895 rsurface.lightmapcolor4f_bufferoffset = 0;
5896 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5897 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5898 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5899 GL_Color(r, g, b, a);
5900 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5903 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5905 int texturesurfaceindex;
5909 if (texturesurfacelist[0]->lightmapinfo)
5911 // generate color arrays for the surfaces in this list
5912 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5914 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5915 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5917 if (surface->lightmapinfo->samples)
5919 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5920 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5921 VectorScale(lm, scale, c);
5922 if (surface->lightmapinfo->styles[1] != 255)
5924 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5926 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5927 VectorMA(c, scale, lm, c);
5928 if (surface->lightmapinfo->styles[2] != 255)
5931 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5932 VectorMA(c, scale, lm, c);
5933 if (surface->lightmapinfo->styles[3] != 255)
5936 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5937 VectorMA(c, scale, lm, c);
5947 rsurface.lightmapcolor4f = rsurface.array_color4f;
5948 rsurface.lightmapcolor4f_bufferobject = 0;
5949 rsurface.lightmapcolor4f_bufferoffset = 0;
5953 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5954 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5955 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5957 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5958 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5959 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5960 GL_Color(r, g, b, a);
5961 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5964 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5966 int texturesurfaceindex;
5969 float *v, *c, *c2, alpha;
5970 vec3_t ambientcolor;
5971 vec3_t diffusecolor;
5975 VectorCopy(rsurface.modellight_lightdir, lightdir);
5976 f = 0.5f * r_refdef.lightmapintensity;
5977 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5978 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5979 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5980 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5981 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5982 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5984 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5986 // generate color arrays for the surfaces in this list
5987 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5989 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5990 int numverts = surface->num_vertices;
5991 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5992 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5993 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5994 // q3-style directional shading
5995 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5997 if ((f = DotProduct(c2, lightdir)) > 0)
5998 VectorMA(ambientcolor, f, diffusecolor, c);
6000 VectorCopy(ambientcolor, c);
6008 rsurface.lightmapcolor4f = rsurface.array_color4f;
6009 rsurface.lightmapcolor4f_bufferobject = 0;
6010 rsurface.lightmapcolor4f_bufferoffset = 0;
6011 *applycolor = false;
6015 *r = ambientcolor[0];
6016 *g = ambientcolor[1];
6017 *b = ambientcolor[2];
6018 rsurface.lightmapcolor4f = NULL;
6019 rsurface.lightmapcolor4f_bufferobject = 0;
6020 rsurface.lightmapcolor4f_bufferoffset = 0;
6024 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6026 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6027 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6028 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6029 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6030 GL_Color(r, g, b, a);
6031 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6034 void RSurf_SetupDepthAndCulling(void)
6036 // submodels are biased to avoid z-fighting with world surfaces that they
6037 // may be exactly overlapping (avoids z-fighting artifacts on certain
6038 // doors and things in Quake maps)
6039 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6040 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6041 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6042 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6045 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6047 // transparent sky would be ridiculous
6048 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6050 R_SetupGenericShader(false);
6053 skyrendernow = false;
6054 // we have to force off the water clipping plane while rendering sky
6058 // restore entity matrix
6059 R_Mesh_Matrix(&rsurface.matrix);
6061 RSurf_SetupDepthAndCulling();
6063 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6064 // skymasking on them, and Quake3 never did sky masking (unlike
6065 // software Quake and software Quake2), so disable the sky masking
6066 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6067 // and skymasking also looks very bad when noclipping outside the
6068 // level, so don't use it then either.
6069 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6071 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6072 R_Mesh_ColorPointer(NULL, 0, 0);
6073 R_Mesh_ResetTextureState();
6074 if (skyrendermasked)
6076 R_SetupDepthOrShadowShader();
6077 // depth-only (masking)
6078 GL_ColorMask(0,0,0,0);
6079 // just to make sure that braindead drivers don't draw
6080 // anything despite that colormask...
6081 GL_BlendFunc(GL_ZERO, GL_ONE);
6085 R_SetupGenericShader(false);
6087 GL_BlendFunc(GL_ONE, GL_ZERO);
6089 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6090 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6091 if (skyrendermasked)
6092 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6094 R_Mesh_ResetTextureState();
6095 GL_Color(1, 1, 1, 1);
6098 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6100 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6103 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6104 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6105 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6106 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6107 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6108 if (rsurface.texture->backgroundcurrentskinframe)
6110 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6111 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6112 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6113 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6115 if(rsurface.texture->colormapping)
6117 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6118 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6120 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6121 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6122 R_Mesh_ColorPointer(NULL, 0, 0);
6124 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6126 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6128 // render background
6129 GL_BlendFunc(GL_ONE, GL_ZERO);
6131 GL_AlphaTest(false);
6133 GL_Color(1, 1, 1, 1);
6134 R_Mesh_ColorPointer(NULL, 0, 0);
6136 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6137 if (r_glsl_permutation)
6139 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6140 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6141 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6142 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6143 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6144 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6145 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6147 GL_LockArrays(0, 0);
6149 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6150 GL_DepthMask(false);
6151 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6152 R_Mesh_ColorPointer(NULL, 0, 0);
6154 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6155 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6156 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6159 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6160 if (!r_glsl_permutation)
6163 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6164 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6165 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6166 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6167 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6168 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6170 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6172 GL_BlendFunc(GL_ONE, GL_ZERO);
6174 GL_AlphaTest(false);
6178 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6179 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6180 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6183 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6185 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6186 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6188 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6192 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6193 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6195 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6197 GL_LockArrays(0, 0);
6200 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6202 // OpenGL 1.3 path - anything not completely ancient
6203 int texturesurfaceindex;
6204 qboolean applycolor;
6208 const texturelayer_t *layer;
6209 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6211 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6214 int layertexrgbscale;
6215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6217 if (layerindex == 0)
6221 GL_AlphaTest(false);
6222 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6225 GL_DepthMask(layer->depthmask && writedepth);
6226 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6227 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6229 layertexrgbscale = 4;
6230 VectorScale(layer->color, 0.25f, layercolor);
6232 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6234 layertexrgbscale = 2;
6235 VectorScale(layer->color, 0.5f, layercolor);
6239 layertexrgbscale = 1;
6240 VectorScale(layer->color, 1.0f, layercolor);
6242 layercolor[3] = layer->color[3];
6243 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6244 R_Mesh_ColorPointer(NULL, 0, 0);
6245 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6246 switch (layer->type)
6248 case TEXTURELAYERTYPE_LITTEXTURE:
6249 memset(&m, 0, sizeof(m));
6250 m.tex[0] = R_GetTexture(r_texture_white);
6251 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6252 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6253 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6254 m.tex[1] = R_GetTexture(layer->texture);
6255 m.texmatrix[1] = layer->texmatrix;
6256 m.texrgbscale[1] = layertexrgbscale;
6257 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6258 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6259 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6260 R_Mesh_TextureState(&m);
6261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6262 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6263 else if (rsurface.uselightmaptexture)
6264 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6266 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6268 case TEXTURELAYERTYPE_TEXTURE:
6269 memset(&m, 0, sizeof(m));
6270 m.tex[0] = R_GetTexture(layer->texture);
6271 m.texmatrix[0] = layer->texmatrix;
6272 m.texrgbscale[0] = layertexrgbscale;
6273 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6274 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6275 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6276 R_Mesh_TextureState(&m);
6277 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6279 case TEXTURELAYERTYPE_FOG:
6280 memset(&m, 0, sizeof(m));
6281 m.texrgbscale[0] = layertexrgbscale;
6284 m.tex[0] = R_GetTexture(layer->texture);
6285 m.texmatrix[0] = layer->texmatrix;
6286 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6287 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6288 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6290 R_Mesh_TextureState(&m);
6291 // generate a color array for the fog pass
6292 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6297 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6298 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6300 f = 1 - FogPoint_Model(v);
6301 c[0] = layercolor[0];
6302 c[1] = layercolor[1];
6303 c[2] = layercolor[2];
6304 c[3] = f * layercolor[3];
6307 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6310 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6312 GL_LockArrays(0, 0);
6315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6317 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6318 GL_AlphaTest(false);
6322 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6324 // OpenGL 1.1 - crusty old voodoo path
6325 int texturesurfaceindex;
6329 const texturelayer_t *layer;
6330 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6332 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6334 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6336 if (layerindex == 0)
6340 GL_AlphaTest(false);
6341 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6344 GL_DepthMask(layer->depthmask && writedepth);
6345 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6346 R_Mesh_ColorPointer(NULL, 0, 0);
6347 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6348 switch (layer->type)
6350 case TEXTURELAYERTYPE_LITTEXTURE:
6351 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6353 // two-pass lit texture with 2x rgbscale
6354 // first the lightmap pass
6355 memset(&m, 0, sizeof(m));
6356 m.tex[0] = R_GetTexture(r_texture_white);
6357 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6358 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6359 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6360 R_Mesh_TextureState(&m);
6361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6362 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6363 else if (rsurface.uselightmaptexture)
6364 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6366 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6367 GL_LockArrays(0, 0);
6368 // then apply the texture to it
6369 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6370 memset(&m, 0, sizeof(m));
6371 m.tex[0] = R_GetTexture(layer->texture);
6372 m.texmatrix[0] = layer->texmatrix;
6373 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6374 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6375 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6376 R_Mesh_TextureState(&m);
6377 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
6381 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6382 memset(&m, 0, sizeof(m));
6383 m.tex[0] = R_GetTexture(layer->texture);
6384 m.texmatrix[0] = layer->texmatrix;
6385 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6386 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6387 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6388 R_Mesh_TextureState(&m);
6389 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6390 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
6392 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
6395 case TEXTURELAYERTYPE_TEXTURE:
6396 // singletexture unlit texture with transparency support
6397 memset(&m, 0, sizeof(m));
6398 m.tex[0] = R_GetTexture(layer->texture);
6399 m.texmatrix[0] = layer->texmatrix;
6400 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6401 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6402 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6403 R_Mesh_TextureState(&m);
6404 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
6406 case TEXTURELAYERTYPE_FOG:
6407 // singletexture fogging
6408 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6411 memset(&m, 0, sizeof(m));
6412 m.tex[0] = R_GetTexture(layer->texture);
6413 m.texmatrix[0] = layer->texmatrix;
6414 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6415 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6416 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6417 R_Mesh_TextureState(&m);
6420 R_Mesh_ResetTextureState();
6421 // generate a color array for the fog pass
6422 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6426 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6427 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6429 f = 1 - FogPoint_Model(v);
6430 c[0] = layer->color[0];
6431 c[1] = layer->color[1];
6432 c[2] = layer->color[2];
6433 c[3] = f * layer->color[3];
6436 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6439 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6441 GL_LockArrays(0, 0);
6444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6446 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6447 GL_AlphaTest(false);
6451 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6455 GL_AlphaTest(false);
6456 R_Mesh_ColorPointer(NULL, 0, 0);
6457 R_Mesh_ResetTextureState();
6458 R_SetupGenericShader(false);
6460 if(rsurface.texture && rsurface.texture->currentskinframe)
6461 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6470 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6472 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6473 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6474 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6477 // brighten it up (as texture value 127 means "unlit")
6478 c[0] *= 2 * r_refdef.view.colorscale;
6479 c[1] *= 2 * r_refdef.view.colorscale;
6480 c[2] *= 2 * r_refdef.view.colorscale;
6482 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6483 c[3] *= r_wateralpha.value;
6485 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6488 GL_DepthMask(false);
6490 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6492 GL_BlendFunc(GL_ONE, GL_ONE);
6493 GL_DepthMask(false);
6495 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6498 GL_DepthMask(false);
6500 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6502 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6503 GL_DepthMask(false);
6507 GL_BlendFunc(GL_ONE, GL_ZERO);
6508 GL_DepthMask(writedepth);
6511 rsurface.lightmapcolor4f = NULL;
6513 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6515 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6517 rsurface.lightmapcolor4f = NULL;
6518 rsurface.lightmapcolor4f_bufferobject = 0;
6519 rsurface.lightmapcolor4f_bufferoffset = 0;
6521 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6523 qboolean applycolor = true;
6526 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6528 r_refdef.lightmapintensity = 1;
6529 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6530 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6536 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6537 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6538 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6541 if(!rsurface.lightmapcolor4f)
6542 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6544 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6545 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6546 if(r_refdef.fogenabled)
6547 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6549 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6550 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6553 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6556 RSurf_SetupDepthAndCulling();
6557 if (r_showsurfaces.integer == 3)
6558 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6559 else if (r_glsl.integer && gl_support_fragment_shader)
6560 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6561 else if (gl_combine.integer && r_textureunits.integer >= 2)
6562 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6564 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6568 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6571 int texturenumsurfaces, endsurface;
6573 msurface_t *surface;
6574 msurface_t *texturesurfacelist[1024];
6576 // if the model is static it doesn't matter what value we give for
6577 // wantnormals and wanttangents, so this logic uses only rules applicable
6578 // to a model, knowing that they are meaningless otherwise
6579 if (ent == r_refdef.scene.worldentity)
6580 RSurf_ActiveWorldEntity();
6581 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6582 RSurf_ActiveModelEntity(ent, false, false);
6584 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6586 for (i = 0;i < numsurfaces;i = j)
6589 surface = rsurface.modelsurfaces + surfacelist[i];
6590 texture = surface->texture;
6591 R_UpdateTextureInfo(ent, texture);
6592 rsurface.texture = texture->currentframe;
6593 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6594 // scan ahead until we find a different texture
6595 endsurface = min(i + 1024, numsurfaces);
6596 texturenumsurfaces = 0;
6597 texturesurfacelist[texturenumsurfaces++] = surface;
6598 for (;j < endsurface;j++)
6600 surface = rsurface.modelsurfaces + surfacelist[j];
6601 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6603 texturesurfacelist[texturenumsurfaces++] = surface;
6605 // render the range of surfaces
6606 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6608 GL_AlphaTest(false);
6611 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6616 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6618 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6620 RSurf_SetupDepthAndCulling();
6621 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6622 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6624 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6626 RSurf_SetupDepthAndCulling();
6627 GL_AlphaTest(false);
6628 R_Mesh_ColorPointer(NULL, 0, 0);
6629 R_Mesh_ResetTextureState();
6630 R_SetupGenericShader(false);
6631 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6633 GL_BlendFunc(GL_ONE, GL_ZERO);
6634 GL_Color(0, 0, 0, 1);
6635 GL_DepthTest(writedepth);
6636 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6638 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6640 RSurf_SetupDepthAndCulling();
6641 GL_AlphaTest(false);
6642 R_Mesh_ColorPointer(NULL, 0, 0);
6643 R_Mesh_ResetTextureState();
6644 R_SetupGenericShader(false);
6645 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6647 GL_BlendFunc(GL_ONE, GL_ZERO);
6649 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6651 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6652 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6653 else if (!rsurface.texture->currentnumlayers)
6655 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6657 // transparent surfaces get pushed off into the transparent queue
6658 int surfacelistindex;
6659 const msurface_t *surface;
6660 vec3_t tempcenter, center;
6661 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6663 surface = texturesurfacelist[surfacelistindex];
6664 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6665 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6666 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6667 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6668 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6673 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6674 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6679 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6683 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6686 for (i = 0;i < numsurfaces;i++)
6687 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6688 R_Water_AddWaterPlane(surfacelist[i]);
6691 // break the surface list down into batches by texture and use of lightmapping
6692 for (i = 0;i < numsurfaces;i = j)
6695 // texture is the base texture pointer, rsurface.texture is the
6696 // current frame/skin the texture is directing us to use (for example
6697 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6698 // use skin 1 instead)
6699 texture = surfacelist[i]->texture;
6700 rsurface.texture = texture->currentframe;
6701 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6702 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6704 // if this texture is not the kind we want, skip ahead to the next one
6705 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6709 // simply scan ahead until we find a different texture or lightmap state
6710 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6712 // render the range of surfaces
6713 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6717 float locboxvertex3f[6*4*3] =
6719 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6720 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6721 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6722 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6723 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6724 1,0,0, 0,0,0, 0,1,0, 1,1,0
6727 unsigned short locboxelements[6*2*3] =
6737 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6740 cl_locnode_t *loc = (cl_locnode_t *)ent;
6742 float vertex3f[6*4*3];
6744 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6745 GL_DepthMask(false);
6746 GL_DepthRange(0, 1);
6747 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6749 GL_CullFace(GL_NONE);
6750 R_Mesh_Matrix(&identitymatrix);
6752 R_Mesh_VertexPointer(vertex3f, 0, 0);
6753 R_Mesh_ColorPointer(NULL, 0, 0);
6754 R_Mesh_ResetTextureState();
6755 R_SetupGenericShader(false);
6758 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6759 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6760 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6761 surfacelist[0] < 0 ? 0.5f : 0.125f);
6763 if (VectorCompare(loc->mins, loc->maxs))
6765 VectorSet(size, 2, 2, 2);
6766 VectorMA(loc->mins, -0.5f, size, mins);
6770 VectorCopy(loc->mins, mins);
6771 VectorSubtract(loc->maxs, loc->mins, size);
6774 for (i = 0;i < 6*4*3;)
6775 for (j = 0;j < 3;j++, i++)
6776 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6778 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6781 void R_DrawLocs(void)
6784 cl_locnode_t *loc, *nearestloc;
6786 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6787 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6789 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6790 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6794 void R_DrawDebugModel(entity_render_t *ent)
6796 int i, j, k, l, flagsmask;
6797 const int *elements;
6799 msurface_t *surface;
6800 dp_model_t *model = ent->model;
6803 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6805 R_Mesh_ColorPointer(NULL, 0, 0);
6806 R_Mesh_ResetTextureState();
6807 R_SetupGenericShader(false);
6808 GL_DepthRange(0, 1);
6809 GL_DepthTest(!r_showdisabledepthtest.integer);
6810 GL_DepthMask(false);
6811 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6813 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6815 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6816 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6818 if (brush->colbrushf && brush->colbrushf->numtriangles)
6820 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6821 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6822 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6825 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6827 if (surface->num_collisiontriangles)
6829 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6830 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6831 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6836 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6838 if (r_showtris.integer || r_shownormals.integer)
6840 if (r_showdisabledepthtest.integer)
6842 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6843 GL_DepthMask(false);
6847 GL_BlendFunc(GL_ONE, GL_ZERO);
6850 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6852 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6854 rsurface.texture = surface->texture->currentframe;
6855 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6857 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6858 if (r_showtris.value > 0)
6860 if (!rsurface.texture->currentlayers->depthmask)
6861 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6862 else if (ent == r_refdef.scene.worldentity)
6863 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6865 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6866 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6869 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6871 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6872 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6873 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6874 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6879 if (r_shownormals.value > 0)
6882 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6884 VectorCopy(rsurface.vertex3f + l * 3, v);
6885 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6886 qglVertex3f(v[0], v[1], v[2]);
6887 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6888 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6889 qglVertex3f(v[0], v[1], v[2]);
6894 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6896 VectorCopy(rsurface.vertex3f + l * 3, v);
6897 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6898 qglVertex3f(v[0], v[1], v[2]);
6899 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6900 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6901 qglVertex3f(v[0], v[1], v[2]);
6906 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6908 VectorCopy(rsurface.vertex3f + l * 3, v);
6909 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6910 qglVertex3f(v[0], v[1], v[2]);
6911 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6912 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6913 qglVertex3f(v[0], v[1], v[2]);
6920 rsurface.texture = NULL;
6924 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6925 int r_maxsurfacelist = 0;
6926 msurface_t **r_surfacelist = NULL;
6927 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6929 int i, j, endj, f, flagsmask;
6931 dp_model_t *model = r_refdef.scene.worldmodel;
6932 msurface_t *surfaces;
6933 unsigned char *update;
6934 int numsurfacelist = 0;
6938 if (r_maxsurfacelist < model->num_surfaces)
6940 r_maxsurfacelist = model->num_surfaces;
6942 Mem_Free(r_surfacelist);
6943 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6946 RSurf_ActiveWorldEntity();
6948 surfaces = model->data_surfaces;
6949 update = model->brushq1.lightmapupdateflags;
6951 // update light styles on this submodel
6952 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6954 model_brush_lightstyleinfo_t *style;
6955 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6957 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6959 int *list = style->surfacelist;
6960 style->value = r_refdef.scene.lightstylevalue[style->style];
6961 for (j = 0;j < style->numsurfaces;j++)
6962 update[list[j]] = true;
6967 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6968 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6972 R_DrawDebugModel(r_refdef.scene.worldentity);
6978 rsurface.uselightmaptexture = false;
6979 rsurface.texture = NULL;
6980 rsurface.rtlight = NULL;
6982 // add visible surfaces to draw list
6983 j = model->firstmodelsurface;
6984 endj = j + model->nummodelsurfaces;
6989 if (r_refdef.viewcache.world_surfacevisible[j])
6991 r_surfacelist[numsurfacelist++] = surfaces + j;
6992 // update lightmap if needed
6994 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7000 if (r_refdef.viewcache.world_surfacevisible[j])
7001 r_surfacelist[numsurfacelist++] = surfaces + j;
7002 // don't do anything if there were no surfaces
7003 if (!numsurfacelist)
7005 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7006 GL_AlphaTest(false);
7008 // add to stats if desired
7009 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7011 r_refdef.stats.world_surfaces += numsurfacelist;
7012 for (j = 0;j < numsurfacelist;j++)
7013 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7017 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7019 int i, j, endj, f, flagsmask;
7021 dp_model_t *model = ent->model;
7022 msurface_t *surfaces;
7023 unsigned char *update;
7024 int numsurfacelist = 0;
7028 if (r_maxsurfacelist < model->num_surfaces)
7030 r_maxsurfacelist = model->num_surfaces;
7032 Mem_Free(r_surfacelist);
7033 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7036 // if the model is static it doesn't matter what value we give for
7037 // wantnormals and wanttangents, so this logic uses only rules applicable
7038 // to a model, knowing that they are meaningless otherwise
7039 if (ent == r_refdef.scene.worldentity)
7040 RSurf_ActiveWorldEntity();
7041 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7042 RSurf_ActiveModelEntity(ent, false, false);
7044 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7046 surfaces = model->data_surfaces;
7047 update = model->brushq1.lightmapupdateflags;
7049 // update light styles
7050 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7052 model_brush_lightstyleinfo_t *style;
7053 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7055 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7057 int *list = style->surfacelist;
7058 style->value = r_refdef.scene.lightstylevalue[style->style];
7059 for (j = 0;j < style->numsurfaces;j++)
7060 update[list[j]] = true;
7065 R_UpdateAllTextureInfo(ent);
7066 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7070 R_DrawDebugModel(ent);
7076 rsurface.uselightmaptexture = false;
7077 rsurface.texture = NULL;
7078 rsurface.rtlight = NULL;
7080 // add visible surfaces to draw list
7081 j = model->firstmodelsurface;
7082 endj = j + model->nummodelsurfaces;
7084 r_surfacelist[numsurfacelist++] = surfaces + j;
7085 // don't do anything if there were no surfaces
7086 if (!numsurfacelist)
7088 // update lightmaps if needed
7090 for (j = model->firstmodelsurface;j < endj;j++)
7092 R_BuildLightMap(ent, surfaces + j);
7093 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7094 GL_AlphaTest(false);
7096 // add to stats if desired
7097 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7099 r_refdef.stats.entities++;
7100 r_refdef.stats.entities_surfaces += numsurfacelist;
7101 for (j = 0;j < numsurfacelist;j++)
7102 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;