2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
151 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
152 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
153 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
154 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
155 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
156 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
157 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
158 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
160 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)"};
161 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
162 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
166 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
167 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
168 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
169 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 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)"};
180 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
181 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"};
182 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
183 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
184 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
185 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
187 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
189 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
190 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
191 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
192 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
194 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
195 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
197 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
198 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
199 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
200 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
201 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
203 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
204 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
205 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
206 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
207 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
209 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
210 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
211 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
212 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
214 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"};
216 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"};
218 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
220 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
222 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
223 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
225 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
227 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
229 extern cvar_t v_glslgamma;
230 extern cvar_t v_glslgamma_2d;
232 extern qboolean v_flipped_state;
234 r_framebufferstate_t r_fb;
236 /// shadow volume bsp struct with automatically growing nodes buffer
239 rtexture_t *r_texture_blanknormalmap;
240 rtexture_t *r_texture_white;
241 rtexture_t *r_texture_grey128;
242 rtexture_t *r_texture_black;
243 rtexture_t *r_texture_notexture;
244 rtexture_t *r_texture_whitecube;
245 rtexture_t *r_texture_normalizationcube;
246 rtexture_t *r_texture_fogattenuation;
247 rtexture_t *r_texture_fogheighttexture;
248 rtexture_t *r_texture_gammaramps;
249 unsigned int r_texture_gammaramps_serial;
250 //rtexture_t *r_texture_fogintensity;
251 rtexture_t *r_texture_reflectcube;
253 // TODO: hash lookups?
254 typedef struct cubemapinfo_s
261 int r_texture_numcubemaps;
262 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
264 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
265 unsigned int r_numqueries;
266 unsigned int r_maxqueries;
268 typedef struct r_qwskincache_s
270 char name[MAX_QPATH];
271 skinframe_t *skinframe;
275 static r_qwskincache_t *r_qwskincache;
276 static int r_qwskincache_size;
278 /// vertex coordinates for a quad that covers the screen exactly
279 extern const float r_screenvertex3f[12];
280 extern const float r_d3dscreenvertex3f[12];
281 const float r_screenvertex3f[12] =
288 const float r_d3dscreenvertex3f[12] =
296 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
299 for (i = 0;i < verts;i++)
310 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
313 for (i = 0;i < verts;i++)
323 // FIXME: move this to client?
326 if (gamemode == GAME_NEHAHRA)
328 Cvar_Set("gl_fogenable", "0");
329 Cvar_Set("gl_fogdensity", "0.2");
330 Cvar_Set("gl_fogred", "0.3");
331 Cvar_Set("gl_foggreen", "0.3");
332 Cvar_Set("gl_fogblue", "0.3");
334 r_refdef.fog_density = 0;
335 r_refdef.fog_red = 0;
336 r_refdef.fog_green = 0;
337 r_refdef.fog_blue = 0;
338 r_refdef.fog_alpha = 1;
339 r_refdef.fog_start = 0;
340 r_refdef.fog_end = 16384;
341 r_refdef.fog_height = 1<<30;
342 r_refdef.fog_fadedepth = 128;
343 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
346 static void R_BuildBlankTextures(void)
348 unsigned char data[4];
349 data[2] = 128; // normal X
350 data[1] = 128; // normal Y
351 data[0] = 255; // normal Z
352 data[3] = 255; // height
353 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
371 static void R_BuildNoTexture(void)
374 unsigned char pix[16][16][4];
375 // this makes a light grey/dark grey checkerboard texture
376 for (y = 0;y < 16;y++)
378 for (x = 0;x < 16;x++)
380 if ((y < 8) ^ (x < 8))
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LordHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstring =
595 #include "shader_glsl.h"
598 const char *builtinhlslshaderstring =
599 #include "shader_hlsl.h"
602 char *glslshaderstring = NULL;
603 char *hlslshaderstring = NULL;
605 //=======================================================================================================================================================
607 typedef struct shaderpermutationinfo_s
612 shaderpermutationinfo_t;
614 typedef struct shadermodeinfo_s
616 const char *vertexfilename;
617 const char *geometryfilename;
618 const char *fragmentfilename;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
647 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
648 {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
649 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
650 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
651 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
652 {"#define USEALPHAKILL\n", " alphakill"},
653 {"#define USEREFLECTCUBE\n", " reflectcube"},
654 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
655 {"#define USEBOUNCEGRID\n", " bouncegrid"},
656 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
657 {"#define USETRIPPY\n", " trippy"},
658 {"#define USEDEPTHRGB\n", " depthrgb"},
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 static qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1101 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1103 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1104 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1105 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1106 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1107 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1108 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1109 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1116 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1117 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1118 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1119 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1121 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1122 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1123 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1124 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1128 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1129 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1130 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1131 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1132 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1133 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1136 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1139 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1140 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1141 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1142 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1143 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1144 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1145 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1146 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1147 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157 // initialize the samplers to refer to the texture units we use
1158 p->tex_Texture_First = -1;
1159 p->tex_Texture_Second = -1;
1160 p->tex_Texture_GammaRamps = -1;
1161 p->tex_Texture_Normal = -1;
1162 p->tex_Texture_Color = -1;
1163 p->tex_Texture_Gloss = -1;
1164 p->tex_Texture_Glow = -1;
1165 p->tex_Texture_SecondaryNormal = -1;
1166 p->tex_Texture_SecondaryColor = -1;
1167 p->tex_Texture_SecondaryGloss = -1;
1168 p->tex_Texture_SecondaryGlow = -1;
1169 p->tex_Texture_Pants = -1;
1170 p->tex_Texture_Shirt = -1;
1171 p->tex_Texture_FogHeightTexture = -1;
1172 p->tex_Texture_FogMask = -1;
1173 p->tex_Texture_Lightmap = -1;
1174 p->tex_Texture_Deluxemap = -1;
1175 p->tex_Texture_Attenuation = -1;
1176 p->tex_Texture_Cube = -1;
1177 p->tex_Texture_Refraction = -1;
1178 p->tex_Texture_Reflection = -1;
1179 p->tex_Texture_ShadowMap2D = -1;
1180 p->tex_Texture_CubeProjection = -1;
1181 p->tex_Texture_ScreenNormalMap = -1;
1182 p->tex_Texture_ScreenDiffuse = -1;
1183 p->tex_Texture_ScreenSpecular = -1;
1184 p->tex_Texture_ReflectMask = -1;
1185 p->tex_Texture_ReflectCube = -1;
1186 p->tex_Texture_BounceGrid = -1;
1188 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1189 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1190 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1191 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1192 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1193 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1194 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1195 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1196 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1199 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1200 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1201 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1202 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1203 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1204 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1205 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1206 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1207 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1208 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1209 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1210 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1211 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1212 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1214 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1215 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1216 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1218 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1221 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1225 Mem_Free(vertexstring);
1227 Mem_Free(geometrystring);
1229 Mem_Free(fragmentstring);
1232 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1234 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1235 if (r_glsl_permutation != perm)
1237 r_glsl_permutation = perm;
1238 if (!r_glsl_permutation->program)
1240 if (!r_glsl_permutation->compiled)
1241 R_GLSL_CompilePermutation(perm, mode, permutation);
1242 if (!r_glsl_permutation->program)
1244 // remove features until we find a valid permutation
1246 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1248 // reduce i more quickly whenever it would not remove any bits
1249 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1250 if (!(permutation & j))
1253 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1254 if (!r_glsl_permutation->compiled)
1255 R_GLSL_CompilePermutation(perm, mode, permutation);
1256 if (r_glsl_permutation->program)
1259 if (i >= SHADERPERMUTATION_COUNT)
1261 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1262 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1263 qglUseProgram(0);CHECKGLERROR
1264 return; // no bit left to clear, entire mode is broken
1269 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1271 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1272 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1273 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1280 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1281 extern D3DCAPS9 vid_d3d9caps;
1284 struct r_hlsl_permutation_s;
1285 typedef struct r_hlsl_permutation_s
1287 /// hash lookup data
1288 struct r_hlsl_permutation_s *hashnext;
1290 unsigned int permutation;
1292 /// indicates if we have tried compiling this permutation already
1294 /// NULL if compilation failed
1295 IDirect3DVertexShader9 *vertexshader;
1296 IDirect3DPixelShader9 *pixelshader;
1298 r_hlsl_permutation_t;
1300 typedef enum D3DVSREGISTER_e
1302 D3DVSREGISTER_TexMatrix = 0, // float4x4
1303 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1304 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1305 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1306 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1307 D3DVSREGISTER_ModelToLight = 20, // float4x4
1308 D3DVSREGISTER_EyePosition = 24,
1309 D3DVSREGISTER_FogPlane = 25,
1310 D3DVSREGISTER_LightDir = 26,
1311 D3DVSREGISTER_LightPosition = 27,
1315 typedef enum D3DPSREGISTER_e
1317 D3DPSREGISTER_Alpha = 0,
1318 D3DPSREGISTER_BloomBlur_Parameters = 1,
1319 D3DPSREGISTER_ClientTime = 2,
1320 D3DPSREGISTER_Color_Ambient = 3,
1321 D3DPSREGISTER_Color_Diffuse = 4,
1322 D3DPSREGISTER_Color_Specular = 5,
1323 D3DPSREGISTER_Color_Glow = 6,
1324 D3DPSREGISTER_Color_Pants = 7,
1325 D3DPSREGISTER_Color_Shirt = 8,
1326 D3DPSREGISTER_DeferredColor_Ambient = 9,
1327 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1328 D3DPSREGISTER_DeferredColor_Specular = 11,
1329 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1330 D3DPSREGISTER_DeferredMod_Specular = 13,
1331 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1332 D3DPSREGISTER_EyePosition = 15, // unused
1333 D3DPSREGISTER_FogColor = 16,
1334 D3DPSREGISTER_FogHeightFade = 17,
1335 D3DPSREGISTER_FogPlane = 18,
1336 D3DPSREGISTER_FogPlaneViewDist = 19,
1337 D3DPSREGISTER_FogRangeRecip = 20,
1338 D3DPSREGISTER_LightColor = 21,
1339 D3DPSREGISTER_LightDir = 22, // unused
1340 D3DPSREGISTER_LightPosition = 23,
1341 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1342 D3DPSREGISTER_PixelSize = 25,
1343 D3DPSREGISTER_ReflectColor = 26,
1344 D3DPSREGISTER_ReflectFactor = 27,
1345 D3DPSREGISTER_ReflectOffset = 28,
1346 D3DPSREGISTER_RefractColor = 29,
1347 D3DPSREGISTER_Saturation = 30,
1348 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1349 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1350 D3DPSREGISTER_ScreenToDepth = 33,
1351 D3DPSREGISTER_ShadowMap_Parameters = 34,
1352 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1353 D3DPSREGISTER_SpecularPower = 36,
1354 D3DPSREGISTER_UserVec1 = 37,
1355 D3DPSREGISTER_UserVec2 = 38,
1356 D3DPSREGISTER_UserVec3 = 39,
1357 D3DPSREGISTER_UserVec4 = 40,
1358 D3DPSREGISTER_ViewTintColor = 41,
1359 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1360 D3DPSREGISTER_BloomColorSubtract = 43,
1361 D3DPSREGISTER_ViewToLight = 44, // float4x4
1362 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1363 D3DPSREGISTER_NormalmapScrollBlend = 52,
1364 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1365 D3DPSREGISTER_OffsetMapping_Bias = 54,
1370 /// information about each possible shader permutation
1371 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1372 /// currently selected permutation
1373 r_hlsl_permutation_t *r_hlsl_permutation;
1374 /// storage for permutations linked in the hash table
1375 memexpandablearray_t r_hlsl_permutationarray;
1377 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1379 //unsigned int hashdepth = 0;
1380 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1381 r_hlsl_permutation_t *p;
1382 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1384 if (p->mode == mode && p->permutation == permutation)
1386 //if (hashdepth > 10)
1387 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1392 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1394 p->permutation = permutation;
1395 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1396 r_hlsl_permutationhash[mode][hashindex] = p;
1397 //if (hashdepth > 10)
1398 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1402 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1405 if (!filename || !filename[0])
1407 if (!strcmp(filename, "hlsl/default.hlsl"))
1409 if (!hlslshaderstring)
1411 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1412 if (hlslshaderstring)
1413 Con_DPrintf("Loading shaders from file %s...\n", filename);
1415 hlslshaderstring = (char *)builtinhlslshaderstring;
1417 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1418 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1419 return shaderstring;
1421 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1424 if (printfromdisknotice)
1425 Con_DPrintf("from disk %s... ", filename);
1426 return shaderstring;
1428 return shaderstring;
1432 //#include <d3dx9shader.h>
1433 //#include <d3dx9mesh.h>
1435 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1437 DWORD *vsbin = NULL;
1438 DWORD *psbin = NULL;
1439 fs_offset_t vsbinsize;
1440 fs_offset_t psbinsize;
1441 // IDirect3DVertexShader9 *vs = NULL;
1442 // IDirect3DPixelShader9 *ps = NULL;
1443 ID3DXBuffer *vslog = NULL;
1444 ID3DXBuffer *vsbuffer = NULL;
1445 ID3DXConstantTable *vsconstanttable = NULL;
1446 ID3DXBuffer *pslog = NULL;
1447 ID3DXBuffer *psbuffer = NULL;
1448 ID3DXConstantTable *psconstanttable = NULL;
1451 char temp[MAX_INPUTLINE];
1452 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1454 qboolean debugshader = gl_paranoid.integer != 0;
1455 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1456 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1460 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1462 if ((!vsbin && vertstring) || (!psbin && fragstring))
1464 const char* dllnames_d3dx9 [] =
1488 dllhandle_t d3dx9_dll = NULL;
1489 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1490 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1491 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 dllfunction_t d3dx9_dllfuncs[] =
1494 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1495 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1496 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1499 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1501 DWORD shaderflags = 0;
1503 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1504 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1505 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1506 if (vertstring && vertstring[0])
1510 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1511 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1512 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1513 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1516 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519 vsbinsize = vsbuffer->GetBufferSize();
1520 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1521 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1522 vsbuffer->Release();
1526 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1527 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1531 if (fragstring && fragstring[0])
1535 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1536 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1537 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1538 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1541 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544 psbinsize = psbuffer->GetBufferSize();
1545 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1546 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1547 psbuffer->Release();
1551 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1552 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1556 Sys_UnloadLibrary(&d3dx9_dll);
1559 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1563 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1564 if (FAILED(vsresult))
1565 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1566 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1567 if (FAILED(psresult))
1568 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1570 // free the shader data
1571 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1572 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1575 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1578 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1579 int vertstring_length = 0;
1580 int geomstring_length = 0;
1581 int fragstring_length = 0;
1583 char *vertexstring, *geometrystring, *fragmentstring;
1584 char *vertstring, *geomstring, *fragstring;
1585 char permutationname[256];
1586 char cachename[256];
1587 int vertstrings_count = 0;
1588 int geomstrings_count = 0;
1589 int fragstrings_count = 0;
1590 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1591 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1592 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1597 p->vertexshader = NULL;
1598 p->pixelshader = NULL;
1600 permutationname[0] = 0;
1602 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1603 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1604 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1606 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1607 strlcat(cachename, "hlsl/", sizeof(cachename));
1609 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1610 vertstrings_count = 0;
1611 geomstrings_count = 0;
1612 fragstrings_count = 0;
1613 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1614 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1615 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1617 // the first pretext is which type of shader to compile as
1618 // (later these will all be bound together as a program object)
1619 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1620 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1621 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1623 // the second pretext is the mode (for example a light source)
1624 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1625 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1626 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1627 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1628 strlcat(cachename, modeinfo->name, sizeof(cachename));
1630 // now add all the permutation pretexts
1631 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1633 if (permutation & (1<<i))
1635 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1636 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1637 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1638 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1639 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1643 // keep line numbers correct
1644 vertstrings_list[vertstrings_count++] = "\n";
1645 geomstrings_list[geomstrings_count++] = "\n";
1646 fragstrings_list[fragstrings_count++] = "\n";
1651 R_CompileShader_AddStaticParms(mode, permutation);
1652 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1653 vertstrings_count += shaderstaticparms_count;
1654 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 geomstrings_count += shaderstaticparms_count;
1656 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 fragstrings_count += shaderstaticparms_count;
1659 // replace spaces in the cachename with _ characters
1660 for (i = 0;cachename[i];i++)
1661 if (cachename[i] == ' ')
1664 // now append the shader text itself
1665 vertstrings_list[vertstrings_count++] = vertexstring;
1666 geomstrings_list[geomstrings_count++] = geometrystring;
1667 fragstrings_list[fragstrings_count++] = fragmentstring;
1669 // if any sources were NULL, clear the respective list
1671 vertstrings_count = 0;
1672 if (!geometrystring)
1673 geomstrings_count = 0;
1674 if (!fragmentstring)
1675 fragstrings_count = 0;
1677 vertstring_length = 0;
1678 for (i = 0;i < vertstrings_count;i++)
1679 vertstring_length += strlen(vertstrings_list[i]);
1680 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1681 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1682 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1684 geomstring_length = 0;
1685 for (i = 0;i < geomstrings_count;i++)
1686 geomstring_length += strlen(geomstrings_list[i]);
1687 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1688 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1689 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1691 fragstring_length = 0;
1692 for (i = 0;i < fragstrings_count;i++)
1693 fragstring_length += strlen(fragstrings_list[i]);
1694 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1695 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1696 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1698 // try to load the cached shader, or generate one
1699 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1701 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1702 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1704 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1708 Mem_Free(vertstring);
1710 Mem_Free(geomstring);
1712 Mem_Free(fragstring);
1714 Mem_Free(vertexstring);
1716 Mem_Free(geometrystring);
1718 Mem_Free(fragmentstring);
1721 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1722 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1723 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1724 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1725 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1729 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1730 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1731 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1732 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1737 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1738 if (r_hlsl_permutation != perm)
1740 r_hlsl_permutation = perm;
1741 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1743 if (!r_hlsl_permutation->compiled)
1744 R_HLSL_CompilePermutation(perm, mode, permutation);
1745 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1747 // remove features until we find a valid permutation
1749 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1751 // reduce i more quickly whenever it would not remove any bits
1752 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1753 if (!(permutation & j))
1756 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1757 if (!r_hlsl_permutation->compiled)
1758 R_HLSL_CompilePermutation(perm, mode, permutation);
1759 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1762 if (i >= SHADERPERMUTATION_COUNT)
1764 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1765 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1766 return; // no bit left to clear, entire mode is broken
1770 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1771 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1773 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1774 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1775 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1779 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1781 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1782 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1783 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1784 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1787 static void R_GLSL_Restart_f(void)
1789 unsigned int i, limit;
1790 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1791 Mem_Free(glslshaderstring);
1792 glslshaderstring = NULL;
1793 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1794 Mem_Free(hlslshaderstring);
1795 hlslshaderstring = NULL;
1796 switch(vid.renderpath)
1798 case RENDERPATH_D3D9:
1801 r_hlsl_permutation_t *p;
1802 r_hlsl_permutation = NULL;
1803 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1804 for (i = 0;i < limit;i++)
1806 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1808 if (p->vertexshader)
1809 IDirect3DVertexShader9_Release(p->vertexshader);
1811 IDirect3DPixelShader9_Release(p->pixelshader);
1812 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1815 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1819 case RENDERPATH_D3D10:
1820 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822 case RENDERPATH_D3D11:
1823 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825 case RENDERPATH_GL20:
1826 case RENDERPATH_GLES2:
1828 r_glsl_permutation_t *p;
1829 r_glsl_permutation = NULL;
1830 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1831 for (i = 0;i < limit;i++)
1833 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1835 GL_Backend_FreeProgram(p->program);
1836 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1839 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1842 case RENDERPATH_GL11:
1843 case RENDERPATH_GL13:
1844 case RENDERPATH_GLES1:
1846 case RENDERPATH_SOFT:
1851 static void R_GLSL_DumpShader_f(void)
1856 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1859 FS_Print(file, "/* The engine may define the following macros:\n");
1860 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1861 for (i = 0;i < SHADERMODE_COUNT;i++)
1862 FS_Print(file, glslshadermodeinfo[i].pretext);
1863 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864 FS_Print(file, shaderpermutationinfo[i].pretext);
1865 FS_Print(file, "*/\n");
1866 FS_Print(file, builtinshaderstring);
1868 Con_Printf("glsl/default.glsl written\n");
1871 Con_Printf("failed to write to glsl/default.glsl\n");
1873 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, hlslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinhlslshaderstring);
1885 Con_Printf("hlsl/default.hlsl written\n");
1888 Con_Printf("failed to write to hlsl/default.hlsl\n");
1891 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1893 unsigned int permutation = 0;
1894 if (r_trippy.integer && !notrippy)
1895 permutation |= SHADERPERMUTATION_TRIPPY;
1896 permutation |= SHADERPERMUTATION_VIEWTINT;
1898 permutation |= SHADERPERMUTATION_DIFFUSE;
1900 permutation |= SHADERPERMUTATION_SPECULAR;
1901 if (texturemode == GL_MODULATE)
1902 permutation |= SHADERPERMUTATION_COLORMAPPING;
1903 else if (texturemode == GL_ADD)
1904 permutation |= SHADERPERMUTATION_GLOW;
1905 else if (texturemode == GL_DECAL)
1906 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1907 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1908 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1909 if (suppresstexalpha)
1910 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1912 texturemode = GL_MODULATE;
1913 if (vid.allowalphatocoverage)
1914 GL_AlphaToCoverage(false);
1915 switch (vid.renderpath)
1917 case RENDERPATH_D3D9:
1919 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1920 R_Mesh_TexBind(GL20TU_FIRST , first );
1921 R_Mesh_TexBind(GL20TU_SECOND, second);
1922 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1923 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1926 case RENDERPATH_D3D10:
1927 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929 case RENDERPATH_D3D11:
1930 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_GL20:
1933 case RENDERPATH_GLES2:
1934 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1935 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1937 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1940 case RENDERPATH_GL13:
1941 case RENDERPATH_GLES1:
1942 R_Mesh_TexBind(0, first );
1943 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1944 R_Mesh_TexBind(1, second);
1946 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1948 case RENDERPATH_GL11:
1949 R_Mesh_TexBind(0, first );
1951 case RENDERPATH_SOFT:
1952 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1953 R_Mesh_TexBind(GL20TU_FIRST , first );
1954 R_Mesh_TexBind(GL20TU_SECOND, second);
1959 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1961 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1964 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1966 unsigned int permutation = 0;
1967 if (r_trippy.integer && !notrippy)
1968 permutation |= SHADERPERMUTATION_TRIPPY;
1970 permutation |= SHADERPERMUTATION_DEPTHRGB;
1971 if (vid.allowalphatocoverage)
1972 GL_AlphaToCoverage(false);
1973 switch (vid.renderpath)
1975 case RENDERPATH_D3D9:
1977 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1980 case RENDERPATH_D3D10:
1981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983 case RENDERPATH_D3D11:
1984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 case RENDERPATH_GL20:
1987 case RENDERPATH_GLES2:
1988 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1990 case RENDERPATH_GL13:
1991 case RENDERPATH_GLES1:
1992 R_Mesh_TexBind(0, 0);
1993 R_Mesh_TexBind(1, 0);
1995 case RENDERPATH_GL11:
1996 R_Mesh_TexBind(0, 0);
1998 case RENDERPATH_SOFT:
1999 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2006 int permutation = 0;
2007 if (r_trippy.integer && !notrippy)
2008 permutation |= SHADERPERMUTATION_TRIPPY;
2009 if (vid.allowalphatocoverage)
2010 GL_AlphaToCoverage(false);
2011 switch (vid.renderpath)
2013 case RENDERPATH_D3D9:
2015 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2018 case RENDERPATH_D3D10:
2019 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 case RENDERPATH_D3D11:
2022 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_GLES2:
2026 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GLES1:
2031 case RENDERPATH_GL11:
2033 case RENDERPATH_SOFT:
2034 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2051 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2060 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2062 #define BLENDFUNC_ALLOWS_COLORMOD 1
2063 #define BLENDFUNC_ALLOWS_FOG 2
2064 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2065 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2066 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2067 static int R_BlendFuncFlags(int src, int dst)
2071 // a blendfunc allows colormod if:
2072 // a) it can never keep the destination pixel invariant, or
2073 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2074 // this is to prevent unintended side effects from colormod
2076 // a blendfunc allows fog if:
2077 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2078 // this is to prevent unintended side effects from fog
2080 // these checks are the output of fogeval.pl
2082 r |= BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2085 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2091 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2092 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2094 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2095 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2101 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2103 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2117 static float dummy_colormod[3] = {1, 1, 1};
2118 float *colormod = rsurface.colormod;
2120 matrix4x4_t tempmatrix;
2121 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2122 if (r_trippy.integer && !notrippy)
2123 permutation |= SHADERPERMUTATION_TRIPPY;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2125 permutation |= SHADERPERMUTATION_ALPHAKILL;
2126 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2127 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2128 if (rsurfacepass == RSURFPASS_BACKGROUND)
2130 // distorted background
2131 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2133 mode = SHADERMODE_WATER;
2134 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2136 // this is the right thing to do for wateralpha
2137 GL_BlendFunc(GL_ONE, GL_ZERO);
2138 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2142 // this is the right thing to do for entity alpha
2143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2144 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2149 mode = SHADERMODE_REFRACTION;
2150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2151 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2155 mode = SHADERMODE_GENERIC;
2156 permutation |= SHADERPERMUTATION_DIFFUSE;
2157 GL_BlendFunc(GL_ONE, GL_ZERO);
2158 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2160 if (vid.allowalphatocoverage)
2161 GL_AlphaToCoverage(false);
2163 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2165 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2167 switch(rsurface.texture->offsetmapping)
2169 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2170 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2171 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172 case OFFSETMAPPING_OFF: break;
2175 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2176 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2177 // normalmap (deferred prepass), may use alpha test on diffuse
2178 mode = SHADERMODE_DEFERREDGEOMETRY;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181 if (vid.allowalphatocoverage)
2182 GL_AlphaToCoverage(false);
2184 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2186 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188 switch(rsurface.texture->offsetmapping)
2190 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2191 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2192 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_OFF: break;
2196 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2197 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 mode = SHADERMODE_LIGHTSOURCE;
2200 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2201 permutation |= SHADERPERMUTATION_CUBEFILTER;
2202 if (diffusescale > 0)
2203 permutation |= SHADERPERMUTATION_DIFFUSE;
2204 if (specularscale > 0)
2205 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2206 if (r_refdef.fogenabled)
2207 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2208 if (rsurface.texture->colormapping)
2209 permutation |= SHADERPERMUTATION_COLORMAPPING;
2210 if (r_shadow_usingshadowmap2d)
2212 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2213 if(r_shadow_shadowmapvsdct)
2214 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2216 if (r_shadow_shadowmapsampler)
2217 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2218 if (r_shadow_shadowmappcf > 1)
2219 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2220 else if (r_shadow_shadowmappcf)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2222 if (r_shadow_shadowmap2ddepthbuffer)
2223 permutation |= SHADERPERMUTATION_DEPTHRGB;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 // unshaded geometry (fullbright or ambient model lighting)
2247 mode = SHADERMODE_FLATCOLOR;
2248 ambientscale = diffusescale = specularscale = 0;
2249 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250 permutation |= SHADERPERMUTATION_GLOW;
2251 if (r_refdef.fogenabled)
2252 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253 if (rsurface.texture->colormapping)
2254 permutation |= SHADERPERMUTATION_COLORMAPPING;
2255 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2257 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if (r_shadow_shadowmapsampler)
2261 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262 if (r_shadow_shadowmappcf > 1)
2263 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264 else if (r_shadow_shadowmappcf)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266 if (r_shadow_shadowmap2ddepthbuffer)
2267 permutation |= SHADERPERMUTATION_DEPTHRGB;
2269 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2270 permutation |= SHADERPERMUTATION_REFLECTION;
2271 if (rsurface.texture->reflectmasktexture)
2272 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2273 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2274 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2275 // when using alphatocoverage, we don't need alphakill
2276 if (vid.allowalphatocoverage)
2278 if (r_transparent_alphatocoverage.integer)
2280 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2281 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2284 GL_AlphaToCoverage(false);
2287 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2289 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2291 switch(rsurface.texture->offsetmapping)
2293 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2294 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2295 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2296 case OFFSETMAPPING_OFF: break;
2299 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2300 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2301 // directional model lighting
2302 mode = SHADERMODE_LIGHTDIRECTION;
2303 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2304 permutation |= SHADERPERMUTATION_GLOW;
2305 permutation |= SHADERPERMUTATION_DIFFUSE;
2306 if (specularscale > 0)
2307 permutation |= SHADERPERMUTATION_SPECULAR;
2308 if (r_refdef.fogenabled)
2309 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2310 if (rsurface.texture->colormapping)
2311 permutation |= SHADERPERMUTATION_COLORMAPPING;
2312 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2314 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2315 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2317 if (r_shadow_shadowmapsampler)
2318 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2319 if (r_shadow_shadowmappcf > 1)
2320 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2321 else if (r_shadow_shadowmappcf)
2322 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2323 if (r_shadow_shadowmap2ddepthbuffer)
2324 permutation |= SHADERPERMUTATION_DEPTHRGB;
2326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2327 permutation |= SHADERPERMUTATION_REFLECTION;
2328 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2329 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2330 if (rsurface.texture->reflectmasktexture)
2331 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2332 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2334 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2335 if (r_shadow_bouncegriddirectional)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2338 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2339 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2340 // when using alphatocoverage, we don't need alphakill
2341 if (vid.allowalphatocoverage)
2343 if (r_transparent_alphatocoverage.integer)
2345 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2346 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2349 GL_AlphaToCoverage(false);
2352 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2354 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2356 switch(rsurface.texture->offsetmapping)
2358 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2359 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2360 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2361 case OFFSETMAPPING_OFF: break;
2364 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2365 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2366 // ambient model lighting
2367 mode = SHADERMODE_LIGHTDIRECTION;
2368 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2369 permutation |= SHADERPERMUTATION_GLOW;
2370 if (r_refdef.fogenabled)
2371 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2372 if (rsurface.texture->colormapping)
2373 permutation |= SHADERPERMUTATION_COLORMAPPING;
2374 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2376 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2377 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2379 if (r_shadow_shadowmapsampler)
2380 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2381 if (r_shadow_shadowmappcf > 1)
2382 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2383 else if (r_shadow_shadowmappcf)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2385 if (r_shadow_shadowmap2ddepthbuffer)
2386 permutation |= SHADERPERMUTATION_DEPTHRGB;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2389 permutation |= SHADERPERMUTATION_REFLECTION;
2390 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2391 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2392 if (rsurface.texture->reflectmasktexture)
2393 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2394 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2396 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2397 if (r_shadow_bouncegriddirectional)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2400 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402 // when using alphatocoverage, we don't need alphakill
2403 if (vid.allowalphatocoverage)
2405 if (r_transparent_alphatocoverage.integer)
2407 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2408 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2411 GL_AlphaToCoverage(false);
2416 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2418 switch(rsurface.texture->offsetmapping)
2420 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2421 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423 case OFFSETMAPPING_OFF: break;
2426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2430 permutation |= SHADERPERMUTATION_GLOW;
2431 if (r_refdef.fogenabled)
2432 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2433 if (rsurface.texture->colormapping)
2434 permutation |= SHADERPERMUTATION_COLORMAPPING;
2435 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2437 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2438 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2440 if (r_shadow_shadowmapsampler)
2441 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2442 if (r_shadow_shadowmappcf > 1)
2443 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2444 else if (r_shadow_shadowmappcf)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2446 if (r_shadow_shadowmap2ddepthbuffer)
2447 permutation |= SHADERPERMUTATION_DEPTHRGB;
2449 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2450 permutation |= SHADERPERMUTATION_REFLECTION;
2451 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2452 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2453 if (rsurface.texture->reflectmasktexture)
2454 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2455 if (FAKELIGHT_ENABLED)
2457 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2458 mode = SHADERMODE_FAKELIGHT;
2459 permutation |= SHADERPERMUTATION_DIFFUSE;
2460 if (specularscale > 0)
2461 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2463 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2465 // deluxemapping (light direction texture)
2466 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2467 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2469 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2470 permutation |= SHADERPERMUTATION_DIFFUSE;
2471 if (specularscale > 0)
2472 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474 else if (r_glsl_deluxemapping.integer >= 2)
2476 // fake deluxemapping (uniform light direction in tangentspace)
2477 if (rsurface.uselightmaptexture)
2478 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2481 permutation |= SHADERPERMUTATION_DIFFUSE;
2482 if (specularscale > 0)
2483 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485 else if (rsurface.uselightmaptexture)
2487 // ordinary lightmapping (q1bsp, q3bsp)
2488 mode = SHADERMODE_LIGHTMAP;
2492 // ordinary vertex coloring (q3bsp)
2493 mode = SHADERMODE_VERTEXCOLOR;
2495 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2497 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2498 if (r_shadow_bouncegriddirectional)
2499 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2501 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2503 // when using alphatocoverage, we don't need alphakill
2504 if (vid.allowalphatocoverage)
2506 if (r_transparent_alphatocoverage.integer)
2508 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2509 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2512 GL_AlphaToCoverage(false);
2515 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2516 colormod = dummy_colormod;
2517 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2518 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2519 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2520 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2521 switch(vid.renderpath)
2523 case RENDERPATH_D3D9:
2525 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2526 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2527 R_SetupShader_SetPermutationHLSL(mode, permutation);
2528 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2529 if (mode == SHADERMODE_LIGHTSOURCE)
2531 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2532 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2536 if (mode == SHADERMODE_LIGHTDIRECTION)
2538 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2543 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2545 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2547 if (mode == SHADERMODE_LIGHTSOURCE)
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2555 // additive passes are only darkened by fog, not tinted
2556 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2557 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2561 if (mode == SHADERMODE_FLATCOLOR)
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2565 else if (mode == SHADERMODE_LIGHTDIRECTION)
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2573 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2583 // additive passes are only darkened by fog, not tinted
2584 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2587 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2588 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2595 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2596 if (mode == SHADERMODE_WATER)
2597 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2599 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2602 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2603 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2604 if (rsurface.texture->pantstexture)
2605 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2608 if (rsurface.texture->shirttexture)
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2612 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2615 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2616 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2617 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2618 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2620 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2623 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2624 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2625 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2627 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2628 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2629 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2630 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2634 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2636 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2638 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2639 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2640 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2641 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2642 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2643 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2644 if (rsurfacepass == RSURFPASS_BACKGROUND)
2646 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2647 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2648 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2652 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2654 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2656 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2657 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2659 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2660 if (rsurface.rtlight)
2662 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2663 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2668 case RENDERPATH_D3D10:
2669 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671 case RENDERPATH_D3D11:
2672 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2674 case RENDERPATH_GL20:
2675 case RENDERPATH_GLES2:
2676 if (!vid.useinterleavedarrays)
2678 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2679 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2680 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2681 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2682 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2685 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2689 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2690 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2692 R_SetupShader_SetPermutationGLSL(mode, permutation);
2693 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2694 if (mode == SHADERMODE_LIGHTSOURCE)
2696 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2697 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2698 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2699 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2700 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2701 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2703 // additive passes are only darkened by fog, not tinted
2704 if (r_glsl_permutation->loc_FogColor >= 0)
2705 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2706 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2710 if (mode == SHADERMODE_FLATCOLOR)
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2714 else if (mode == SHADERMODE_LIGHTDIRECTION)
2716 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2717 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2718 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2719 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2720 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2721 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2722 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2727 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2728 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2730 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2732 // additive passes are only darkened by fog, not tinted
2733 if (r_glsl_permutation->loc_FogColor >= 0)
2735 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2736 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2738 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2740 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2741 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2742 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2743 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2745 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2746 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2747 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2748 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2750 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2752 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2753 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2754 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2756 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2757 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2758 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2759 if (r_glsl_permutation->loc_Color_Pants >= 0)
2761 if (rsurface.texture->pantstexture)
2762 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2764 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2766 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2768 if (rsurface.texture->shirttexture)
2769 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2771 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2773 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2774 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2776 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2777 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2778 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2779 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2781 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2783 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2784 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2785 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2786 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2787 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2788 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2790 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2792 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2793 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2794 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2795 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2796 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2800 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2801 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2802 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2803 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2804 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2805 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2806 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2807 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2808 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2809 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2810 if (rsurfacepass == RSURFPASS_BACKGROUND)
2812 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2814 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2818 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2820 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2822 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2823 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2825 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2826 if (rsurface.rtlight)
2828 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2829 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2832 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2835 case RENDERPATH_GL11:
2836 case RENDERPATH_GL13:
2837 case RENDERPATH_GLES1:
2839 case RENDERPATH_SOFT:
2840 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2841 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2842 R_SetupShader_SetPermutationSoft(mode, permutation);
2843 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2844 if (mode == SHADERMODE_LIGHTSOURCE)
2846 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2853 // additive passes are only darkened by fog, not tinted
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2855 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2859 if (mode == SHADERMODE_FLATCOLOR)
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2863 else if (mode == SHADERMODE_LIGHTDIRECTION)
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2881 // additive passes are only darkened by fog, not tinted
2882 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2893 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2894 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2898 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2899 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2905 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2907 if (rsurface.texture->pantstexture)
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2912 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2914 if (rsurface.texture->shirttexture)
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2919 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2923 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2924 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2925 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2927 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2932 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2934 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2935 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2936 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2937 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2941 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2943 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2945 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2946 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2947 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2948 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2949 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2950 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2951 if (rsurfacepass == RSURFPASS_BACKGROUND)
2953 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2954 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2955 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2959 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2961 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2963 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2964 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2966 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2967 if (rsurface.rtlight)
2969 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2970 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2977 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2979 // select a permutation of the lighting shader appropriate to this
2980 // combination of texture, entity, light source, and fogging, only use the
2981 // minimum features necessary to avoid wasting rendering time in the
2982 // fragment shader on features that are not being used
2983 unsigned int permutation = 0;
2984 unsigned int mode = 0;
2985 const float *lightcolorbase = rtlight->currentcolor;
2986 float ambientscale = rtlight->ambientscale;
2987 float diffusescale = rtlight->diffusescale;
2988 float specularscale = rtlight->specularscale;
2989 // this is the location of the light in view space
2990 vec3_t viewlightorigin;
2991 // this transforms from view space (camera) to light space (cubemap)
2992 matrix4x4_t viewtolight;
2993 matrix4x4_t lighttoview;
2994 float viewtolight16f[16];
2996 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2997 if (rtlight->currentcubemap != r_texture_whitecube)
2998 permutation |= SHADERPERMUTATION_CUBEFILTER;
2999 if (diffusescale > 0)
3000 permutation |= SHADERPERMUTATION_DIFFUSE;
3001 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3002 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3003 if (r_shadow_usingshadowmap2d)
3005 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3006 if (r_shadow_shadowmapvsdct)
3007 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3009 if (r_shadow_shadowmapsampler)
3010 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3011 if (r_shadow_shadowmappcf > 1)
3012 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3013 else if (r_shadow_shadowmappcf)
3014 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3015 if (r_shadow_shadowmap2ddepthbuffer)
3016 permutation |= SHADERPERMUTATION_DEPTHRGB;
3018 if (vid.allowalphatocoverage)
3019 GL_AlphaToCoverage(false);
3020 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3021 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3022 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3023 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3024 switch(vid.renderpath)
3026 case RENDERPATH_D3D9:
3028 R_SetupShader_SetPermutationHLSL(mode, permutation);
3029 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3030 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3031 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3032 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3033 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3034 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3035 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3036 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3037 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3038 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3040 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3041 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3042 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3043 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3044 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3047 case RENDERPATH_D3D10:
3048 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3050 case RENDERPATH_D3D11:
3051 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3053 case RENDERPATH_GL20:
3054 case RENDERPATH_GLES2:
3055 R_SetupShader_SetPermutationGLSL(mode, permutation);
3056 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3057 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3058 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3059 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3060 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3061 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3062 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3063 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3064 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3065 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3067 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3068 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3069 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3071 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3073 case RENDERPATH_GL11:
3074 case RENDERPATH_GL13:
3075 case RENDERPATH_GLES1:
3077 case RENDERPATH_SOFT:
3078 R_SetupShader_SetPermutationGLSL(mode, permutation);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3080 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3081 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3082 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3084 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3085 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3086 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3087 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3088 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3090 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3091 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3092 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3093 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3094 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3099 #define SKINFRAME_HASH 1024
3103 int loadsequence; // incremented each level change
3104 memexpandablearray_t array;
3105 skinframe_t *hash[SKINFRAME_HASH];
3108 r_skinframe_t r_skinframe;
3110 void R_SkinFrame_PrepareForPurge(void)
3112 r_skinframe.loadsequence++;
3113 // wrap it without hitting zero
3114 if (r_skinframe.loadsequence >= 200)
3115 r_skinframe.loadsequence = 1;
3118 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3122 // mark the skinframe as used for the purging code
3123 skinframe->loadsequence = r_skinframe.loadsequence;
3126 void R_SkinFrame_Purge(void)
3130 for (i = 0;i < SKINFRAME_HASH;i++)
3132 for (s = r_skinframe.hash[i];s;s = s->next)
3134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3136 if (s->merged == s->base)
3138 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3139 R_PurgeTexture(s->stain );s->stain = NULL;
3140 R_PurgeTexture(s->merged);s->merged = NULL;
3141 R_PurgeTexture(s->base );s->base = NULL;
3142 R_PurgeTexture(s->pants );s->pants = NULL;
3143 R_PurgeTexture(s->shirt );s->shirt = NULL;
3144 R_PurgeTexture(s->nmap );s->nmap = NULL;
3145 R_PurgeTexture(s->gloss );s->gloss = NULL;
3146 R_PurgeTexture(s->glow );s->glow = NULL;
3147 R_PurgeTexture(s->fog );s->fog = NULL;
3148 R_PurgeTexture(s->reflect);s->reflect = NULL;
3149 s->loadsequence = 0;
3155 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3157 char basename[MAX_QPATH];
3159 Image_StripImageExtension(name, basename, sizeof(basename));
3161 if( last == NULL ) {
3163 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3164 item = r_skinframe.hash[hashindex];
3169 // linearly search through the hash bucket
3170 for( ; item ; item = item->next ) {
3171 if( !strcmp( item->basename, basename ) ) {
3178 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3182 char basename[MAX_QPATH];
3184 Image_StripImageExtension(name, basename, sizeof(basename));
3186 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3187 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3188 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3192 rtexture_t *dyntexture;
3193 // check whether its a dynamic texture
3194 dyntexture = CL_GetDynTexture( basename );
3195 if (!add && !dyntexture)
3197 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3198 memset(item, 0, sizeof(*item));
3199 strlcpy(item->basename, basename, sizeof(item->basename));
3200 item->base = dyntexture; // either NULL or dyntexture handle
3201 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3202 item->comparewidth = comparewidth;
3203 item->compareheight = compareheight;
3204 item->comparecrc = comparecrc;
3205 item->next = r_skinframe.hash[hashindex];
3206 r_skinframe.hash[hashindex] = item;
3208 else if (textureflags & TEXF_FORCE_RELOAD)
3210 rtexture_t *dyntexture;
3211 // check whether its a dynamic texture
3212 dyntexture = CL_GetDynTexture( basename );
3213 if (!add && !dyntexture)
3215 if (item->merged == item->base)
3216 item->merged = NULL;
3217 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3218 R_PurgeTexture(item->stain );item->stain = NULL;
3219 R_PurgeTexture(item->merged);item->merged = NULL;
3220 R_PurgeTexture(item->base );item->base = NULL;
3221 R_PurgeTexture(item->pants );item->pants = NULL;
3222 R_PurgeTexture(item->shirt );item->shirt = NULL;
3223 R_PurgeTexture(item->nmap );item->nmap = NULL;
3224 R_PurgeTexture(item->gloss );item->gloss = NULL;
3225 R_PurgeTexture(item->glow );item->glow = NULL;
3226 R_PurgeTexture(item->fog );item->fog = NULL;
3227 R_PurgeTexture(item->reflect);item->reflect = NULL;
3228 item->loadsequence = 0;
3230 else if( item->base == NULL )
3232 rtexture_t *dyntexture;
3233 // check whether its a dynamic texture
3234 // 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]
3235 dyntexture = CL_GetDynTexture( basename );
3236 item->base = dyntexture; // either NULL or dyntexture handle
3239 R_SkinFrame_MarkUsed(item);
3243 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3245 unsigned long long avgcolor[5], wsum; \
3253 for(pix = 0; pix < cnt; ++pix) \
3256 for(comp = 0; comp < 3; ++comp) \
3258 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3263 for(comp = 0; comp < 3; ++comp) \
3264 avgcolor[comp] += getpixel * w; \
3267 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3268 avgcolor[4] += getpixel; \
3270 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3272 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3273 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3274 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3275 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3278 extern cvar_t gl_picmip;
3279 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3282 unsigned char *pixels;
3283 unsigned char *bumppixels;
3284 unsigned char *basepixels = NULL;
3285 int basepixels_width = 0;
3286 int basepixels_height = 0;
3287 skinframe_t *skinframe;
3288 rtexture_t *ddsbase = NULL;
3289 qboolean ddshasalpha = false;
3290 float ddsavgcolor[4];
3291 char basename[MAX_QPATH];
3292 int miplevel = R_PicmipForFlags(textureflags);
3293 int savemiplevel = miplevel;
3297 if (cls.state == ca_dedicated)
3300 // return an existing skinframe if already loaded
3301 // if loading of the first image fails, don't make a new skinframe as it
3302 // would cause all future lookups of this to be missing
3303 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3304 if (skinframe && skinframe->base)
3307 Image_StripImageExtension(name, basename, sizeof(basename));
3309 // check for DDS texture file first
3310 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3312 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3313 if (basepixels == NULL)
3317 // FIXME handle miplevel
3319 if (developer_loading.integer)
3320 Con_Printf("loading skin \"%s\"\n", name);
3322 // we've got some pixels to store, so really allocate this new texture now
3324 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3325 textureflags &= ~TEXF_FORCE_RELOAD;
3326 skinframe->stain = NULL;
3327 skinframe->merged = NULL;
3328 skinframe->base = NULL;
3329 skinframe->pants = NULL;
3330 skinframe->shirt = NULL;
3331 skinframe->nmap = NULL;
3332 skinframe->gloss = NULL;
3333 skinframe->glow = NULL;
3334 skinframe->fog = NULL;
3335 skinframe->reflect = NULL;
3336 skinframe->hasalpha = false;
3340 skinframe->base = ddsbase;
3341 skinframe->hasalpha = ddshasalpha;
3342 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3343 if (r_loadfog && skinframe->hasalpha)
3344 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3345 //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]);
3349 basepixels_width = image_width;
3350 basepixels_height = image_height;
3351 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3352 if (textureflags & TEXF_ALPHA)
3354 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3356 if (basepixels[j] < 255)
3358 skinframe->hasalpha = true;
3362 if (r_loadfog && skinframe->hasalpha)
3364 // has transparent pixels
3365 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3366 for (j = 0;j < image_width * image_height * 4;j += 4)
3371 pixels[j+3] = basepixels[j+3];
3373 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3377 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3379 //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]);
3380 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3381 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3382 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3383 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3389 mymiplevel = savemiplevel;
3390 if (r_loadnormalmap)
3391 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3392 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3395 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3400 // _norm is the name used by tenebrae and has been adopted as standard
3401 if (r_loadnormalmap && skinframe->nmap == NULL)
3403 mymiplevel = savemiplevel;
3404 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3406 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3410 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3412 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3413 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3414 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3416 Mem_Free(bumppixels);
3418 else if (r_shadow_bumpscale_basetexture.value > 0)
3420 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3421 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3427 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3431 // _luma is supported only for tenebrae compatibility
3432 // _glow is the preferred name
3433 mymiplevel = savemiplevel;
3434 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3436 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3439 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3441 Mem_Free(pixels);pixels = NULL;
3444 mymiplevel = savemiplevel;
3445 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3447 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3449 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3450 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 mymiplevel = savemiplevel;
3457 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3459 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3461 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3462 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3468 mymiplevel = savemiplevel;
3469 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3471 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3474 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3480 mymiplevel = savemiplevel;
3481 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3483 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3485 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3486 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3493 Mem_Free(basepixels);
3498 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3499 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3502 unsigned char *temp1, *temp2;
3503 skinframe_t *skinframe;
3506 if (cls.state == ca_dedicated)
3509 // if already loaded just return it, otherwise make a new skinframe
3510 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3511 if (skinframe && skinframe->base)
3513 textureflags &= ~TEXF_FORCE_RELOAD;
3515 skinframe->stain = NULL;
3516 skinframe->merged = NULL;
3517 skinframe->base = NULL;
3518 skinframe->pants = NULL;
3519 skinframe->shirt = NULL;
3520 skinframe->nmap = NULL;
3521 skinframe->gloss = NULL;
3522 skinframe->glow = NULL;
3523 skinframe->fog = NULL;
3524 skinframe->reflect = NULL;
3525 skinframe->hasalpha = false;
3527 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3531 if (developer_loading.integer)
3532 Con_Printf("loading 32bit skin \"%s\"\n", name);
3534 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3536 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3537 temp2 = temp1 + width * height * 4;
3538 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3539 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3542 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3543 if (textureflags & TEXF_ALPHA)
3545 for (i = 3;i < width * height * 4;i += 4)
3547 if (skindata[i] < 255)
3549 skinframe->hasalpha = true;
3553 if (r_loadfog && skinframe->hasalpha)
3555 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3556 memcpy(fogpixels, skindata, width * height * 4);
3557 for (i = 0;i < width * height * 4;i += 4)
3558 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3559 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3560 Mem_Free(fogpixels);
3564 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3565 //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]);
3570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3574 skinframe_t *skinframe;
3576 if (cls.state == ca_dedicated)
3579 // if already loaded just return it, otherwise make a new skinframe
3580 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3581 if (skinframe && skinframe->base)
3583 textureflags &= ~TEXF_FORCE_RELOAD;
3585 skinframe->stain = NULL;
3586 skinframe->merged = NULL;
3587 skinframe->base = NULL;
3588 skinframe->pants = NULL;
3589 skinframe->shirt = NULL;
3590 skinframe->nmap = NULL;
3591 skinframe->gloss = NULL;
3592 skinframe->glow = NULL;
3593 skinframe->fog = NULL;
3594 skinframe->reflect = NULL;
3595 skinframe->hasalpha = false;
3597 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3601 if (developer_loading.integer)
3602 Con_Printf("loading quake skin \"%s\"\n", name);
3604 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3605 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3606 memcpy(skinframe->qpixels, skindata, width*height);
3607 skinframe->qwidth = width;
3608 skinframe->qheight = height;
3611 for (i = 0;i < width * height;i++)
3612 featuresmask |= palette_featureflags[skindata[i]];
3614 skinframe->hasalpha = false;
3615 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3616 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3617 skinframe->qgeneratemerged = true;
3618 skinframe->qgeneratebase = skinframe->qhascolormapping;
3619 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3621 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3622 //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]);
3627 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3631 unsigned char *skindata;
3634 if (!skinframe->qpixels)
3637 if (!skinframe->qhascolormapping)
3638 colormapped = false;
3642 if (!skinframe->qgeneratebase)
3647 if (!skinframe->qgeneratemerged)
3651 width = skinframe->qwidth;
3652 height = skinframe->qheight;
3653 skindata = skinframe->qpixels;
3655 if (skinframe->qgeneratenmap)
3657 unsigned char *temp1, *temp2;
3658 skinframe->qgeneratenmap = false;
3659 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3660 temp2 = temp1 + width * height * 4;
3661 // use either a custom palette or the quake palette
3662 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3663 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3664 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3668 if (skinframe->qgenerateglow)
3670 skinframe->qgenerateglow = false;
3671 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3676 skinframe->qgeneratebase = false;
3677 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3678 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3679 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3683 skinframe->qgeneratemerged = false;
3684 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3687 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3689 Mem_Free(skinframe->qpixels);
3690 skinframe->qpixels = NULL;
3694 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3697 skinframe_t *skinframe;
3700 if (cls.state == ca_dedicated)
3703 // if already loaded just return it, otherwise make a new skinframe
3704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3705 if (skinframe && skinframe->base)
3707 textureflags &= ~TEXF_FORCE_RELOAD;
3709 skinframe->stain = NULL;
3710 skinframe->merged = NULL;
3711 skinframe->base = NULL;
3712 skinframe->pants = NULL;
3713 skinframe->shirt = NULL;
3714 skinframe->nmap = NULL;
3715 skinframe->gloss = NULL;
3716 skinframe->glow = NULL;
3717 skinframe->fog = NULL;
3718 skinframe->reflect = NULL;
3719 skinframe->hasalpha = false;
3721 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3725 if (developer_loading.integer)
3726 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3728 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3729 if (textureflags & TEXF_ALPHA)
3731 for (i = 0;i < width * height;i++)
3733 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3735 skinframe->hasalpha = true;
3739 if (r_loadfog && skinframe->hasalpha)
3740 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3744 //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]);
3749 skinframe_t *R_SkinFrame_LoadMissing(void)
3751 skinframe_t *skinframe;
3753 if (cls.state == ca_dedicated)
3756 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3757 skinframe->stain = NULL;
3758 skinframe->merged = NULL;
3759 skinframe->base = NULL;
3760 skinframe->pants = NULL;
3761 skinframe->shirt = NULL;
3762 skinframe->nmap = NULL;
3763 skinframe->gloss = NULL;
3764 skinframe->glow = NULL;
3765 skinframe->fog = NULL;
3766 skinframe->reflect = NULL;
3767 skinframe->hasalpha = false;
3769 skinframe->avgcolor[0] = rand() / RAND_MAX;
3770 skinframe->avgcolor[1] = rand() / RAND_MAX;
3771 skinframe->avgcolor[2] = rand() / RAND_MAX;
3772 skinframe->avgcolor[3] = 1;
3777 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3778 typedef struct suffixinfo_s
3781 qboolean flipx, flipy, flipdiagonal;
3784 static suffixinfo_t suffix[3][6] =
3787 {"px", false, false, false},
3788 {"nx", false, false, false},
3789 {"py", false, false, false},
3790 {"ny", false, false, false},
3791 {"pz", false, false, false},
3792 {"nz", false, false, false}
3795 {"posx", false, false, false},
3796 {"negx", false, false, false},
3797 {"posy", false, false, false},
3798 {"negy", false, false, false},
3799 {"posz", false, false, false},
3800 {"negz", false, false, false}
3803 {"rt", true, false, true},
3804 {"lf", false, true, true},
3805 {"ft", true, true, false},
3806 {"bk", false, false, false},
3807 {"up", true, false, true},
3808 {"dn", true, false, true}
3812 static int componentorder[4] = {0, 1, 2, 3};
3814 static rtexture_t *R_LoadCubemap(const char *basename)
3816 int i, j, cubemapsize;
3817 unsigned char *cubemappixels, *image_buffer;
3818 rtexture_t *cubemaptexture;
3820 // must start 0 so the first loadimagepixels has no requested width/height
3822 cubemappixels = NULL;
3823 cubemaptexture = NULL;
3824 // keep trying different suffix groups (posx, px, rt) until one loads
3825 for (j = 0;j < 3 && !cubemappixels;j++)
3827 // load the 6 images in the suffix group
3828 for (i = 0;i < 6;i++)
3830 // generate an image name based on the base and and suffix
3831 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3833 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3835 // an image loaded, make sure width and height are equal
3836 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3838 // if this is the first image to load successfully, allocate the cubemap memory
3839 if (!cubemappixels && image_width >= 1)
3841 cubemapsize = image_width;
3842 // note this clears to black, so unavailable sides are black
3843 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3845 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3847 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3850 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3852 Mem_Free(image_buffer);
3856 // if a cubemap loaded, upload it
3859 if (developer_loading.integer)
3860 Con_Printf("loading cubemap \"%s\"\n", basename);
3862 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3863 Mem_Free(cubemappixels);
3867 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3868 if (developer_loading.integer)
3870 Con_Printf("(tried tried images ");
3871 for (j = 0;j < 3;j++)
3872 for (i = 0;i < 6;i++)
3873 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3874 Con_Print(" and was unable to find any of them).\n");
3877 return cubemaptexture;
3880 rtexture_t *R_GetCubemap(const char *basename)
3883 for (i = 0;i < r_texture_numcubemaps;i++)
3884 if (r_texture_cubemaps[i] != NULL)
3885 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3886 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3887 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3888 return r_texture_whitecube;
3889 r_texture_numcubemaps++;
3890 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3891 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3892 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3893 return r_texture_cubemaps[i]->texture;
3896 static void R_Main_FreeViewCache(void)
3898 if (r_refdef.viewcache.entityvisible)
3899 Mem_Free(r_refdef.viewcache.entityvisible);
3900 if (r_refdef.viewcache.world_pvsbits)
3901 Mem_Free(r_refdef.viewcache.world_pvsbits);
3902 if (r_refdef.viewcache.world_leafvisible)
3903 Mem_Free(r_refdef.viewcache.world_leafvisible);
3904 if (r_refdef.viewcache.world_surfacevisible)
3905 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3906 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3909 static void R_Main_ResizeViewCache(void)
3911 int numentities = r_refdef.scene.numentities;
3912 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3913 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3914 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3915 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3916 if (r_refdef.viewcache.maxentities < numentities)
3918 r_refdef.viewcache.maxentities = numentities;
3919 if (r_refdef.viewcache.entityvisible)
3920 Mem_Free(r_refdef.viewcache.entityvisible);
3921 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3923 if (r_refdef.viewcache.world_numclusters != numclusters)
3925 r_refdef.viewcache.world_numclusters = numclusters;
3926 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3927 if (r_refdef.viewcache.world_pvsbits)
3928 Mem_Free(r_refdef.viewcache.world_pvsbits);
3929 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3931 if (r_refdef.viewcache.world_numleafs != numleafs)
3933 r_refdef.viewcache.world_numleafs = numleafs;
3934 if (r_refdef.viewcache.world_leafvisible)
3935 Mem_Free(r_refdef.viewcache.world_leafvisible);
3936 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3938 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3940 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3941 if (r_refdef.viewcache.world_surfacevisible)
3942 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3943 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3947 extern rtexture_t *loadingscreentexture;
3948 static void gl_main_start(void)
3950 loadingscreentexture = NULL;
3951 r_texture_blanknormalmap = NULL;
3952 r_texture_white = NULL;
3953 r_texture_grey128 = NULL;
3954 r_texture_black = NULL;
3955 r_texture_whitecube = NULL;
3956 r_texture_normalizationcube = NULL;
3957 r_texture_fogattenuation = NULL;
3958 r_texture_fogheighttexture = NULL;
3959 r_texture_gammaramps = NULL;
3960 r_texture_numcubemaps = 0;
3962 r_loaddds = r_texture_dds_load.integer != 0;
3963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3965 switch(vid.renderpath)
3967 case RENDERPATH_GL20:
3968 case RENDERPATH_D3D9:
3969 case RENDERPATH_D3D10:
3970 case RENDERPATH_D3D11:
3971 case RENDERPATH_SOFT:
3972 case RENDERPATH_GLES2:
3973 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3974 Cvar_SetValueQuick(&gl_combine, 1);
3975 Cvar_SetValueQuick(&r_glsl, 1);
3976 r_loadnormalmap = true;
3980 case RENDERPATH_GL13:
3981 case RENDERPATH_GLES1:
3982 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3983 Cvar_SetValueQuick(&gl_combine, 1);
3984 Cvar_SetValueQuick(&r_glsl, 0);
3985 r_loadnormalmap = false;
3986 r_loadgloss = false;
3989 case RENDERPATH_GL11:
3990 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3991 Cvar_SetValueQuick(&gl_combine, 0);
3992 Cvar_SetValueQuick(&r_glsl, 0);
3993 r_loadnormalmap = false;
3994 r_loadgloss = false;
4000 R_FrameData_Reset();
4004 memset(r_queries, 0, sizeof(r_queries));
4006 r_qwskincache = NULL;
4007 r_qwskincache_size = 0;
4009 // due to caching of texture_t references, the collision cache must be reset
4010 Collision_Cache_Reset(true);
4012 // set up r_skinframe loading system for textures
4013 memset(&r_skinframe, 0, sizeof(r_skinframe));
4014 r_skinframe.loadsequence = 1;
4015 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4017 r_main_texturepool = R_AllocTexturePool();
4018 R_BuildBlankTextures();
4020 if (vid.support.arb_texture_cube_map)
4023 R_BuildNormalizationCube();
4025 r_texture_fogattenuation = NULL;
4026 r_texture_fogheighttexture = NULL;
4027 r_texture_gammaramps = NULL;
4028 //r_texture_fogintensity = NULL;
4029 memset(&r_fb, 0, sizeof(r_fb));
4030 r_glsl_permutation = NULL;
4031 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4032 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4033 glslshaderstring = NULL;
4035 r_hlsl_permutation = NULL;
4036 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4037 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4039 hlslshaderstring = NULL;
4040 memset(&r_svbsp, 0, sizeof (r_svbsp));
4042 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4043 r_texture_numcubemaps = 0;
4045 r_refdef.fogmasktable_density = 0;
4048 static void gl_main_shutdown(void)
4051 R_FrameData_Reset();
4053 R_Main_FreeViewCache();
4055 switch(vid.renderpath)
4057 case RENDERPATH_GL11:
4058 case RENDERPATH_GL13:
4059 case RENDERPATH_GL20:
4060 case RENDERPATH_GLES1:
4061 case RENDERPATH_GLES2:
4062 #ifdef GL_SAMPLES_PASSED_ARB
4064 qglDeleteQueriesARB(r_maxqueries, r_queries);
4067 case RENDERPATH_D3D9:
4068 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4070 case RENDERPATH_D3D10:
4071 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4073 case RENDERPATH_D3D11:
4074 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4076 case RENDERPATH_SOFT:
4082 memset(r_queries, 0, sizeof(r_queries));
4084 r_qwskincache = NULL;
4085 r_qwskincache_size = 0;
4087 // clear out the r_skinframe state
4088 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4089 memset(&r_skinframe, 0, sizeof(r_skinframe));
4092 Mem_Free(r_svbsp.nodes);
4093 memset(&r_svbsp, 0, sizeof (r_svbsp));
4094 R_FreeTexturePool(&r_main_texturepool);
4095 loadingscreentexture = NULL;
4096 r_texture_blanknormalmap = NULL;
4097 r_texture_white = NULL;
4098 r_texture_grey128 = NULL;
4099 r_texture_black = NULL;
4100 r_texture_whitecube = NULL;
4101 r_texture_normalizationcube = NULL;
4102 r_texture_fogattenuation = NULL;
4103 r_texture_fogheighttexture = NULL;
4104 r_texture_gammaramps = NULL;
4105 r_texture_numcubemaps = 0;
4106 //r_texture_fogintensity = NULL;
4107 memset(&r_fb, 0, sizeof(r_fb));
4110 r_glsl_permutation = NULL;
4111 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4112 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4113 glslshaderstring = NULL;
4115 r_hlsl_permutation = NULL;
4116 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4117 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4119 hlslshaderstring = NULL;
4122 static void gl_main_newmap(void)
4124 // FIXME: move this code to client
4125 char *entities, entname[MAX_QPATH];
4127 Mem_Free(r_qwskincache);
4128 r_qwskincache = NULL;
4129 r_qwskincache_size = 0;
4132 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4133 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4135 CL_ParseEntityLump(entities);
4139 if (cl.worldmodel->brush.entities)
4140 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4142 R_Main_FreeViewCache();
4144 R_FrameData_Reset();
4147 void GL_Main_Init(void)
4149 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4151 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4152 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4153 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4154 if (gamemode == GAME_NEHAHRA)
4156 Cvar_RegisterVariable (&gl_fogenable);
4157 Cvar_RegisterVariable (&gl_fogdensity);
4158 Cvar_RegisterVariable (&gl_fogred);
4159 Cvar_RegisterVariable (&gl_foggreen);
4160 Cvar_RegisterVariable (&gl_fogblue);
4161 Cvar_RegisterVariable (&gl_fogstart);
4162 Cvar_RegisterVariable (&gl_fogend);
4163 Cvar_RegisterVariable (&gl_skyclip);
4165 Cvar_RegisterVariable(&r_motionblur);
4166 Cvar_RegisterVariable(&r_damageblur);
4167 Cvar_RegisterVariable(&r_motionblur_averaging);
4168 Cvar_RegisterVariable(&r_motionblur_randomize);
4169 Cvar_RegisterVariable(&r_motionblur_minblur);
4170 Cvar_RegisterVariable(&r_motionblur_maxblur);
4171 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4172 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4173 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4174 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4175 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4176 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4177 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4178 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4179 Cvar_RegisterVariable(&r_equalize_entities_by);
4180 Cvar_RegisterVariable(&r_equalize_entities_to);
4181 Cvar_RegisterVariable(&r_depthfirst);
4182 Cvar_RegisterVariable(&r_useinfinitefarclip);
4183 Cvar_RegisterVariable(&r_farclip_base);
4184 Cvar_RegisterVariable(&r_farclip_world);
4185 Cvar_RegisterVariable(&r_nearclip);
4186 Cvar_RegisterVariable(&r_deformvertexes);
4187 Cvar_RegisterVariable(&r_transparent);
4188 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4189 Cvar_RegisterVariable(&r_showoverdraw);
4190 Cvar_RegisterVariable(&r_showbboxes);
4191 Cvar_RegisterVariable(&r_showsurfaces);
4192 Cvar_RegisterVariable(&r_showtris);
4193 Cvar_RegisterVariable(&r_shownormals);
4194 Cvar_RegisterVariable(&r_showlighting);
4195 Cvar_RegisterVariable(&r_showshadowvolumes);
4196 Cvar_RegisterVariable(&r_showcollisionbrushes);
4197 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4198 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4199 Cvar_RegisterVariable(&r_showdisabledepthtest);
4200 Cvar_RegisterVariable(&r_drawportals);
4201 Cvar_RegisterVariable(&r_drawentities);
4202 Cvar_RegisterVariable(&r_draw2d);
4203 Cvar_RegisterVariable(&r_drawworld);
4204 Cvar_RegisterVariable(&r_cullentities_trace);
4205 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4206 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4207 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4208 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4209 Cvar_RegisterVariable(&r_sortentities);
4210 Cvar_RegisterVariable(&r_drawviewmodel);
4211 Cvar_RegisterVariable(&r_drawexteriormodel);
4212 Cvar_RegisterVariable(&r_speeds);
4213 Cvar_RegisterVariable(&r_fullbrights);
4214 Cvar_RegisterVariable(&r_wateralpha);
4215 Cvar_RegisterVariable(&r_dynamic);
4216 Cvar_RegisterVariable(&r_fakelight);
4217 Cvar_RegisterVariable(&r_fakelight_intensity);
4218 Cvar_RegisterVariable(&r_fullbright);
4219 Cvar_RegisterVariable(&r_shadows);
4220 Cvar_RegisterVariable(&r_shadows_darken);
4221 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4222 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4223 Cvar_RegisterVariable(&r_shadows_throwdistance);
4224 Cvar_RegisterVariable(&r_shadows_throwdirection);
4225 Cvar_RegisterVariable(&r_shadows_focus);
4226 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4227 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4228 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4229 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4230 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4231 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4232 Cvar_RegisterVariable(&r_fog_exp2);
4233 Cvar_RegisterVariable(&r_fog_clear);
4234 Cvar_RegisterVariable(&r_drawfog);
4235 Cvar_RegisterVariable(&r_transparentdepthmasking);
4236 Cvar_RegisterVariable(&r_transparent_sortmindist);
4237 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4238 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4239 Cvar_RegisterVariable(&r_texture_dds_load);
4240 Cvar_RegisterVariable(&r_texture_dds_save);
4241 Cvar_RegisterVariable(&r_textureunits);
4242 Cvar_RegisterVariable(&gl_combine);
4243 Cvar_RegisterVariable(&r_usedepthtextures);
4244 Cvar_RegisterVariable(&r_viewfbo);
4245 Cvar_RegisterVariable(&r_viewscale);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4247 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4248 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4249 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4252 Cvar_RegisterVariable(&r_glsl);
4253 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4257 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4262 Cvar_RegisterVariable(&r_glsl_postprocess);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4272 Cvar_RegisterVariable(&r_water);
4273 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4274 Cvar_RegisterVariable(&r_water_clippingplanebias);
4275 Cvar_RegisterVariable(&r_water_refractdistort);
4276 Cvar_RegisterVariable(&r_water_reflectdistort);
4277 Cvar_RegisterVariable(&r_water_scissormode);
4278 Cvar_RegisterVariable(&r_water_lowquality);
4279 Cvar_RegisterVariable(&r_water_hideplayer);
4280 Cvar_RegisterVariable(&r_water_fbo);
4282 Cvar_RegisterVariable(&r_lerpsprites);
4283 Cvar_RegisterVariable(&r_lerpmodels);
4284 Cvar_RegisterVariable(&r_lerplightstyles);
4285 Cvar_RegisterVariable(&r_waterscroll);
4286 Cvar_RegisterVariable(&r_bloom);
4287 Cvar_RegisterVariable(&r_bloom_colorscale);
4288 Cvar_RegisterVariable(&r_bloom_brighten);
4289 Cvar_RegisterVariable(&r_bloom_blur);
4290 Cvar_RegisterVariable(&r_bloom_resolution);
4291 Cvar_RegisterVariable(&r_bloom_colorexponent);
4292 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4293 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4294 Cvar_RegisterVariable(&r_hdr_glowintensity);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4303 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4304 Cvar_RegisterVariable(&developer_texturelogging);
4305 Cvar_RegisterVariable(&gl_lightmaps);
4306 Cvar_RegisterVariable(&r_test);
4307 Cvar_RegisterVariable(&r_glsl_saturation);
4308 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4309 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4310 Cvar_RegisterVariable(&r_framedatasize);
4311 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4312 Cvar_SetValue("r_fullbrights", 0);
4313 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4316 void Render_Init(void)
4329 R_LightningBeams_Init();
4339 extern char *ENGINE_EXTENSIONS;
4342 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4343 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4344 gl_version = (const char *)qglGetString(GL_VERSION);
4345 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4349 if (!gl_platformextensions)
4350 gl_platformextensions = "";
4352 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4353 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4354 Con_Printf("GL_VERSION: %s\n", gl_version);
4355 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4356 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4358 VID_CheckExtensions();
4360 // LordHavoc: report supported extensions
4361 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4363 // clear to black (loading plaque will be seen over this)
4364 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4368 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4372 if (r_trippy.integer)
4374 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4376 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4379 p = r_refdef.view.frustum + i;
4384 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4388 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4404 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4412 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4420 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4424 if (r_trippy.integer)
4426 for (i = 0;i < numplanes;i++)
4433 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4437 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4469 //==================================================================================
4471 // LordHavoc: this stores temporary data used within the same frame
4473 typedef struct r_framedata_mem_s
4475 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4476 size_t size; // how much usable space
4477 size_t current; // how much space in use
4478 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4479 size_t wantedsize; // how much space was allocated
4480 unsigned char *data; // start of real data (16byte aligned)
4484 static r_framedata_mem_t *r_framedata_mem;
4486 void R_FrameData_Reset(void)
4488 while (r_framedata_mem)
4490 r_framedata_mem_t *next = r_framedata_mem->purge;
4491 Mem_Free(r_framedata_mem);
4492 r_framedata_mem = next;
4496 static void R_FrameData_Resize(void)
4499 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4500 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4501 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4503 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4504 newmem->wantedsize = wantedsize;
4505 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4506 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4507 newmem->current = 0;
4509 newmem->purge = r_framedata_mem;
4510 r_framedata_mem = newmem;
4514 void R_FrameData_NewFrame(void)
4516 R_FrameData_Resize();
4517 if (!r_framedata_mem)
4519 // if we ran out of space on the last frame, free the old memory now
4520 while (r_framedata_mem->purge)
4522 // repeatedly remove the second item in the list, leaving only head
4523 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4524 Mem_Free(r_framedata_mem->purge);
4525 r_framedata_mem->purge = next;
4527 // reset the current mem pointer
4528 r_framedata_mem->current = 0;
4529 r_framedata_mem->mark = 0;
4532 void *R_FrameData_Alloc(size_t size)
4536 // align to 16 byte boundary - the data pointer is already aligned, so we
4537 // only need to ensure the size of every allocation is also aligned
4538 size = (size + 15) & ~15;
4540 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4542 // emergency - we ran out of space, allocate more memory
4543 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4544 R_FrameData_Resize();
4547 data = r_framedata_mem->data + r_framedata_mem->current;
4548 r_framedata_mem->current += size;
4550 // count the usage for stats
4551 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4552 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4554 return (void *)data;
4557 void *R_FrameData_Store(size_t size, void *data)
4559 void *d = R_FrameData_Alloc(size);
4561 memcpy(d, data, size);
4565 void R_FrameData_SetMark(void)
4567 if (!r_framedata_mem)
4569 r_framedata_mem->mark = r_framedata_mem->current;
4572 void R_FrameData_ReturnToMark(void)
4574 if (!r_framedata_mem)
4576 r_framedata_mem->current = r_framedata_mem->mark;
4579 //==================================================================================
4581 // LordHavoc: animcache originally written by Echon, rewritten since then
4584 * Animation cache prevents re-generating mesh data for an animated model
4585 * multiple times in one frame for lighting, shadowing, reflections, etc.
4588 void R_AnimCache_Free(void)
4592 void R_AnimCache_ClearCache(void)
4595 entity_render_t *ent;
4597 for (i = 0;i < r_refdef.scene.numentities;i++)
4599 ent = r_refdef.scene.entities[i];
4600 ent->animcache_vertex3f = NULL;
4601 ent->animcache_normal3f = NULL;
4602 ent->animcache_svector3f = NULL;
4603 ent->animcache_tvector3f = NULL;
4604 ent->animcache_vertexmesh = NULL;
4605 ent->animcache_vertex3fbuffer = NULL;
4606 ent->animcache_vertexmeshbuffer = NULL;
4610 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4614 // check if we need the meshbuffers
4615 if (!vid.useinterleavedarrays)
4618 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4619 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4620 // TODO: upload vertex3f buffer?
4621 if (ent->animcache_vertexmesh)
4623 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4626 if (ent->animcache_svector3f)
4627 for (i = 0;i < numvertices;i++)
4628 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4629 if (ent->animcache_tvector3f)
4630 for (i = 0;i < numvertices;i++)
4631 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4632 if (ent->animcache_normal3f)
4633 for (i = 0;i < numvertices;i++)
4634 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4635 // TODO: upload vertexmeshbuffer?
4639 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4641 dp_model_t *model = ent->model;
4643 // see if it's already cached this frame
4644 if (ent->animcache_vertex3f)
4646 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4647 if (wantnormals || wanttangents)
4649 if (ent->animcache_normal3f)
4650 wantnormals = false;
4651 if (ent->animcache_svector3f)
4652 wanttangents = false;
4653 if (wantnormals || wanttangents)
4655 numvertices = model->surfmesh.num_vertices;
4657 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4660 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4661 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4663 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4664 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4670 // see if this ent is worth caching
4671 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4673 // get some memory for this entity and generate mesh data
4674 numvertices = model->surfmesh.num_vertices;
4675 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4680 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4681 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4683 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4684 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4689 void R_AnimCache_CacheVisibleEntities(void)
4692 qboolean wantnormals = true;
4693 qboolean wanttangents = !r_showsurfaces.integer;
4695 switch(vid.renderpath)
4697 case RENDERPATH_GL20:
4698 case RENDERPATH_D3D9:
4699 case RENDERPATH_D3D10:
4700 case RENDERPATH_D3D11:
4701 case RENDERPATH_GLES2:
4703 case RENDERPATH_GL11:
4704 case RENDERPATH_GL13:
4705 case RENDERPATH_GLES1:
4706 wanttangents = false;
4708 case RENDERPATH_SOFT:
4712 if (r_shownormals.integer)
4713 wanttangents = wantnormals = true;
4715 // TODO: thread this
4716 // NOTE: R_PrepareRTLights() also caches entities
4718 for (i = 0;i < r_refdef.scene.numentities;i++)
4719 if (r_refdef.viewcache.entityvisible[i])
4720 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4723 //==================================================================================
4725 extern cvar_t r_overheadsprites_pushback;
4727 static void R_View_UpdateEntityLighting (void)
4730 entity_render_t *ent;
4731 vec3_t tempdiffusenormal, avg;
4732 vec_t f, fa, fd, fdd;
4733 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4735 for (i = 0;i < r_refdef.scene.numentities;i++)
4737 ent = r_refdef.scene.entities[i];
4739 // skip unseen models and models that updated by CSQC
4740 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4744 if (ent->model && ent->model->brush.num_leafs)
4746 // TODO: use modellight for r_ambient settings on world?
4747 VectorSet(ent->modellight_ambient, 0, 0, 0);
4748 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4749 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4753 // fetch the lighting from the worldmodel data
4754 VectorClear(ent->modellight_ambient);
4755 VectorClear(ent->modellight_diffuse);
4756 VectorClear(tempdiffusenormal);
4757 if (ent->flags & RENDER_LIGHT)
4760 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4762 // complete lightning for lit sprites
4763 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4764 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4766 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4767 org[2] = org[2] + r_overheadsprites_pushback.value;
4768 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4771 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4773 if(ent->flags & RENDER_EQUALIZE)
4775 // first fix up ambient lighting...
4776 if(r_equalize_entities_minambient.value > 0)
4778 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4781 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4782 if(fa < r_equalize_entities_minambient.value * fd)
4785 // fa'/fd' = minambient
4786 // fa'+0.25*fd' = fa+0.25*fd
4788 // fa' = fd' * minambient
4789 // fd'*(0.25+minambient) = fa+0.25*fd
4791 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4792 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4794 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4795 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4796 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4797 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4802 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4804 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4805 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4809 // adjust brightness and saturation to target
4810 avg[0] = avg[1] = avg[2] = fa / f;
4811 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4812 avg[0] = avg[1] = avg[2] = fd / f;
4813 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4819 VectorSet(ent->modellight_ambient, 1, 1, 1);
4821 // move the light direction into modelspace coordinates for lighting code
4822 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4823 if(VectorLength2(ent->modellight_lightdir) == 0)
4824 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4825 VectorNormalize(ent->modellight_lightdir);
4829 #define MAX_LINEOFSIGHTTRACES 64
4831 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4834 vec3_t boxmins, boxmaxs;
4837 dp_model_t *model = r_refdef.scene.worldmodel;
4839 if (!model || !model->brush.TraceLineOfSight)
4842 // expand the box a little
4843 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4844 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4845 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4846 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4847 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4848 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4850 // return true if eye is inside enlarged box
4851 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4855 VectorCopy(eye, start);
4856 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4857 if (model->brush.TraceLineOfSight(model, start, end))
4860 // try various random positions
4861 for (i = 0;i < numsamples;i++)
4863 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4864 if (model->brush.TraceLineOfSight(model, start, end))
4872 static void R_View_UpdateEntityVisible (void)
4877 entity_render_t *ent;
4879 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4880 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4881 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4882 : RENDER_EXTERIORMODEL;
4883 if (!r_drawviewmodel.integer)
4884 renderimask |= RENDER_VIEWMODEL;
4885 if (!r_drawexteriormodel.integer)
4886 renderimask |= RENDER_EXTERIORMODEL;
4887 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4889 // worldmodel can check visibility
4890 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4891 for (i = 0;i < r_refdef.scene.numentities;i++)
4893 ent = r_refdef.scene.entities[i];
4894 if (!(ent->flags & renderimask))
4895 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4896 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4897 r_refdef.viewcache.entityvisible[i] = true;
4902 // no worldmodel or it can't check visibility
4903 for (i = 0;i < r_refdef.scene.numentities;i++)
4905 ent = r_refdef.scene.entities[i];
4906 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));
4909 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4910 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4912 for (i = 0;i < r_refdef.scene.numentities;i++)
4914 if (!r_refdef.viewcache.entityvisible[i])
4916 ent = r_refdef.scene.entities[i];
4917 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4919 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4921 continue; // temp entities do pvs only
4922 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4923 ent->last_trace_visibility = realtime;
4924 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4925 r_refdef.viewcache.entityvisible[i] = 0;
4931 /// only used if skyrendermasked, and normally returns false
4932 static int R_DrawBrushModelsSky (void)
4935 entity_render_t *ent;
4938 for (i = 0;i < r_refdef.scene.numentities;i++)
4940 if (!r_refdef.viewcache.entityvisible[i])
4942 ent = r_refdef.scene.entities[i];
4943 if (!ent->model || !ent->model->DrawSky)
4945 ent->model->DrawSky(ent);
4951 static void R_DrawNoModel(entity_render_t *ent);
4952 static void R_DrawModels(void)
4955 entity_render_t *ent;
4957 for (i = 0;i < r_refdef.scene.numentities;i++)
4959 if (!r_refdef.viewcache.entityvisible[i])
4961 ent = r_refdef.scene.entities[i];
4962 r_refdef.stats.entities++;
4964 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4967 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4968 Con_Printf("R_DrawModels\n");
4969 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4970 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4971 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4974 if (ent->model && ent->model->Draw != NULL)
4975 ent->model->Draw(ent);
4981 static void R_DrawModelsDepth(void)
4984 entity_render_t *ent;
4986 for (i = 0;i < r_refdef.scene.numentities;i++)
4988 if (!r_refdef.viewcache.entityvisible[i])
4990 ent = r_refdef.scene.entities[i];
4991 if (ent->model && ent->model->DrawDepth != NULL)
4992 ent->model->DrawDepth(ent);
4996 static void R_DrawModelsDebug(void)
4999 entity_render_t *ent;
5001 for (i = 0;i < r_refdef.scene.numentities;i++)
5003 if (!r_refdef.viewcache.entityvisible[i])
5005 ent = r_refdef.scene.entities[i];
5006 if (ent->model && ent->model->DrawDebug != NULL)
5007 ent->model->DrawDebug(ent);
5011 static void R_DrawModelsAddWaterPlanes(void)
5014 entity_render_t *ent;
5016 for (i = 0;i < r_refdef.scene.numentities;i++)
5018 if (!r_refdef.viewcache.entityvisible[i])
5020 ent = r_refdef.scene.entities[i];
5021 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5022 ent->model->DrawAddWaterPlanes(ent);
5026 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5028 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5030 if (r_hdr_irisadaptation.integer)
5035 vec3_t diffusenormal;
5037 vec_t brightness = 0.0f;
5042 VectorCopy(r_refdef.view.forward, forward);
5043 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5045 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5046 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5047 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5048 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5049 d = DotProduct(forward, diffusenormal);
5050 brightness += VectorLength(ambient);
5052 brightness += d * VectorLength(diffuse);
5054 brightness *= 1.0f / c;
5055 brightness += 0.00001f; // make sure it's never zero
5056 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5057 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5058 current = r_hdr_irisadaptation_value.value;
5060 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5061 else if (current > goal)
5062 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5063 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5064 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5066 else if (r_hdr_irisadaptation_value.value != 1.0f)
5067 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5070 static void R_View_SetFrustum(const int *scissor)
5073 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5074 vec3_t forward, left, up, origin, v;
5078 // flipped x coordinates (because x points left here)
5079 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5080 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5082 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5083 switch(vid.renderpath)
5085 case RENDERPATH_D3D9:
5086 case RENDERPATH_D3D10:
5087 case RENDERPATH_D3D11:
5088 // non-flipped y coordinates
5089 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5090 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5092 case RENDERPATH_SOFT:
5093 case RENDERPATH_GL11:
5094 case RENDERPATH_GL13:
5095 case RENDERPATH_GL20:
5096 case RENDERPATH_GLES1:
5097 case RENDERPATH_GLES2:
5098 // non-flipped y coordinates
5099 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5100 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5105 // we can't trust r_refdef.view.forward and friends in reflected scenes
5106 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5109 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5110 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5111 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5112 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5113 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5114 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5115 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5116 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5117 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5118 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5119 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5120 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5124 zNear = r_refdef.nearclip;
5125 nudge = 1.0 - 1.0 / (1<<23);
5126 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5127 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5128 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5129 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5130 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5131 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5132 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5133 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5139 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5140 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5141 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5142 r_refdef.view.frustum[0].dist = m[15] - m[12];
5144 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5145 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5146 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5147 r_refdef.view.frustum[1].dist = m[15] + m[12];
5149 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5150 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5151 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5152 r_refdef.view.frustum[2].dist = m[15] - m[13];
5154 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5155 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5156 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5157 r_refdef.view.frustum[3].dist = m[15] + m[13];
5159 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5160 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5161 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5162 r_refdef.view.frustum[4].dist = m[15] - m[14];
5164 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5165 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5166 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5167 r_refdef.view.frustum[5].dist = m[15] + m[14];
5170 if (r_refdef.view.useperspective)
5172 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5173 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5174 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5175 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5176 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5178 // then the normals from the corners relative to origin
5179 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5180 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5181 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5182 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5184 // in a NORMAL view, forward cross left == up
5185 // in a REFLECTED view, forward cross left == down
5186 // so our cross products above need to be adjusted for a left handed coordinate system
5187 CrossProduct(forward, left, v);
5188 if(DotProduct(v, up) < 0)
5190 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5191 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5192 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5193 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5196 // Leaving those out was a mistake, those were in the old code, and they
5197 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5198 // I couldn't reproduce it after adding those normalizations. --blub
5199 VectorNormalize(r_refdef.view.frustum[0].normal);
5200 VectorNormalize(r_refdef.view.frustum[1].normal);
5201 VectorNormalize(r_refdef.view.frustum[2].normal);
5202 VectorNormalize(r_refdef.view.frustum[3].normal);
5204 // make the corners absolute
5205 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5206 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5207 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5208 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5211 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5213 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5214 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5215 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5216 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5217 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5221 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5222 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5223 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5224 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5225 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5226 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5227 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5228 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5229 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5230 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5232 r_refdef.view.numfrustumplanes = 5;
5234 if (r_refdef.view.useclipplane)
5236 r_refdef.view.numfrustumplanes = 6;
5237 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5240 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5241 PlaneClassify(r_refdef.view.frustum + i);
5243 // LordHavoc: note to all quake engine coders, Quake had a special case
5244 // for 90 degrees which assumed a square view (wrong), so I removed it,
5245 // Quake2 has it disabled as well.
5247 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5248 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5249 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5250 //PlaneClassify(&frustum[0]);
5252 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5253 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5254 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5255 //PlaneClassify(&frustum[1]);
5257 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5258 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5259 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5260 //PlaneClassify(&frustum[2]);
5262 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5263 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5264 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5265 //PlaneClassify(&frustum[3]);
5268 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5270 //PlaneClassify(&frustum[4]);
5273 static void R_View_UpdateWithScissor(const int *myscissor)
5275 R_Main_ResizeViewCache();
5276 R_View_SetFrustum(myscissor);
5277 R_View_WorldVisibility(r_refdef.view.useclipplane);
5278 R_View_UpdateEntityVisible();
5279 R_View_UpdateEntityLighting();
5280 R_AnimCache_CacheVisibleEntities();
5283 static void R_View_Update(void)
5285 R_Main_ResizeViewCache();
5286 R_View_SetFrustum(NULL);
5287 R_View_WorldVisibility(r_refdef.view.useclipplane);
5288 R_View_UpdateEntityVisible();
5289 R_View_UpdateEntityLighting();
5290 R_AnimCache_CacheVisibleEntities();
5293 float viewscalefpsadjusted = 1.0f;
5295 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5297 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5298 scale = bound(0.03125f, scale, 1.0f);
5299 *outwidth = (int)ceil(width * scale);
5300 *outheight = (int)ceil(height * scale);
5303 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5305 const float *customclipplane = NULL;
5307 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5308 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5310 // LordHavoc: couldn't figure out how to make this approach the
5311 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5312 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5313 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5314 dist = r_refdef.view.clipplane.dist;
5315 plane[0] = r_refdef.view.clipplane.normal[0];
5316 plane[1] = r_refdef.view.clipplane.normal[1];
5317 plane[2] = r_refdef.view.clipplane.normal[2];
5319 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5322 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5323 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5325 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5326 if (!r_refdef.view.useperspective)
5327 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5328 else if (vid.stencil && r_useinfinitefarclip.integer)
5329 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5331 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5332 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5333 R_SetViewport(&r_refdef.view.viewport);
5334 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5336 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5337 float screenplane[4];
5338 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5339 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5340 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5341 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5342 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5346 void R_EntityMatrix(const matrix4x4_t *matrix)
5348 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5350 gl_modelmatrixchanged = false;
5351 gl_modelmatrix = *matrix;
5352 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5353 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5354 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5355 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5357 switch(vid.renderpath)
5359 case RENDERPATH_D3D9:
5361 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5362 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5365 case RENDERPATH_D3D10:
5366 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5368 case RENDERPATH_D3D11:
5369 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5371 case RENDERPATH_GL11:
5372 case RENDERPATH_GL13:
5373 case RENDERPATH_GLES1:
5374 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5376 case RENDERPATH_SOFT:
5377 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5378 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5380 case RENDERPATH_GL20:
5381 case RENDERPATH_GLES2:
5382 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5383 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5389 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5391 r_viewport_t viewport;
5394 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5395 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5396 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5397 R_SetViewport(&viewport);
5398 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5399 GL_Color(1, 1, 1, 1);
5400 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5401 GL_BlendFunc(GL_ONE, GL_ZERO);
5402 GL_ScissorTest(false);
5403 GL_DepthMask(false);
5404 GL_DepthRange(0, 1);
5405 GL_DepthTest(false);
5406 GL_DepthFunc(GL_LEQUAL);
5407 R_EntityMatrix(&identitymatrix);
5408 R_Mesh_ResetTextureState();
5409 GL_PolygonOffset(0, 0);
5410 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5411 switch(vid.renderpath)
5413 case RENDERPATH_GL11:
5414 case RENDERPATH_GL13:
5415 case RENDERPATH_GL20:
5416 case RENDERPATH_GLES1:
5417 case RENDERPATH_GLES2:
5418 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5420 case RENDERPATH_D3D9:
5421 case RENDERPATH_D3D10:
5422 case RENDERPATH_D3D11:
5423 case RENDERPATH_SOFT:
5426 GL_CullFace(GL_NONE);
5429 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5433 R_SetupView(true, fbo, depthtexture, colortexture);
5434 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5435 GL_Color(1, 1, 1, 1);
5436 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5437 GL_BlendFunc(GL_ONE, GL_ZERO);
5438 GL_ScissorTest(true);
5440 GL_DepthRange(0, 1);
5442 GL_DepthFunc(GL_LEQUAL);
5443 R_EntityMatrix(&identitymatrix);
5444 R_Mesh_ResetTextureState();
5445 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5446 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5447 switch(vid.renderpath)
5449 case RENDERPATH_GL11:
5450 case RENDERPATH_GL13:
5451 case RENDERPATH_GL20:
5452 case RENDERPATH_GLES1:
5453 case RENDERPATH_GLES2:
5454 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5456 case RENDERPATH_D3D9:
5457 case RENDERPATH_D3D10:
5458 case RENDERPATH_D3D11:
5459 case RENDERPATH_SOFT:
5462 GL_CullFace(r_refdef.view.cullface_back);
5467 R_RenderView_UpdateViewVectors
5470 static void R_RenderView_UpdateViewVectors(void)
5472 // break apart the view matrix into vectors for various purposes
5473 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5474 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5475 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5476 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5477 // make an inverted copy of the view matrix for tracking sprites
5478 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5481 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5482 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5484 static void R_Water_StartFrame(void)
5487 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5488 r_waterstate_waterplane_t *p;
5489 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5491 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5494 switch(vid.renderpath)
5496 case RENDERPATH_GL20:
5497 case RENDERPATH_D3D9:
5498 case RENDERPATH_D3D10:
5499 case RENDERPATH_D3D11:
5500 case RENDERPATH_SOFT:
5501 case RENDERPATH_GLES2:
5503 case RENDERPATH_GL11:
5504 case RENDERPATH_GL13:
5505 case RENDERPATH_GLES1:
5509 // set waterwidth and waterheight to the water resolution that will be
5510 // used (often less than the screen resolution for faster rendering)
5511 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5513 // calculate desired texture sizes
5514 // can't use water if the card does not support the texture size
5515 if (!r_water.integer || r_showsurfaces.integer)
5516 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5517 else if (vid.support.arb_texture_non_power_of_two)
5519 texturewidth = waterwidth;
5520 textureheight = waterheight;
5521 camerawidth = waterwidth;
5522 cameraheight = waterheight;
5526 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5527 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5528 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5529 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5532 // allocate textures as needed
5533 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5535 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5536 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5538 if (p->texture_refraction)
5539 R_FreeTexture(p->texture_refraction);
5540 p->texture_refraction = NULL;
5541 if (p->fbo_refraction)
5542 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5543 p->fbo_refraction = 0;
5544 if (p->texture_reflection)
5545 R_FreeTexture(p->texture_reflection);
5546 p->texture_reflection = NULL;
5547 if (p->fbo_reflection)
5548 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5549 p->fbo_reflection = 0;
5550 if (p->texture_camera)
5551 R_FreeTexture(p->texture_camera);
5552 p->texture_camera = NULL;
5554 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5557 memset(&r_fb.water, 0, sizeof(r_fb.water));
5558 r_fb.water.texturewidth = texturewidth;
5559 r_fb.water.textureheight = textureheight;
5560 r_fb.water.camerawidth = camerawidth;
5561 r_fb.water.cameraheight = cameraheight;
5564 if (r_fb.water.texturewidth)
5566 int scaledwidth, scaledheight;
5568 r_fb.water.enabled = true;
5570 // water resolution is usually reduced
5571 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5572 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5573 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5575 // set up variables that will be used in shader setup
5576 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5577 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5578 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5579 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5582 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5583 r_fb.water.numwaterplanes = 0;
5586 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5588 int planeindex, bestplaneindex, vertexindex;
5589 vec3_t mins, maxs, normal, center, v, n;
5590 vec_t planescore, bestplanescore;
5592 r_waterstate_waterplane_t *p;
5593 texture_t *t = R_GetCurrentTexture(surface->texture);
5595 rsurface.texture = t;
5596 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5597 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5598 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5600 // average the vertex normals, find the surface bounds (after deformvertexes)
5601 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5602 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5603 VectorCopy(n, normal);
5604 VectorCopy(v, mins);
5605 VectorCopy(v, maxs);
5606 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5608 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5609 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5610 VectorAdd(normal, n, normal);
5611 mins[0] = min(mins[0], v[0]);
5612 mins[1] = min(mins[1], v[1]);
5613 mins[2] = min(mins[2], v[2]);
5614 maxs[0] = max(maxs[0], v[0]);
5615 maxs[1] = max(maxs[1], v[1]);
5616 maxs[2] = max(maxs[2], v[2]);
5618 VectorNormalize(normal);
5619 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5621 VectorCopy(normal, plane.normal);
5622 VectorNormalize(plane.normal);
5623 plane.dist = DotProduct(center, plane.normal);
5624 PlaneClassify(&plane);
5625 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5627 // skip backfaces (except if nocullface is set)
5628 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5630 VectorNegate(plane.normal, plane.normal);
5632 PlaneClassify(&plane);
5636 // find a matching plane if there is one
5637 bestplaneindex = -1;
5638 bestplanescore = 1048576.0f;
5639 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5641 if(p->camera_entity == t->camera_entity)
5643 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5644 if (bestplaneindex < 0 || bestplanescore > planescore)
5646 bestplaneindex = planeindex;
5647 bestplanescore = planescore;
5651 planeindex = bestplaneindex;
5652 p = r_fb.water.waterplanes + planeindex;
5654 // if this surface does not fit any known plane rendered this frame, add one
5655 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5657 // store the new plane
5658 planeindex = r_fb.water.numwaterplanes++;
5659 p = r_fb.water.waterplanes + planeindex;
5661 // clear materialflags and pvs
5662 p->materialflags = 0;
5663 p->pvsvalid = false;
5664 p->camera_entity = t->camera_entity;
5665 VectorCopy(mins, p->mins);
5666 VectorCopy(maxs, p->maxs);
5670 // merge mins/maxs when we're adding this surface to the plane
5671 p->mins[0] = min(p->mins[0], mins[0]);
5672 p->mins[1] = min(p->mins[1], mins[1]);
5673 p->mins[2] = min(p->mins[2], mins[2]);
5674 p->maxs[0] = max(p->maxs[0], maxs[0]);
5675 p->maxs[1] = max(p->maxs[1], maxs[1]);
5676 p->maxs[2] = max(p->maxs[2], maxs[2]);
5678 // merge this surface's materialflags into the waterplane
5679 p->materialflags |= t->currentmaterialflags;
5680 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5682 // merge this surface's PVS into the waterplane
5683 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5684 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5686 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5692 extern cvar_t r_drawparticles;
5693 extern cvar_t r_drawdecals;
5695 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5698 r_refdef_view_t originalview;
5699 r_refdef_view_t myview;
5700 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5701 r_waterstate_waterplane_t *p;
5703 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5706 originalview = r_refdef.view;
5708 // lowquality hack, temporarily shut down some cvars and restore afterwards
5709 qualityreduction = r_water_lowquality.integer;
5710 if (qualityreduction > 0)
5712 if (qualityreduction >= 1)
5714 old_r_shadows = r_shadows.integer;
5715 old_r_worldrtlight = r_shadow_realtime_world.integer;
5716 old_r_dlight = r_shadow_realtime_dlight.integer;
5717 Cvar_SetValueQuick(&r_shadows, 0);
5718 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5719 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5721 if (qualityreduction >= 2)
5723 old_r_dynamic = r_dynamic.integer;
5724 old_r_particles = r_drawparticles.integer;
5725 old_r_decals = r_drawdecals.integer;
5726 Cvar_SetValueQuick(&r_dynamic, 0);
5727 Cvar_SetValueQuick(&r_drawparticles, 0);
5728 Cvar_SetValueQuick(&r_drawdecals, 0);
5732 // make sure enough textures are allocated
5733 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5735 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5737 if (!p->texture_refraction)
5738 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5739 if (!p->texture_refraction)
5743 if (r_fb.water.depthtexture == NULL)
5744 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5745 if (p->fbo_refraction == 0)
5746 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5749 else if (p->materialflags & MATERIALFLAG_CAMERA)
5751 if (!p->texture_camera)
5752 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5753 if (!p->texture_camera)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_camera == 0)
5760 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5764 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5766 if (!p->texture_reflection)
5767 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5768 if (!p->texture_reflection)
5772 if (r_fb.water.depthtexture == NULL)
5773 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5774 if (p->fbo_reflection == 0)
5775 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5781 r_refdef.view = originalview;
5782 r_refdef.view.showdebug = false;
5783 r_refdef.view.width = r_fb.water.waterwidth;
5784 r_refdef.view.height = r_fb.water.waterheight;
5785 r_refdef.view.useclipplane = true;
5786 myview = r_refdef.view;
5787 r_fb.water.renderingscene = true;
5788 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5790 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5792 r_refdef.view = myview;
5793 if(r_water_scissormode.integer)
5795 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5796 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5797 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5800 // render reflected scene and copy into texture
5801 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5802 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5803 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5804 r_refdef.view.clipplane = p->plane;
5805 // reverse the cullface settings for this render
5806 r_refdef.view.cullface_front = GL_FRONT;
5807 r_refdef.view.cullface_back = GL_BACK;
5808 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5810 r_refdef.view.usecustompvs = true;
5812 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5814 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5817 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5818 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5819 R_ClearScreen(r_refdef.fogenabled);
5820 if(r_water_scissormode.integer & 2)
5821 R_View_UpdateWithScissor(myscissor);
5824 if(r_water_scissormode.integer & 1)
5825 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5826 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5828 if (!p->fbo_reflection)
5829 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5830 r_fb.water.hideplayer = false;
5833 // render the normal view scene and copy into texture
5834 // (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)
5835 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5837 r_refdef.view = myview;
5838 if(r_water_scissormode.integer)
5840 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5841 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5842 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5845 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5847 r_refdef.view.clipplane = p->plane;
5848 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5849 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5851 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5853 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5854 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5855 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5856 R_RenderView_UpdateViewVectors();
5857 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5859 r_refdef.view.usecustompvs = true;
5860 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5864 PlaneClassify(&r_refdef.view.clipplane);
5866 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5867 R_ClearScreen(r_refdef.fogenabled);
5868 if(r_water_scissormode.integer & 2)
5869 R_View_UpdateWithScissor(myscissor);
5872 if(r_water_scissormode.integer & 1)
5873 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5874 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5876 if (!p->fbo_refraction)
5877 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5878 r_fb.water.hideplayer = false;
5880 else if (p->materialflags & MATERIALFLAG_CAMERA)
5882 r_refdef.view = myview;
5884 r_refdef.view.clipplane = p->plane;
5885 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5886 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5888 r_refdef.view.width = r_fb.water.camerawidth;
5889 r_refdef.view.height = r_fb.water.cameraheight;
5890 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5891 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5892 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5893 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5895 if(p->camera_entity)
5897 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5898 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5901 // note: all of the view is used for displaying... so
5902 // there is no use in scissoring
5904 // reverse the cullface settings for this render
5905 r_refdef.view.cullface_front = GL_FRONT;
5906 r_refdef.view.cullface_back = GL_BACK;
5907 // also reverse the view matrix
5908 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5909 R_RenderView_UpdateViewVectors();
5910 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5912 r_refdef.view.usecustompvs = true;
5913 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5916 // camera needs no clipplane
5917 r_refdef.view.useclipplane = false;
5919 PlaneClassify(&r_refdef.view.clipplane);
5921 r_fb.water.hideplayer = false;
5923 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5924 R_ClearScreen(r_refdef.fogenabled);
5926 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5929 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5930 r_fb.water.hideplayer = false;
5934 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5935 r_fb.water.renderingscene = false;
5936 r_refdef.view = originalview;
5937 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5938 if (!r_fb.water.depthtexture)
5939 R_ClearScreen(r_refdef.fogenabled);
5943 r_refdef.view = originalview;
5944 r_fb.water.renderingscene = false;
5945 Cvar_SetValueQuick(&r_water, 0);
5946 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5948 // lowquality hack, restore cvars
5949 if (qualityreduction > 0)
5951 if (qualityreduction >= 1)
5953 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5954 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5955 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5957 if (qualityreduction >= 2)
5959 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5960 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5961 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5966 static void R_Bloom_StartFrame(void)
5969 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5970 int viewwidth, viewheight;
5971 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5972 textype_t textype = TEXTYPE_COLORBUFFER;
5974 switch (vid.renderpath)
5976 case RENDERPATH_GL20:
5977 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5978 if (vid.support.ext_framebuffer_object)
5980 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5981 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5984 case RENDERPATH_GL11:
5985 case RENDERPATH_GL13:
5986 case RENDERPATH_GLES1:
5987 case RENDERPATH_GLES2:
5988 case RENDERPATH_D3D9:
5989 case RENDERPATH_D3D10:
5990 case RENDERPATH_D3D11:
5991 r_fb.usedepthtextures = false;
5993 case RENDERPATH_SOFT:
5994 r_fb.usedepthtextures = true;
5998 if (r_viewscale_fpsscaling.integer)
6000 double actualframetime;
6001 double targetframetime;
6003 actualframetime = r_refdef.lastdrawscreentime;
6004 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6005 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6006 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6007 if (r_viewscale_fpsscaling_stepsize.value > 0)
6008 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6009 viewscalefpsadjusted += adjust;
6010 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6013 viewscalefpsadjusted = 1.0f;
6015 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6017 switch(vid.renderpath)
6019 case RENDERPATH_GL20:
6020 case RENDERPATH_D3D9:
6021 case RENDERPATH_D3D10:
6022 case RENDERPATH_D3D11:
6023 case RENDERPATH_SOFT:
6024 case RENDERPATH_GLES2:
6026 case RENDERPATH_GL11:
6027 case RENDERPATH_GL13:
6028 case RENDERPATH_GLES1:
6032 // set bloomwidth and bloomheight to the bloom resolution that will be
6033 // used (often less than the screen resolution for faster rendering)
6034 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6035 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6036 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6037 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6038 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6040 // calculate desired texture sizes
6041 if (vid.support.arb_texture_non_power_of_two)
6043 screentexturewidth = vid.width;
6044 screentextureheight = vid.height;
6045 bloomtexturewidth = r_fb.bloomwidth;
6046 bloomtextureheight = r_fb.bloomheight;
6050 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6051 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6052 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6053 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6056 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6058 Cvar_SetValueQuick(&r_bloom, 0);
6059 Cvar_SetValueQuick(&r_motionblur, 0);
6060 Cvar_SetValueQuick(&r_damageblur, 0);
6063 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6065 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6067 && r_viewscale.value == 1.0f
6068 && !r_viewscale_fpsscaling.integer)
6069 screentexturewidth = screentextureheight = 0;
6070 if (!r_bloom.integer)
6071 bloomtexturewidth = bloomtextureheight = 0;
6073 // allocate textures as needed
6074 if (r_fb.screentexturewidth != screentexturewidth
6075 || r_fb.screentextureheight != screentextureheight
6076 || r_fb.bloomtexturewidth != bloomtexturewidth
6077 || r_fb.bloomtextureheight != bloomtextureheight
6078 || r_fb.textype != textype
6079 || useviewfbo != (r_fb.fbo != 0))
6081 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6083 if (r_fb.bloomtexture[i])
6084 R_FreeTexture(r_fb.bloomtexture[i]);
6085 r_fb.bloomtexture[i] = NULL;
6087 if (r_fb.bloomfbo[i])
6088 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6089 r_fb.bloomfbo[i] = 0;
6093 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6096 if (r_fb.colortexture)
6097 R_FreeTexture(r_fb.colortexture);
6098 r_fb.colortexture = NULL;
6100 if (r_fb.depthtexture)
6101 R_FreeTexture(r_fb.depthtexture);
6102 r_fb.depthtexture = NULL;
6104 if (r_fb.ghosttexture)
6105 R_FreeTexture(r_fb.ghosttexture);
6106 r_fb.ghosttexture = NULL;
6108 r_fb.screentexturewidth = screentexturewidth;
6109 r_fb.screentextureheight = screentextureheight;
6110 r_fb.bloomtexturewidth = bloomtexturewidth;
6111 r_fb.bloomtextureheight = bloomtextureheight;
6112 r_fb.textype = textype;
6114 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6116 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6117 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6118 r_fb.ghosttexture_valid = false;
6119 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6122 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6123 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6124 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6128 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6130 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6132 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6134 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6139 // bloom texture is a different resolution
6140 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6141 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6142 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6143 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6144 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6146 // set up a texcoord array for the full resolution screen image
6147 // (we have to keep this around to copy back during final render)
6148 r_fb.screentexcoord2f[0] = 0;
6149 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6150 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6151 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6152 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6153 r_fb.screentexcoord2f[5] = 0;
6154 r_fb.screentexcoord2f[6] = 0;
6155 r_fb.screentexcoord2f[7] = 0;
6157 // set up a texcoord array for the reduced resolution bloom image
6158 // (which will be additive blended over the screen image)
6159 r_fb.bloomtexcoord2f[0] = 0;
6160 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6161 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6162 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6163 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6164 r_fb.bloomtexcoord2f[5] = 0;
6165 r_fb.bloomtexcoord2f[6] = 0;
6166 r_fb.bloomtexcoord2f[7] = 0;
6168 switch(vid.renderpath)
6170 case RENDERPATH_GL11:
6171 case RENDERPATH_GL13:
6172 case RENDERPATH_GL20:
6173 case RENDERPATH_SOFT:
6174 case RENDERPATH_GLES1:
6175 case RENDERPATH_GLES2:
6177 case RENDERPATH_D3D9:
6178 case RENDERPATH_D3D10:
6179 case RENDERPATH_D3D11:
6182 for (i = 0;i < 4;i++)
6184 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6185 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6186 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6187 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6193 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6196 r_refdef.view.clear = true;
6199 static void R_Bloom_MakeTexture(void)
6202 float xoffset, yoffset, r, brighten;
6204 float colorscale = r_bloom_colorscale.value;
6206 r_refdef.stats.bloom++;
6210 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6211 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6214 // scale down screen texture to the bloom texture size
6216 r_fb.bloomindex = 0;
6217 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6218 R_SetViewport(&r_fb.bloomviewport);
6219 GL_BlendFunc(GL_ONE, GL_ZERO);
6220 GL_Color(colorscale, colorscale, colorscale, 1);
6221 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6222 switch(vid.renderpath)
6224 case RENDERPATH_GL11:
6225 case RENDERPATH_GL13:
6226 case RENDERPATH_GL20:
6227 case RENDERPATH_GLES1:
6228 case RENDERPATH_GLES2:
6229 case RENDERPATH_SOFT:
6230 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6232 case RENDERPATH_D3D9:
6233 case RENDERPATH_D3D10:
6234 case RENDERPATH_D3D11:
6235 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6238 // TODO: do boxfilter scale-down in shader?
6239 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6240 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6241 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6243 // we now have a properly scaled bloom image
6244 if (!r_fb.bloomfbo[r_fb.bloomindex])
6246 // copy it into the bloom texture
6247 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6248 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6251 // multiply bloom image by itself as many times as desired
6252 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6254 intex = r_fb.bloomtexture[r_fb.bloomindex];
6255 r_fb.bloomindex ^= 1;
6256 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6258 r = bound(0, r_bloom_colorexponent.value / x, 1);
6259 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6261 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6262 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6263 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6264 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6266 if (!r_fb.bloomfbo[r_fb.bloomindex])
6268 // copy the darkened image to a texture
6269 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6270 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6274 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6275 brighten = r_bloom_brighten.value;
6276 brighten = sqrt(brighten);
6278 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6280 for (dir = 0;dir < 2;dir++)
6282 intex = r_fb.bloomtexture[r_fb.bloomindex];
6283 r_fb.bloomindex ^= 1;
6284 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6285 // blend on at multiple vertical offsets to achieve a vertical blur
6286 // TODO: do offset blends using GLSL
6287 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6288 GL_BlendFunc(GL_ONE, GL_ZERO);
6289 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6290 for (x = -range;x <= range;x++)
6292 if (!dir){xoffset = 0;yoffset = x;}
6293 else {xoffset = x;yoffset = 0;}
6294 xoffset /= (float)r_fb.bloomtexturewidth;
6295 yoffset /= (float)r_fb.bloomtextureheight;
6296 // compute a texcoord array with the specified x and y offset
6297 r_fb.offsettexcoord2f[0] = xoffset+0;
6298 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6299 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6300 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6301 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6302 r_fb.offsettexcoord2f[5] = yoffset+0;
6303 r_fb.offsettexcoord2f[6] = xoffset+0;
6304 r_fb.offsettexcoord2f[7] = yoffset+0;
6305 // this r value looks like a 'dot' particle, fading sharply to
6306 // black at the edges
6307 // (probably not realistic but looks good enough)
6308 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6309 //r = brighten/(range*2+1);
6310 r = brighten / (range * 2 + 1);
6312 r *= (1 - x*x/(float)(range*range));
6313 GL_Color(r, r, r, 1);
6314 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6315 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6316 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6317 GL_BlendFunc(GL_ONE, GL_ONE);
6320 if (!r_fb.bloomfbo[r_fb.bloomindex])
6322 // copy the vertically or horizontally blurred bloom view to a texture
6323 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6324 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6329 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6331 unsigned int permutation;
6332 float uservecs[4][4];
6334 switch (vid.renderpath)
6336 case RENDERPATH_GL20:
6337 case RENDERPATH_D3D9:
6338 case RENDERPATH_D3D10:
6339 case RENDERPATH_D3D11:
6340 case RENDERPATH_SOFT:
6341 case RENDERPATH_GLES2:
6343 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6344 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6345 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6346 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6347 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6349 if (r_fb.colortexture)
6353 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6354 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6357 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6359 // declare variables
6360 float blur_factor, blur_mouseaccel, blur_velocity;
6361 static float blur_average;
6362 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6364 // set a goal for the factoring
6365 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6366 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6367 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6368 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6369 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6370 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6372 // from the goal, pick an averaged value between goal and last value
6373 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6374 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6376 // enforce minimum amount of blur
6377 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6379 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6381 // calculate values into a standard alpha
6382 cl.motionbluralpha = 1 - exp(-
6384 (r_motionblur.value * blur_factor / 80)
6386 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6389 max(0.0001, cl.time - cl.oldtime) // fps independent
6392 // randomization for the blur value to combat persistent ghosting
6393 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6394 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6397 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6398 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6400 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6401 GL_Color(1, 1, 1, cl.motionbluralpha);
6402 switch(vid.renderpath)
6404 case RENDERPATH_GL11:
6405 case RENDERPATH_GL13:
6406 case RENDERPATH_GL20:
6407 case RENDERPATH_GLES1:
6408 case RENDERPATH_GLES2:
6409 case RENDERPATH_SOFT:
6410 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6412 case RENDERPATH_D3D9:
6413 case RENDERPATH_D3D10:
6414 case RENDERPATH_D3D11:
6415 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6418 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6419 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6420 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6423 // updates old view angles for next pass
6424 VectorCopy(cl.viewangles, blur_oldangles);
6426 // copy view into the ghost texture
6427 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6428 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6429 r_fb.ghosttexture_valid = true;
6434 // no r_fb.colortexture means we're rendering to the real fb
6435 // we may still have to do view tint...
6436 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6438 // apply a color tint to the whole view
6439 R_ResetViewRendering2D(0, NULL, NULL);
6440 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6441 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6442 R_SetupShader_Generic_NoTexture(false, true);
6443 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6444 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6446 break; // no screen processing, no bloom, skip it
6449 if (r_fb.bloomtexture[0])
6451 // make the bloom texture
6452 R_Bloom_MakeTexture();
6455 #if _MSC_VER >= 1400
6456 #define sscanf sscanf_s
6458 memset(uservecs, 0, sizeof(uservecs));
6459 if (r_glsl_postprocess_uservec1_enable.integer)
6460 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6461 if (r_glsl_postprocess_uservec2_enable.integer)
6462 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6463 if (r_glsl_postprocess_uservec3_enable.integer)
6464 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6465 if (r_glsl_postprocess_uservec4_enable.integer)
6466 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6468 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6469 GL_Color(1, 1, 1, 1);
6470 GL_BlendFunc(GL_ONE, GL_ZERO);
6472 switch(vid.renderpath)
6474 case RENDERPATH_GL20:
6475 case RENDERPATH_GLES2:
6476 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6477 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6478 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6479 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6480 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6481 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6482 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6483 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6484 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6485 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6486 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6487 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6488 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6489 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6491 case RENDERPATH_D3D9:
6493 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6494 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6495 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6496 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6497 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6498 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6499 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6500 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6501 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6502 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6503 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6504 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6505 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6506 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6507 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6510 case RENDERPATH_D3D10:
6511 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6513 case RENDERPATH_D3D11:
6514 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6516 case RENDERPATH_SOFT:
6517 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6518 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6519 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6520 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6521 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6522 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6523 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6524 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6525 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6526 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6527 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6528 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6529 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6530 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6535 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6536 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6538 case RENDERPATH_GL11:
6539 case RENDERPATH_GL13:
6540 case RENDERPATH_GLES1:
6541 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6543 // apply a color tint to the whole view
6544 R_ResetViewRendering2D(0, NULL, NULL);
6545 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6546 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6547 R_SetupShader_Generic_NoTexture(false, true);
6548 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6549 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6555 matrix4x4_t r_waterscrollmatrix;
6557 void R_UpdateFog(void)
6560 if (gamemode == GAME_NEHAHRA)
6562 if (gl_fogenable.integer)
6564 r_refdef.oldgl_fogenable = true;
6565 r_refdef.fog_density = gl_fogdensity.value;
6566 r_refdef.fog_red = gl_fogred.value;
6567 r_refdef.fog_green = gl_foggreen.value;
6568 r_refdef.fog_blue = gl_fogblue.value;
6569 r_refdef.fog_alpha = 1;
6570 r_refdef.fog_start = 0;
6571 r_refdef.fog_end = gl_skyclip.value;
6572 r_refdef.fog_height = 1<<30;
6573 r_refdef.fog_fadedepth = 128;
6575 else if (r_refdef.oldgl_fogenable)
6577 r_refdef.oldgl_fogenable = false;
6578 r_refdef.fog_density = 0;
6579 r_refdef.fog_red = 0;
6580 r_refdef.fog_green = 0;
6581 r_refdef.fog_blue = 0;
6582 r_refdef.fog_alpha = 0;
6583 r_refdef.fog_start = 0;
6584 r_refdef.fog_end = 0;
6585 r_refdef.fog_height = 1<<30;
6586 r_refdef.fog_fadedepth = 128;
6591 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6592 r_refdef.fog_start = max(0, r_refdef.fog_start);
6593 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6595 if (r_refdef.fog_density && r_drawfog.integer)
6597 r_refdef.fogenabled = true;
6598 // this is the point where the fog reaches 0.9986 alpha, which we
6599 // consider a good enough cutoff point for the texture
6600 // (0.9986 * 256 == 255.6)
6601 if (r_fog_exp2.integer)
6602 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6604 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6605 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6606 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6607 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6608 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6609 R_BuildFogHeightTexture();
6610 // fog color was already set
6611 // update the fog texture
6612 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)
6613 R_BuildFogTexture();
6614 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6615 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6618 r_refdef.fogenabled = false;
6621 if (r_refdef.fog_density)
6623 r_refdef.fogcolor[0] = r_refdef.fog_red;
6624 r_refdef.fogcolor[1] = r_refdef.fog_green;
6625 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6627 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6628 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6629 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6630 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6634 VectorCopy(r_refdef.fogcolor, fogvec);
6635 // color.rgb *= ContrastBoost * SceneBrightness;
6636 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6637 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6638 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6639 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6644 void R_UpdateVariables(void)
6648 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6650 r_refdef.farclip = r_farclip_base.value;
6651 if (r_refdef.scene.worldmodel)
6652 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6653 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6655 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6656 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6657 r_refdef.polygonfactor = 0;
6658 r_refdef.polygonoffset = 0;
6659 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6660 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6662 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6663 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6664 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6665 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6666 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6667 if (FAKELIGHT_ENABLED)
6669 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6671 if (r_showsurfaces.integer)
6673 r_refdef.scene.rtworld = false;
6674 r_refdef.scene.rtworldshadows = false;
6675 r_refdef.scene.rtdlight = false;
6676 r_refdef.scene.rtdlightshadows = false;
6677 r_refdef.lightmapintensity = 0;
6680 switch(vid.renderpath)
6682 case RENDERPATH_GL20:
6683 case RENDERPATH_D3D9:
6684 case RENDERPATH_D3D10:
6685 case RENDERPATH_D3D11:
6686 case RENDERPATH_SOFT:
6687 case RENDERPATH_GLES2:
6688 if(v_glslgamma.integer && !vid_gammatables_trivial)
6690 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6692 // build GLSL gamma texture
6693 #define RAMPWIDTH 256
6694 unsigned short ramp[RAMPWIDTH * 3];
6695 unsigned char rampbgr[RAMPWIDTH][4];
6698 r_texture_gammaramps_serial = vid_gammatables_serial;
6700 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6701 for(i = 0; i < RAMPWIDTH; ++i)
6703 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6704 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6705 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6708 if (r_texture_gammaramps)
6710 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6714 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6720 // remove GLSL gamma texture
6723 case RENDERPATH_GL11:
6724 case RENDERPATH_GL13:
6725 case RENDERPATH_GLES1:
6730 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6731 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6737 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6738 if( scenetype != r_currentscenetype ) {
6739 // store the old scenetype
6740 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6741 r_currentscenetype = scenetype;
6742 // move in the new scene
6743 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6752 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6754 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6755 if( scenetype == r_currentscenetype ) {
6756 return &r_refdef.scene;
6758 return &r_scenes_store[ scenetype ];
6762 static int R_SortEntities_Compare(const void *ap, const void *bp)
6764 const entity_render_t *a = *(const entity_render_t **)ap;
6765 const entity_render_t *b = *(const entity_render_t **)bp;
6768 if(a->model < b->model)
6770 if(a->model > b->model)
6774 // TODO possibly calculate the REAL skinnum here first using
6776 if(a->skinnum < b->skinnum)
6778 if(a->skinnum > b->skinnum)
6781 // everything we compared is equal
6784 static void R_SortEntities(void)
6786 // below or equal 2 ents, sorting never gains anything
6787 if(r_refdef.scene.numentities <= 2)
6790 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6798 int dpsoftrast_test;
6799 extern cvar_t r_shadow_bouncegrid;
6800 void R_RenderView(void)
6802 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6804 rtexture_t *depthtexture;
6805 rtexture_t *colortexture;
6807 dpsoftrast_test = r_test.integer;
6809 if (r_timereport_active)
6810 R_TimeReport("start");
6811 r_textureframe++; // used only by R_GetCurrentTexture
6812 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6814 if(R_CompileShader_CheckStaticParms())
6817 if (!r_drawentities.integer)
6818 r_refdef.scene.numentities = 0;
6819 else if (r_sortentities.integer)
6822 R_AnimCache_ClearCache();
6823 R_FrameData_NewFrame();
6825 /* adjust for stereo display */
6826 if(R_Stereo_Active())
6828 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6829 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6832 if (r_refdef.view.isoverlay)
6834 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6835 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6836 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6837 R_TimeReport("depthclear");
6839 r_refdef.view.showdebug = false;
6841 r_fb.water.enabled = false;
6842 r_fb.water.numwaterplanes = 0;
6844 R_RenderScene(0, NULL, NULL);
6846 r_refdef.view.matrix = originalmatrix;
6852 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6854 r_refdef.view.matrix = originalmatrix;
6858 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6860 R_RenderView_UpdateViewVectors();
6862 R_Shadow_UpdateWorldLightSelection();
6864 R_Bloom_StartFrame();
6865 R_Water_StartFrame();
6867 // now we probably have an fbo to render into
6869 depthtexture = r_fb.depthtexture;
6870 colortexture = r_fb.colortexture;
6873 if (r_timereport_active)
6874 R_TimeReport("viewsetup");
6876 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6878 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6880 R_ClearScreen(r_refdef.fogenabled);
6881 if (r_timereport_active)
6882 R_TimeReport("viewclear");
6884 r_refdef.view.clear = true;
6886 r_refdef.view.showdebug = true;
6889 if (r_timereport_active)
6890 R_TimeReport("visibility");
6892 R_Shadow_UpdateBounceGridTexture();
6893 if (r_timereport_active && r_shadow_bouncegrid.integer)
6894 R_TimeReport("bouncegrid");
6896 r_fb.water.numwaterplanes = 0;
6897 if (r_fb.water.enabled)
6898 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6900 R_RenderScene(fbo, depthtexture, colortexture);
6901 r_fb.water.numwaterplanes = 0;
6903 R_BlendView(fbo, depthtexture, colortexture);
6904 if (r_timereport_active)
6905 R_TimeReport("blendview");
6907 GL_Scissor(0, 0, vid.width, vid.height);
6908 GL_ScissorTest(false);
6910 r_refdef.view.matrix = originalmatrix;
6915 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6917 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6919 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6920 if (r_timereport_active)
6921 R_TimeReport("waterworld");
6924 // don't let sound skip if going slow
6925 if (r_refdef.scene.extraupdate)
6928 R_DrawModelsAddWaterPlanes();
6929 if (r_timereport_active)
6930 R_TimeReport("watermodels");
6932 if (r_fb.water.numwaterplanes)
6934 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6935 if (r_timereport_active)
6936 R_TimeReport("waterscenes");
6940 extern cvar_t cl_locs_show;
6941 static void R_DrawLocs(void);
6942 static void R_DrawEntityBBoxes(void);
6943 static void R_DrawModelDecals(void);
6944 extern cvar_t cl_decals_newsystem;
6945 extern qboolean r_shadow_usingdeferredprepass;
6946 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6948 qboolean shadowmapping = false;
6950 if (r_timereport_active)
6951 R_TimeReport("beginscene");
6953 r_refdef.stats.renders++;
6957 // don't let sound skip if going slow
6958 if (r_refdef.scene.extraupdate)
6961 R_MeshQueue_BeginScene();
6965 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);
6967 if (r_timereport_active)
6968 R_TimeReport("skystartframe");
6970 if (cl.csqc_vidvars.drawworld)
6972 // don't let sound skip if going slow
6973 if (r_refdef.scene.extraupdate)
6976 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6978 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6979 if (r_timereport_active)
6980 R_TimeReport("worldsky");
6983 if (R_DrawBrushModelsSky() && r_timereport_active)
6984 R_TimeReport("bmodelsky");
6986 if (skyrendermasked && skyrenderlater)
6988 // we have to force off the water clipping plane while rendering sky
6989 R_SetupView(false, fbo, depthtexture, colortexture);
6991 R_SetupView(true, fbo, depthtexture, colortexture);
6992 if (r_timereport_active)
6993 R_TimeReport("sky");
6997 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
6998 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6999 R_Shadow_PrepareModelShadows();
7000 if (r_timereport_active)
7001 R_TimeReport("preparelights");
7003 if (R_Shadow_ShadowMappingEnabled())
7004 shadowmapping = true;
7006 if (r_shadow_usingdeferredprepass)
7007 R_Shadow_DrawPrepass();
7009 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7011 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7012 if (r_timereport_active)
7013 R_TimeReport("worlddepth");
7015 if (r_depthfirst.integer >= 2)
7017 R_DrawModelsDepth();
7018 if (r_timereport_active)
7019 R_TimeReport("modeldepth");
7022 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7024 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7025 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7026 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7027 // don't let sound skip if going slow
7028 if (r_refdef.scene.extraupdate)
7032 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7034 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7035 if (r_timereport_active)
7036 R_TimeReport("world");
7039 // don't let sound skip if going slow
7040 if (r_refdef.scene.extraupdate)
7044 if (r_timereport_active)
7045 R_TimeReport("models");
7047 // don't let sound skip if going slow
7048 if (r_refdef.scene.extraupdate)
7051 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7053 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7054 R_DrawModelShadows(fbo, depthtexture, colortexture);
7055 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7056 // don't let sound skip if going slow
7057 if (r_refdef.scene.extraupdate)
7061 if (!r_shadow_usingdeferredprepass)
7063 R_Shadow_DrawLights();
7064 if (r_timereport_active)
7065 R_TimeReport("rtlights");
7068 // don't let sound skip if going slow
7069 if (r_refdef.scene.extraupdate)
7072 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7074 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7075 R_DrawModelShadows(fbo, depthtexture, colortexture);
7076 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7077 // don't let sound skip if going slow
7078 if (r_refdef.scene.extraupdate)
7082 if (cl.csqc_vidvars.drawworld)
7084 if (cl_decals_newsystem.integer)
7086 R_DrawModelDecals();
7087 if (r_timereport_active)
7088 R_TimeReport("modeldecals");
7093 if (r_timereport_active)
7094 R_TimeReport("decals");
7098 if (r_timereport_active)
7099 R_TimeReport("particles");
7102 if (r_timereport_active)
7103 R_TimeReport("explosions");
7105 R_DrawLightningBeams();
7106 if (r_timereport_active)
7107 R_TimeReport("lightning");
7111 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7113 if (r_refdef.view.showdebug)
7115 if (cl_locs_show.integer)
7118 if (r_timereport_active)
7119 R_TimeReport("showlocs");
7122 if (r_drawportals.integer)
7125 if (r_timereport_active)
7126 R_TimeReport("portals");
7129 if (r_showbboxes.value > 0)
7131 R_DrawEntityBBoxes();
7132 if (r_timereport_active)
7133 R_TimeReport("bboxes");
7137 if (r_transparent.integer)
7139 R_MeshQueue_RenderTransparent();
7140 if (r_timereport_active)
7141 R_TimeReport("drawtrans");
7144 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7146 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7147 if (r_timereport_active)
7148 R_TimeReport("worlddebug");
7149 R_DrawModelsDebug();
7150 if (r_timereport_active)
7151 R_TimeReport("modeldebug");
7154 if (cl.csqc_vidvars.drawworld)
7156 R_Shadow_DrawCoronas();
7157 if (r_timereport_active)
7158 R_TimeReport("coronas");
7163 GL_DepthTest(false);
7164 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7165 GL_Color(1, 1, 1, 1);
7166 qglBegin(GL_POLYGON);
7167 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7168 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7169 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7170 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7172 qglBegin(GL_POLYGON);
7173 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7174 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7175 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7176 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7178 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7182 // don't let sound skip if going slow
7183 if (r_refdef.scene.extraupdate)
7187 static const unsigned short bboxelements[36] =
7197 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7200 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7202 RSurf_ActiveWorldEntity();
7204 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7205 GL_DepthMask(false);
7206 GL_DepthRange(0, 1);
7207 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7208 // R_Mesh_ResetTextureState();
7210 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7211 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7212 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7213 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7214 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7215 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7216 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7217 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7218 R_FillColors(color4f, 8, cr, cg, cb, ca);
7219 if (r_refdef.fogenabled)
7221 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7223 f1 = RSurf_FogVertex(v);
7225 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7226 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7227 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7230 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7231 R_Mesh_ResetTextureState();
7232 R_SetupShader_Generic_NoTexture(false, false);
7233 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7236 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7238 prvm_prog_t *prog = SVVM_prog;
7241 prvm_edict_t *edict;
7243 // this function draws bounding boxes of server entities
7247 GL_CullFace(GL_NONE);
7248 R_SetupShader_Generic_NoTexture(false, false);
7250 for (i = 0;i < numsurfaces;i++)
7252 edict = PRVM_EDICT_NUM(surfacelist[i]);
7253 switch ((int)PRVM_serveredictfloat(edict, solid))
7255 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7256 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7257 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7258 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7259 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7260 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7262 color[3] *= r_showbboxes.value;
7263 color[3] = bound(0, color[3], 1);
7264 GL_DepthTest(!r_showdisabledepthtest.integer);
7265 GL_CullFace(r_refdef.view.cullface_front);
7266 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7270 static void R_DrawEntityBBoxes(void)
7273 prvm_edict_t *edict;
7275 prvm_prog_t *prog = SVVM_prog;
7277 // this function draws bounding boxes of server entities
7281 for (i = 0;i < prog->num_edicts;i++)
7283 edict = PRVM_EDICT_NUM(i);
7284 if (edict->priv.server->free)
7286 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7287 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7289 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7291 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7292 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7296 static const int nomodelelement3i[24] =
7308 static const unsigned short nomodelelement3s[24] =
7320 static const float nomodelvertex3f[6*3] =
7330 static const float nomodelcolor4f[6*4] =
7332 0.0f, 0.0f, 0.5f, 1.0f,
7333 0.0f, 0.0f, 0.5f, 1.0f,
7334 0.0f, 0.5f, 0.0f, 1.0f,
7335 0.0f, 0.5f, 0.0f, 1.0f,
7336 0.5f, 0.0f, 0.0f, 1.0f,
7337 0.5f, 0.0f, 0.0f, 1.0f
7340 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7346 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7348 // this is only called once per entity so numsurfaces is always 1, and
7349 // surfacelist is always {0}, so this code does not handle batches
7351 if (rsurface.ent_flags & RENDER_ADDITIVE)
7353 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7354 GL_DepthMask(false);
7356 else if (rsurface.colormod[3] < 1)
7358 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7359 GL_DepthMask(false);
7363 GL_BlendFunc(GL_ONE, GL_ZERO);
7366 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7367 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7368 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7369 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7370 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7371 for (i = 0, c = color4f;i < 6;i++, c += 4)
7373 c[0] *= rsurface.colormod[0];
7374 c[1] *= rsurface.colormod[1];
7375 c[2] *= rsurface.colormod[2];
7376 c[3] *= rsurface.colormod[3];
7378 if (r_refdef.fogenabled)
7380 for (i = 0, c = color4f;i < 6;i++, c += 4)
7382 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7384 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7385 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7386 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7389 // R_Mesh_ResetTextureState();
7390 R_SetupShader_Generic_NoTexture(false, false);
7391 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7392 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7395 void R_DrawNoModel(entity_render_t *ent)
7398 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7399 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7400 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7402 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7405 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7407 vec3_t right1, right2, diff, normal;
7409 VectorSubtract (org2, org1, normal);
7411 // calculate 'right' vector for start
7412 VectorSubtract (r_refdef.view.origin, org1, diff);
7413 CrossProduct (normal, diff, right1);
7414 VectorNormalize (right1);
7416 // calculate 'right' vector for end
7417 VectorSubtract (r_refdef.view.origin, org2, diff);
7418 CrossProduct (normal, diff, right2);
7419 VectorNormalize (right2);
7421 vert[ 0] = org1[0] + width * right1[0];
7422 vert[ 1] = org1[1] + width * right1[1];
7423 vert[ 2] = org1[2] + width * right1[2];
7424 vert[ 3] = org1[0] - width * right1[0];
7425 vert[ 4] = org1[1] - width * right1[1];
7426 vert[ 5] = org1[2] - width * right1[2];
7427 vert[ 6] = org2[0] - width * right2[0];
7428 vert[ 7] = org2[1] - width * right2[1];
7429 vert[ 8] = org2[2] - width * right2[2];
7430 vert[ 9] = org2[0] + width * right2[0];
7431 vert[10] = org2[1] + width * right2[1];
7432 vert[11] = org2[2] + width * right2[2];
7435 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7437 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7438 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7439 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7440 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7441 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7442 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7443 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7444 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7445 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7446 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7447 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7448 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7451 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7456 VectorSet(v, x, y, z);
7457 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7458 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7460 if (i == mesh->numvertices)
7462 if (mesh->numvertices < mesh->maxvertices)
7464 VectorCopy(v, vertex3f);
7465 mesh->numvertices++;
7467 return mesh->numvertices;
7473 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7477 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7478 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7479 e = mesh->element3i + mesh->numtriangles * 3;
7480 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7482 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7483 if (mesh->numtriangles < mesh->maxtriangles)
7488 mesh->numtriangles++;
7490 element[1] = element[2];
7494 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7498 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7499 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7500 e = mesh->element3i + mesh->numtriangles * 3;
7501 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7503 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7504 if (mesh->numtriangles < mesh->maxtriangles)
7509 mesh->numtriangles++;
7511 element[1] = element[2];
7515 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7516 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7518 int planenum, planenum2;
7521 mplane_t *plane, *plane2;
7523 double temppoints[2][256*3];
7524 // figure out how large a bounding box we need to properly compute this brush
7526 for (w = 0;w < numplanes;w++)
7527 maxdist = max(maxdist, fabs(planes[w].dist));
7528 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7529 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7530 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7534 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7535 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7537 if (planenum2 == planenum)
7539 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);
7542 if (tempnumpoints < 3)
7544 // generate elements forming a triangle fan for this polygon
7545 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7549 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)
7551 texturelayer_t *layer;
7552 layer = t->currentlayers + t->currentnumlayers++;
7554 layer->depthmask = depthmask;
7555 layer->blendfunc1 = blendfunc1;
7556 layer->blendfunc2 = blendfunc2;
7557 layer->texture = texture;
7558 layer->texmatrix = *matrix;
7559 layer->color[0] = r;
7560 layer->color[1] = g;
7561 layer->color[2] = b;
7562 layer->color[3] = a;
7565 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7567 if(parms[0] == 0 && parms[1] == 0)
7569 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7570 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7575 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7578 index = parms[2] + rsurface.shadertime * parms[3];
7579 index -= floor(index);
7580 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7583 case Q3WAVEFUNC_NONE:
7584 case Q3WAVEFUNC_NOISE:
7585 case Q3WAVEFUNC_COUNT:
7588 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7589 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7590 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7591 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7592 case Q3WAVEFUNC_TRIANGLE:
7594 f = index - floor(index);
7607 f = parms[0] + parms[1] * f;
7608 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7609 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7613 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7619 matrix4x4_t matrix, temp;
7620 switch(tcmod->tcmod)
7624 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7625 matrix = r_waterscrollmatrix;
7627 matrix = identitymatrix;
7629 case Q3TCMOD_ENTITYTRANSLATE:
7630 // this is used in Q3 to allow the gamecode to control texcoord
7631 // scrolling on the entity, which is not supported in darkplaces yet.
7632 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7634 case Q3TCMOD_ROTATE:
7635 f = tcmod->parms[0] * rsurface.shadertime;
7636 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7637 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7638 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7641 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7643 case Q3TCMOD_SCROLL:
7644 // extra care is needed because of precision breakdown with large values of time
7645 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7646 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7647 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7649 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7650 w = (int) tcmod->parms[0];
7651 h = (int) tcmod->parms[1];
7652 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7654 idx = (int) floor(f * w * h);
7655 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7657 case Q3TCMOD_STRETCH:
7658 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7659 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7661 case Q3TCMOD_TRANSFORM:
7662 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7663 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7664 VectorSet(tcmat + 6, 0 , 0 , 1);
7665 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7666 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7668 case Q3TCMOD_TURBULENT:
7669 // this is handled in the RSurf_PrepareVertices function
7670 matrix = identitymatrix;
7674 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7677 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7679 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7680 char name[MAX_QPATH];
7681 skinframe_t *skinframe;
7682 unsigned char pixels[296*194];
7683 strlcpy(cache->name, skinname, sizeof(cache->name));
7684 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7685 if (developer_loading.integer)
7686 Con_Printf("loading %s\n", name);
7687 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7688 if (!skinframe || !skinframe->base)
7691 fs_offset_t filesize;
7693 f = FS_LoadFile(name, tempmempool, true, &filesize);
7696 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7697 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7701 cache->skinframe = skinframe;
7704 texture_t *R_GetCurrentTexture(texture_t *t)
7707 const entity_render_t *ent = rsurface.entity;
7708 dp_model_t *model = ent->model;
7709 q3shaderinfo_layer_tcmod_t *tcmod;
7711 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7712 return t->currentframe;
7713 t->update_lastrenderframe = r_textureframe;
7714 t->update_lastrenderentity = (void *)ent;
7716 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7717 t->camera_entity = ent->entitynumber;
7719 t->camera_entity = 0;
7721 // switch to an alternate material if this is a q1bsp animated material
7723 texture_t *texture = t;
7724 int s = rsurface.ent_skinnum;
7725 if ((unsigned int)s >= (unsigned int)model->numskins)
7727 if (model->skinscenes)
7729 if (model->skinscenes[s].framecount > 1)
7730 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7732 s = model->skinscenes[s].firstframe;
7735 t = t + s * model->num_surfaces;
7738 // use an alternate animation if the entity's frame is not 0,
7739 // and only if the texture has an alternate animation
7740 if (rsurface.ent_alttextures && t->anim_total[1])
7741 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7743 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7745 texture->currentframe = t;
7748 // update currentskinframe to be a qw skin or animation frame
7749 if (rsurface.ent_qwskin >= 0)
7751 i = rsurface.ent_qwskin;
7752 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7754 r_qwskincache_size = cl.maxclients;
7756 Mem_Free(r_qwskincache);
7757 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7759 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7760 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7761 t->currentskinframe = r_qwskincache[i].skinframe;
7762 if (t->currentskinframe == NULL)
7763 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7765 else if (t->numskinframes >= 2)
7766 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7767 if (t->backgroundnumskinframes >= 2)
7768 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7770 t->currentmaterialflags = t->basematerialflags;
7771 t->currentalpha = rsurface.colormod[3];
7772 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7773 t->currentalpha *= r_wateralpha.value;
7774 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7775 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7776 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7777 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7778 if (!(rsurface.ent_flags & RENDER_LIGHT))
7779 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7780 else if (FAKELIGHT_ENABLED)
7782 // no modellight if using fakelight for the map
7784 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7786 // pick a model lighting mode
7787 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7788 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7790 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7792 if (rsurface.ent_flags & RENDER_ADDITIVE)
7793 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7794 else if (t->currentalpha < 1)
7795 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7796 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7797 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7798 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7799 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7800 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7801 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7802 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7803 if (t->backgroundnumskinframes)
7804 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7805 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7807 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7808 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7811 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7812 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7814 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7815 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7817 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7818 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7820 // there is no tcmod
7821 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7823 t->currenttexmatrix = r_waterscrollmatrix;
7824 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7826 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7828 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7829 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7832 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7833 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7834 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7835 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7837 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7838 if (t->currentskinframe->qpixels)
7839 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7840 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7841 if (!t->basetexture)
7842 t->basetexture = r_texture_notexture;
7843 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7844 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7845 t->nmaptexture = t->currentskinframe->nmap;
7846 if (!t->nmaptexture)
7847 t->nmaptexture = r_texture_blanknormalmap;
7848 t->glosstexture = r_texture_black;
7849 t->glowtexture = t->currentskinframe->glow;
7850 t->fogtexture = t->currentskinframe->fog;
7851 t->reflectmasktexture = t->currentskinframe->reflect;
7852 if (t->backgroundnumskinframes)
7854 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7855 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7856 t->backgroundglosstexture = r_texture_black;
7857 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7858 if (!t->backgroundnmaptexture)
7859 t->backgroundnmaptexture = r_texture_blanknormalmap;
7863 t->backgroundbasetexture = r_texture_white;
7864 t->backgroundnmaptexture = r_texture_blanknormalmap;
7865 t->backgroundglosstexture = r_texture_black;
7866 t->backgroundglowtexture = NULL;
7868 t->specularpower = r_shadow_glossexponent.value;
7869 // TODO: store reference values for these in the texture?
7870 t->specularscale = 0;
7871 if (r_shadow_gloss.integer > 0)
7873 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7875 if (r_shadow_glossintensity.value > 0)
7877 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7878 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7879 t->specularscale = r_shadow_glossintensity.value;
7882 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7884 t->glosstexture = r_texture_white;
7885 t->backgroundglosstexture = r_texture_white;
7886 t->specularscale = r_shadow_gloss2intensity.value;
7887 t->specularpower = r_shadow_gloss2exponent.value;
7890 t->specularscale *= t->specularscalemod;
7891 t->specularpower *= t->specularpowermod;
7892 t->rtlightambient = 0;
7894 // lightmaps mode looks bad with dlights using actual texturing, so turn
7895 // off the colormap and glossmap, but leave the normalmap on as it still
7896 // accurately represents the shading involved
7897 if (gl_lightmaps.integer)
7899 t->basetexture = r_texture_grey128;
7900 t->pantstexture = r_texture_black;
7901 t->shirttexture = r_texture_black;
7902 t->nmaptexture = r_texture_blanknormalmap;
7903 t->glosstexture = r_texture_black;
7904 t->glowtexture = NULL;
7905 t->fogtexture = NULL;
7906 t->reflectmasktexture = NULL;
7907 t->backgroundbasetexture = NULL;
7908 t->backgroundnmaptexture = r_texture_blanknormalmap;
7909 t->backgroundglosstexture = r_texture_black;
7910 t->backgroundglowtexture = NULL;
7911 t->specularscale = 0;
7912 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7915 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7916 VectorClear(t->dlightcolor);
7917 t->currentnumlayers = 0;
7918 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7920 int blendfunc1, blendfunc2;
7922 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7924 blendfunc1 = GL_SRC_ALPHA;
7925 blendfunc2 = GL_ONE;
7927 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7929 blendfunc1 = GL_SRC_ALPHA;
7930 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7932 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7934 blendfunc1 = t->customblendfunc[0];
7935 blendfunc2 = t->customblendfunc[1];
7939 blendfunc1 = GL_ONE;
7940 blendfunc2 = GL_ZERO;
7942 // don't colormod evilblend textures
7943 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7944 VectorSet(t->lightmapcolor, 1, 1, 1);
7945 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7946 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7948 // fullbright is not affected by r_refdef.lightmapintensity
7949 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]);
7950 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7951 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7952 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7953 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7957 vec3_t ambientcolor;
7959 // set the color tint used for lights affecting this surface
7960 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7962 // q3bsp has no lightmap updates, so the lightstylevalue that
7963 // would normally be baked into the lightmap must be
7964 // applied to the color
7965 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7966 if (model->type == mod_brushq3)
7967 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7968 colorscale *= r_refdef.lightmapintensity;
7969 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7970 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7971 // basic lit geometry
7972 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]);
7973 // add pants/shirt if needed
7974 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7975 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7976 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7977 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7978 // now add ambient passes if needed
7979 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7981 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]);
7982 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7983 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7984 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7985 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7988 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7989 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7990 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7992 // if this is opaque use alpha blend which will darken the earlier
7995 // if this is an alpha blended material, all the earlier passes
7996 // were darkened by fog already, so we only need to add the fog
7997 // color ontop through the fog mask texture
7999 // if this is an additive blended material, all the earlier passes
8000 // were darkened by fog already, and we should not add fog color
8001 // (because the background was not darkened, there is no fog color
8002 // that was lost behind it).
8003 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8007 return t->currentframe;
8010 rsurfacestate_t rsurface;
8012 void RSurf_ActiveWorldEntity(void)
8014 dp_model_t *model = r_refdef.scene.worldmodel;
8015 //if (rsurface.entity == r_refdef.scene.worldentity)
8017 rsurface.entity = r_refdef.scene.worldentity;
8018 rsurface.skeleton = NULL;
8019 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8020 rsurface.ent_skinnum = 0;
8021 rsurface.ent_qwskin = -1;
8022 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8023 rsurface.shadertime = r_refdef.scene.time;
8024 rsurface.matrix = identitymatrix;
8025 rsurface.inversematrix = identitymatrix;
8026 rsurface.matrixscale = 1;
8027 rsurface.inversematrixscale = 1;
8028 R_EntityMatrix(&identitymatrix);
8029 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8030 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8031 rsurface.fograngerecip = r_refdef.fograngerecip;
8032 rsurface.fogheightfade = r_refdef.fogheightfade;
8033 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8034 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8035 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8036 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8037 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8038 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8039 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8040 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8041 rsurface.colormod[3] = 1;
8042 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8043 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8044 rsurface.frameblend[0].lerp = 1;
8045 rsurface.ent_alttextures = false;
8046 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8047 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8048 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8049 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8050 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8051 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8052 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8053 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8054 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8055 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8056 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8057 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8058 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8059 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8060 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8061 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8062 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8063 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8064 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8065 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8066 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8067 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8068 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8069 rsurface.modelelement3i = model->surfmesh.data_element3i;
8070 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8071 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8072 rsurface.modelelement3s = model->surfmesh.data_element3s;
8073 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8074 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8075 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8076 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8077 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8078 rsurface.modelsurfaces = model->data_surfaces;
8079 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8080 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8081 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8082 rsurface.modelgeneratedvertex = false;
8083 rsurface.batchgeneratedvertex = false;
8084 rsurface.batchfirstvertex = 0;
8085 rsurface.batchnumvertices = 0;
8086 rsurface.batchfirsttriangle = 0;
8087 rsurface.batchnumtriangles = 0;
8088 rsurface.batchvertex3f = NULL;
8089 rsurface.batchvertex3f_vertexbuffer = NULL;
8090 rsurface.batchvertex3f_bufferoffset = 0;
8091 rsurface.batchsvector3f = NULL;
8092 rsurface.batchsvector3f_vertexbuffer = NULL;
8093 rsurface.batchsvector3f_bufferoffset = 0;
8094 rsurface.batchtvector3f = NULL;
8095 rsurface.batchtvector3f_vertexbuffer = NULL;
8096 rsurface.batchtvector3f_bufferoffset = 0;
8097 rsurface.batchnormal3f = NULL;
8098 rsurface.batchnormal3f_vertexbuffer = NULL;
8099 rsurface.batchnormal3f_bufferoffset = 0;
8100 rsurface.batchlightmapcolor4f = NULL;
8101 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8102 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8103 rsurface.batchtexcoordtexture2f = NULL;
8104 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8105 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8106 rsurface.batchtexcoordlightmap2f = NULL;
8107 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8108 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8109 rsurface.batchvertexmesh = NULL;
8110 rsurface.batchvertexmeshbuffer = NULL;
8111 rsurface.batchvertex3fbuffer = NULL;
8112 rsurface.batchelement3i = NULL;
8113 rsurface.batchelement3i_indexbuffer = NULL;
8114 rsurface.batchelement3i_bufferoffset = 0;
8115 rsurface.batchelement3s = NULL;
8116 rsurface.batchelement3s_indexbuffer = NULL;
8117 rsurface.batchelement3s_bufferoffset = 0;
8118 rsurface.passcolor4f = NULL;
8119 rsurface.passcolor4f_vertexbuffer = NULL;
8120 rsurface.passcolor4f_bufferoffset = 0;
8123 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8125 dp_model_t *model = ent->model;
8126 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8128 rsurface.entity = (entity_render_t *)ent;
8129 rsurface.skeleton = ent->skeleton;
8130 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8131 rsurface.ent_skinnum = ent->skinnum;
8132 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8133 rsurface.ent_flags = ent->flags;
8134 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8135 rsurface.matrix = ent->matrix;
8136 rsurface.inversematrix = ent->inversematrix;
8137 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8138 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8139 R_EntityMatrix(&rsurface.matrix);
8140 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8141 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8142 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8143 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8144 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8145 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8146 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8147 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8148 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8149 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8150 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8151 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8152 rsurface.colormod[3] = ent->alpha;
8153 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8154 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8155 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8156 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8157 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8158 if (ent->model->brush.submodel && !prepass)
8160 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8161 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8163 if (model->surfmesh.isanimated && model->AnimateVertices)
8165 if (ent->animcache_vertex3f)
8167 rsurface.modelvertex3f = ent->animcache_vertex3f;
8168 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8169 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8170 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8171 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8172 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8173 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8175 else if (wanttangents)
8177 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8178 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8179 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8180 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8181 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8182 rsurface.modelvertexmesh = NULL;
8183 rsurface.modelvertexmeshbuffer = NULL;
8184 rsurface.modelvertex3fbuffer = NULL;
8186 else if (wantnormals)
8188 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8189 rsurface.modelsvector3f = NULL;
8190 rsurface.modeltvector3f = NULL;
8191 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8192 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8193 rsurface.modelvertexmesh = NULL;
8194 rsurface.modelvertexmeshbuffer = NULL;
8195 rsurface.modelvertex3fbuffer = NULL;
8199 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8200 rsurface.modelsvector3f = NULL;
8201 rsurface.modeltvector3f = NULL;
8202 rsurface.modelnormal3f = NULL;
8203 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8204 rsurface.modelvertexmesh = NULL;
8205 rsurface.modelvertexmeshbuffer = NULL;
8206 rsurface.modelvertex3fbuffer = NULL;
8208 rsurface.modelvertex3f_vertexbuffer = 0;
8209 rsurface.modelvertex3f_bufferoffset = 0;
8210 rsurface.modelsvector3f_vertexbuffer = 0;
8211 rsurface.modelsvector3f_bufferoffset = 0;
8212 rsurface.modeltvector3f_vertexbuffer = 0;
8213 rsurface.modeltvector3f_bufferoffset = 0;
8214 rsurface.modelnormal3f_vertexbuffer = 0;
8215 rsurface.modelnormal3f_bufferoffset = 0;
8216 rsurface.modelgeneratedvertex = true;
8220 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8221 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8222 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8223 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8224 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8225 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8226 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8227 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8228 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8229 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8230 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8231 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8232 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8233 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8234 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8235 rsurface.modelgeneratedvertex = false;
8237 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8238 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8239 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8240 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8241 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8242 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8243 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8244 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8245 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8246 rsurface.modelelement3i = model->surfmesh.data_element3i;
8247 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8248 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8249 rsurface.modelelement3s = model->surfmesh.data_element3s;
8250 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8251 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8252 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8253 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8254 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8255 rsurface.modelsurfaces = model->data_surfaces;
8256 rsurface.batchgeneratedvertex = false;
8257 rsurface.batchfirstvertex = 0;
8258 rsurface.batchnumvertices = 0;
8259 rsurface.batchfirsttriangle = 0;
8260 rsurface.batchnumtriangles = 0;
8261 rsurface.batchvertex3f = NULL;
8262 rsurface.batchvertex3f_vertexbuffer = NULL;
8263 rsurface.batchvertex3f_bufferoffset = 0;
8264 rsurface.batchsvector3f = NULL;
8265 rsurface.batchsvector3f_vertexbuffer = NULL;
8266 rsurface.batchsvector3f_bufferoffset = 0;
8267 rsurface.batchtvector3f = NULL;
8268 rsurface.batchtvector3f_vertexbuffer = NULL;
8269 rsurface.batchtvector3f_bufferoffset = 0;
8270 rsurface.batchnormal3f = NULL;
8271 rsurface.batchnormal3f_vertexbuffer = NULL;
8272 rsurface.batchnormal3f_bufferoffset = 0;
8273 rsurface.batchlightmapcolor4f = NULL;
8274 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8275 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8276 rsurface.batchtexcoordtexture2f = NULL;
8277 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8278 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8279 rsurface.batchtexcoordlightmap2f = NULL;
8280 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8281 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8282 rsurface.batchvertexmesh = NULL;
8283 rsurface.batchvertexmeshbuffer = NULL;
8284 rsurface.batchvertex3fbuffer = NULL;
8285 rsurface.batchelement3i = NULL;
8286 rsurface.batchelement3i_indexbuffer = NULL;
8287 rsurface.batchelement3i_bufferoffset = 0;
8288 rsurface.batchelement3s = NULL;
8289 rsurface.batchelement3s_indexbuffer = NULL;
8290 rsurface.batchelement3s_bufferoffset = 0;
8291 rsurface.passcolor4f = NULL;
8292 rsurface.passcolor4f_vertexbuffer = NULL;
8293 rsurface.passcolor4f_bufferoffset = 0;
8296 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8298 rsurface.entity = r_refdef.scene.worldentity;
8299 rsurface.skeleton = NULL;
8300 rsurface.ent_skinnum = 0;
8301 rsurface.ent_qwskin = -1;
8302 rsurface.ent_flags = entflags;
8303 rsurface.shadertime = r_refdef.scene.time - shadertime;
8304 rsurface.modelnumvertices = numvertices;
8305 rsurface.modelnumtriangles = numtriangles;
8306 rsurface.matrix = *matrix;
8307 rsurface.inversematrix = *inversematrix;
8308 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8309 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8310 R_EntityMatrix(&rsurface.matrix);
8311 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8312 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8313 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8314 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8315 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8316 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8317 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8318 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8319 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8320 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8321 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8322 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8323 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8324 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8325 rsurface.frameblend[0].lerp = 1;
8326 rsurface.ent_alttextures = false;
8327 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8328 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8331 rsurface.modelvertex3f = (float *)vertex3f;
8332 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8333 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8334 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8336 else if (wantnormals)
8338 rsurface.modelvertex3f = (float *)vertex3f;
8339 rsurface.modelsvector3f = NULL;
8340 rsurface.modeltvector3f = NULL;
8341 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8345 rsurface.modelvertex3f = (float *)vertex3f;
8346 rsurface.modelsvector3f = NULL;
8347 rsurface.modeltvector3f = NULL;
8348 rsurface.modelnormal3f = NULL;
8350 rsurface.modelvertexmesh = NULL;
8351 rsurface.modelvertexmeshbuffer = NULL;
8352 rsurface.modelvertex3fbuffer = NULL;
8353 rsurface.modelvertex3f_vertexbuffer = 0;
8354 rsurface.modelvertex3f_bufferoffset = 0;
8355 rsurface.modelsvector3f_vertexbuffer = 0;
8356 rsurface.modelsvector3f_bufferoffset = 0;
8357 rsurface.modeltvector3f_vertexbuffer = 0;
8358 rsurface.modeltvector3f_bufferoffset = 0;
8359 rsurface.modelnormal3f_vertexbuffer = 0;
8360 rsurface.modelnormal3f_bufferoffset = 0;
8361 rsurface.modelgeneratedvertex = true;
8362 rsurface.modellightmapcolor4f = (float *)color4f;
8363 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8364 rsurface.modellightmapcolor4f_bufferoffset = 0;
8365 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8366 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8367 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8368 rsurface.modeltexcoordlightmap2f = NULL;
8369 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8370 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8371 rsurface.modelelement3i = (int *)element3i;
8372 rsurface.modelelement3i_indexbuffer = NULL;
8373 rsurface.modelelement3i_bufferoffset = 0;
8374 rsurface.modelelement3s = (unsigned short *)element3s;
8375 rsurface.modelelement3s_indexbuffer = NULL;
8376 rsurface.modelelement3s_bufferoffset = 0;
8377 rsurface.modellightmapoffsets = NULL;
8378 rsurface.modelsurfaces = NULL;
8379 rsurface.batchgeneratedvertex = false;
8380 rsurface.batchfirstvertex = 0;
8381 rsurface.batchnumvertices = 0;
8382 rsurface.batchfirsttriangle = 0;
8383 rsurface.batchnumtriangles = 0;
8384 rsurface.batchvertex3f = NULL;
8385 rsurface.batchvertex3f_vertexbuffer = NULL;
8386 rsurface.batchvertex3f_bufferoffset = 0;
8387 rsurface.batchsvector3f = NULL;
8388 rsurface.batchsvector3f_vertexbuffer = NULL;
8389 rsurface.batchsvector3f_bufferoffset = 0;
8390 rsurface.batchtvector3f = NULL;
8391 rsurface.batchtvector3f_vertexbuffer = NULL;
8392 rsurface.batchtvector3f_bufferoffset = 0;
8393 rsurface.batchnormal3f = NULL;
8394 rsurface.batchnormal3f_vertexbuffer = NULL;
8395 rsurface.batchnormal3f_bufferoffset = 0;
8396 rsurface.batchlightmapcolor4f = NULL;
8397 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8398 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8399 rsurface.batchtexcoordtexture2f = NULL;
8400 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8401 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8402 rsurface.batchtexcoordlightmap2f = NULL;
8403 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8404 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8405 rsurface.batchvertexmesh = NULL;
8406 rsurface.batchvertexmeshbuffer = NULL;
8407 rsurface.batchvertex3fbuffer = NULL;
8408 rsurface.batchelement3i = NULL;
8409 rsurface.batchelement3i_indexbuffer = NULL;
8410 rsurface.batchelement3i_bufferoffset = 0;
8411 rsurface.batchelement3s = NULL;
8412 rsurface.batchelement3s_indexbuffer = NULL;
8413 rsurface.batchelement3s_bufferoffset = 0;
8414 rsurface.passcolor4f = NULL;
8415 rsurface.passcolor4f_vertexbuffer = NULL;
8416 rsurface.passcolor4f_bufferoffset = 0;
8418 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8420 if ((wantnormals || wanttangents) && !normal3f)
8422 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8423 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8425 if (wanttangents && !svector3f)
8427 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8428 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8429 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8434 float RSurf_FogPoint(const float *v)
8436 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8437 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8438 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8439 float FogHeightFade = r_refdef.fogheightfade;
8441 unsigned int fogmasktableindex;
8442 if (r_refdef.fogplaneviewabove)
8443 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8445 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8446 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8447 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8450 float RSurf_FogVertex(const float *v)
8452 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8453 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8454 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8455 float FogHeightFade = rsurface.fogheightfade;
8457 unsigned int fogmasktableindex;
8458 if (r_refdef.fogplaneviewabove)
8459 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8461 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8462 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8463 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8466 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8469 for (i = 0;i < numelements;i++)
8470 outelement3i[i] = inelement3i[i] + adjust;
8473 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8474 extern cvar_t gl_vbo;
8475 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8483 int surfacefirsttriangle;
8484 int surfacenumtriangles;
8485 int surfacefirstvertex;
8486 int surfaceendvertex;
8487 int surfacenumvertices;
8488 int batchnumvertices;
8489 int batchnumtriangles;
8493 qboolean dynamicvertex;
8497 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8499 q3shaderinfo_deform_t *deform;
8500 const msurface_t *surface, *firstsurface;
8501 r_vertexmesh_t *vertexmesh;
8502 if (!texturenumsurfaces)
8504 // find vertex range of this surface batch
8506 firstsurface = texturesurfacelist[0];
8507 firsttriangle = firstsurface->num_firsttriangle;
8508 batchnumvertices = 0;
8509 batchnumtriangles = 0;
8510 firstvertex = endvertex = firstsurface->num_firstvertex;
8511 for (i = 0;i < texturenumsurfaces;i++)
8513 surface = texturesurfacelist[i];
8514 if (surface != firstsurface + i)
8516 surfacefirstvertex = surface->num_firstvertex;
8517 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8518 surfacenumvertices = surface->num_vertices;
8519 surfacenumtriangles = surface->num_triangles;
8520 if (firstvertex > surfacefirstvertex)
8521 firstvertex = surfacefirstvertex;
8522 if (endvertex < surfaceendvertex)
8523 endvertex = surfaceendvertex;
8524 batchnumvertices += surfacenumvertices;
8525 batchnumtriangles += surfacenumtriangles;
8528 // we now know the vertex range used, and if there are any gaps in it
8529 rsurface.batchfirstvertex = firstvertex;
8530 rsurface.batchnumvertices = endvertex - firstvertex;
8531 rsurface.batchfirsttriangle = firsttriangle;
8532 rsurface.batchnumtriangles = batchnumtriangles;
8534 // this variable holds flags for which properties have been updated that
8535 // may require regenerating vertexmesh array...
8538 // check if any dynamic vertex processing must occur
8539 dynamicvertex = false;
8541 // if there is a chance of animated vertex colors, it's a dynamic batch
8542 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8544 dynamicvertex = true;
8545 batchneed |= BATCHNEED_NOGAPS;
8546 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8549 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8551 switch (deform->deform)
8554 case Q3DEFORM_PROJECTIONSHADOW:
8555 case Q3DEFORM_TEXT0:
8556 case Q3DEFORM_TEXT1:
8557 case Q3DEFORM_TEXT2:
8558 case Q3DEFORM_TEXT3:
8559 case Q3DEFORM_TEXT4:
8560 case Q3DEFORM_TEXT5:
8561 case Q3DEFORM_TEXT6:
8562 case Q3DEFORM_TEXT7:
8565 case Q3DEFORM_AUTOSPRITE:
8566 dynamicvertex = true;
8567 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8568 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8570 case Q3DEFORM_AUTOSPRITE2:
8571 dynamicvertex = true;
8572 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8573 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8575 case Q3DEFORM_NORMAL:
8576 dynamicvertex = true;
8577 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8578 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8581 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8582 break; // if wavefunc is a nop, ignore this transform
8583 dynamicvertex = true;
8584 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8585 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8587 case Q3DEFORM_BULGE:
8588 dynamicvertex = true;
8589 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8590 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8593 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8594 break; // if wavefunc is a nop, ignore this transform
8595 dynamicvertex = true;
8596 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8597 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8601 switch(rsurface.texture->tcgen.tcgen)
8604 case Q3TCGEN_TEXTURE:
8606 case Q3TCGEN_LIGHTMAP:
8607 dynamicvertex = true;
8608 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8609 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8611 case Q3TCGEN_VECTOR:
8612 dynamicvertex = true;
8613 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8614 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8616 case Q3TCGEN_ENVIRONMENT:
8617 dynamicvertex = true;
8618 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8619 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8622 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8624 dynamicvertex = true;
8625 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8626 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8629 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_NOGAPS;
8633 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8636 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8638 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8639 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8640 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8641 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8642 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8643 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8644 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8647 // when the model data has no vertex buffer (dynamic mesh), we need to
8649 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8650 batchneed |= BATCHNEED_NOGAPS;
8652 // if needsupdate, we have to do a dynamic vertex batch for sure
8653 if (needsupdate & batchneed)
8654 dynamicvertex = true;
8656 // see if we need to build vertexmesh from arrays
8657 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8658 dynamicvertex = true;
8660 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8661 // also some drivers strongly dislike firstvertex
8662 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8663 dynamicvertex = true;
8665 rsurface.batchvertex3f = rsurface.modelvertex3f;
8666 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8667 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8668 rsurface.batchsvector3f = rsurface.modelsvector3f;
8669 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8670 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8671 rsurface.batchtvector3f = rsurface.modeltvector3f;
8672 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8673 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8674 rsurface.batchnormal3f = rsurface.modelnormal3f;
8675 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8676 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8677 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8678 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8679 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8680 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8681 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8682 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8683 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8684 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8685 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8686 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8687 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8688 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8689 rsurface.batchelement3i = rsurface.modelelement3i;
8690 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8691 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8692 rsurface.batchelement3s = rsurface.modelelement3s;
8693 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8694 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8696 // if any dynamic vertex processing has to occur in software, we copy the
8697 // entire surface list together before processing to rebase the vertices
8698 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8700 // if any gaps exist and we do not have a static vertex buffer, we have to
8701 // copy the surface list together to avoid wasting upload bandwidth on the
8702 // vertices in the gaps.
8704 // if gaps exist and we have a static vertex buffer, we still have to
8705 // combine the index buffer ranges into one dynamic index buffer.
8707 // in all cases we end up with data that can be drawn in one call.
8711 // static vertex data, just set pointers...
8712 rsurface.batchgeneratedvertex = false;
8713 // if there are gaps, we want to build a combined index buffer,
8714 // otherwise use the original static buffer with an appropriate offset
8717 // build a new triangle elements array for this batch
8718 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8719 rsurface.batchfirsttriangle = 0;
8721 for (i = 0;i < texturenumsurfaces;i++)
8723 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8724 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8725 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8726 numtriangles += surfacenumtriangles;
8728 rsurface.batchelement3i_indexbuffer = NULL;
8729 rsurface.batchelement3i_bufferoffset = 0;
8730 rsurface.batchelement3s = NULL;
8731 rsurface.batchelement3s_indexbuffer = NULL;
8732 rsurface.batchelement3s_bufferoffset = 0;
8733 if (endvertex <= 65536)
8735 // make a 16bit (unsigned short) index array if possible
8736 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8737 for (i = 0;i < numtriangles*3;i++)
8738 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8744 // something needs software processing, do it for real...
8745 // we only directly handle separate array data in this case and then
8746 // generate interleaved data if needed...
8747 rsurface.batchgeneratedvertex = true;
8749 // now copy the vertex data into a combined array and make an index array
8750 // (this is what Quake3 does all the time)
8751 //if (gaps || rsurface.batchfirstvertex)
8753 rsurface.batchvertex3fbuffer = NULL;
8754 rsurface.batchvertexmesh = NULL;
8755 rsurface.batchvertexmeshbuffer = NULL;
8756 rsurface.batchvertex3f = NULL;
8757 rsurface.batchvertex3f_vertexbuffer = NULL;
8758 rsurface.batchvertex3f_bufferoffset = 0;
8759 rsurface.batchsvector3f = NULL;
8760 rsurface.batchsvector3f_vertexbuffer = NULL;
8761 rsurface.batchsvector3f_bufferoffset = 0;
8762 rsurface.batchtvector3f = NULL;
8763 rsurface.batchtvector3f_vertexbuffer = NULL;
8764 rsurface.batchtvector3f_bufferoffset = 0;
8765 rsurface.batchnormal3f = NULL;
8766 rsurface.batchnormal3f_vertexbuffer = NULL;
8767 rsurface.batchnormal3f_bufferoffset = 0;
8768 rsurface.batchlightmapcolor4f = NULL;
8769 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8770 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8771 rsurface.batchtexcoordtexture2f = NULL;
8772 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8773 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8774 rsurface.batchtexcoordlightmap2f = NULL;
8775 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8776 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8777 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8778 rsurface.batchelement3i_indexbuffer = NULL;
8779 rsurface.batchelement3i_bufferoffset = 0;
8780 rsurface.batchelement3s = NULL;
8781 rsurface.batchelement3s_indexbuffer = NULL;
8782 rsurface.batchelement3s_bufferoffset = 0;
8783 // we'll only be setting up certain arrays as needed
8784 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8785 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8786 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8787 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8788 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8789 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8790 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8792 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8793 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8795 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8796 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8797 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8798 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8799 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8800 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8803 for (i = 0;i < texturenumsurfaces;i++)
8805 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8806 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8807 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8808 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8809 // copy only the data requested
8810 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8811 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8812 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8814 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8816 if (rsurface.batchvertex3f)
8817 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8819 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8821 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8823 if (rsurface.modelnormal3f)
8824 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8826 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8828 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8830 if (rsurface.modelsvector3f)
8832 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8833 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8837 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8838 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8841 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8843 if (rsurface.modellightmapcolor4f)
8844 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8846 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8848 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8850 if (rsurface.modeltexcoordtexture2f)
8851 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8853 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8855 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8857 if (rsurface.modeltexcoordlightmap2f)
8858 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8860 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8863 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8864 numvertices += surfacenumvertices;
8865 numtriangles += surfacenumtriangles;
8868 // generate a 16bit index array as well if possible
8869 // (in general, dynamic batches fit)
8870 if (numvertices <= 65536)
8872 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8873 for (i = 0;i < numtriangles*3;i++)
8874 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8877 // since we've copied everything, the batch now starts at 0
8878 rsurface.batchfirstvertex = 0;
8879 rsurface.batchnumvertices = batchnumvertices;
8880 rsurface.batchfirsttriangle = 0;
8881 rsurface.batchnumtriangles = batchnumtriangles;
8884 // q1bsp surfaces rendered in vertex color mode have to have colors
8885 // calculated based on lightstyles
8886 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8888 // generate color arrays for the surfaces in this list
8893 const unsigned char *lm;
8894 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8895 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8896 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8898 for (i = 0;i < texturenumsurfaces;i++)
8900 surface = texturesurfacelist[i];
8901 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8902 surfacenumvertices = surface->num_vertices;
8903 if (surface->lightmapinfo->samples)
8905 for (j = 0;j < surfacenumvertices;j++)
8907 lm = surface->lightmapinfo->samples + offsets[j];
8908 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8909 VectorScale(lm, scale, c);
8910 if (surface->lightmapinfo->styles[1] != 255)
8912 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8914 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8915 VectorMA(c, scale, lm, c);
8916 if (surface->lightmapinfo->styles[2] != 255)
8919 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8920 VectorMA(c, scale, lm, c);
8921 if (surface->lightmapinfo->styles[3] != 255)
8924 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8925 VectorMA(c, scale, lm, c);
8932 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8938 for (j = 0;j < surfacenumvertices;j++)
8940 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8947 // if vertices are deformed (sprite flares and things in maps, possibly
8948 // water waves, bulges and other deformations), modify the copied vertices
8950 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8952 switch (deform->deform)
8955 case Q3DEFORM_PROJECTIONSHADOW:
8956 case Q3DEFORM_TEXT0:
8957 case Q3DEFORM_TEXT1:
8958 case Q3DEFORM_TEXT2:
8959 case Q3DEFORM_TEXT3:
8960 case Q3DEFORM_TEXT4:
8961 case Q3DEFORM_TEXT5:
8962 case Q3DEFORM_TEXT6:
8963 case Q3DEFORM_TEXT7:
8966 case Q3DEFORM_AUTOSPRITE:
8967 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8968 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8969 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8970 VectorNormalize(newforward);
8971 VectorNormalize(newright);
8972 VectorNormalize(newup);
8973 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8974 // rsurface.batchvertex3f_vertexbuffer = NULL;
8975 // rsurface.batchvertex3f_bufferoffset = 0;
8976 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8977 // rsurface.batchsvector3f_vertexbuffer = NULL;
8978 // rsurface.batchsvector3f_bufferoffset = 0;
8979 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8980 // rsurface.batchtvector3f_vertexbuffer = NULL;
8981 // rsurface.batchtvector3f_bufferoffset = 0;
8982 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8983 // rsurface.batchnormal3f_vertexbuffer = NULL;
8984 // rsurface.batchnormal3f_bufferoffset = 0;
8985 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8986 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8987 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8988 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8989 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8990 // a single autosprite surface can contain multiple sprites...
8991 for (j = 0;j < batchnumvertices - 3;j += 4)
8993 VectorClear(center);
8994 for (i = 0;i < 4;i++)
8995 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8996 VectorScale(center, 0.25f, center);
8997 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8998 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8999 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9000 for (i = 0;i < 4;i++)
9002 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9003 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9006 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9007 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9008 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9010 case Q3DEFORM_AUTOSPRITE2:
9011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9013 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9014 VectorNormalize(newforward);
9015 VectorNormalize(newright);
9016 VectorNormalize(newup);
9017 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9018 // rsurface.batchvertex3f_vertexbuffer = NULL;
9019 // rsurface.batchvertex3f_bufferoffset = 0;
9021 const float *v1, *v2;
9031 memset(shortest, 0, sizeof(shortest));
9032 // a single autosprite surface can contain multiple sprites...
9033 for (j = 0;j < batchnumvertices - 3;j += 4)
9035 VectorClear(center);
9036 for (i = 0;i < 4;i++)
9037 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9038 VectorScale(center, 0.25f, center);
9039 // find the two shortest edges, then use them to define the
9040 // axis vectors for rotating around the central axis
9041 for (i = 0;i < 6;i++)
9043 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9044 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9045 l = VectorDistance2(v1, v2);
9046 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9048 l += (1.0f / 1024.0f);
9049 if (shortest[0].length2 > l || i == 0)
9051 shortest[1] = shortest[0];
9052 shortest[0].length2 = l;
9053 shortest[0].v1 = v1;
9054 shortest[0].v2 = v2;
9056 else if (shortest[1].length2 > l || i == 1)
9058 shortest[1].length2 = l;
9059 shortest[1].v1 = v1;
9060 shortest[1].v2 = v2;
9063 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9064 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9065 // this calculates the right vector from the shortest edge
9066 // and the up vector from the edge midpoints
9067 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9068 VectorNormalize(right);
9069 VectorSubtract(end, start, up);
9070 VectorNormalize(up);
9071 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9072 VectorSubtract(rsurface.localvieworigin, center, forward);
9073 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9074 VectorNegate(forward, forward);
9075 VectorReflect(forward, 0, up, forward);
9076 VectorNormalize(forward);
9077 CrossProduct(up, forward, newright);
9078 VectorNormalize(newright);
9079 // rotate the quad around the up axis vector, this is made
9080 // especially easy by the fact we know the quad is flat,
9081 // so we only have to subtract the center position and
9082 // measure distance along the right vector, and then
9083 // multiply that by the newright vector and add back the
9085 // we also need to subtract the old position to undo the
9086 // displacement from the center, which we do with a
9087 // DotProduct, the subtraction/addition of center is also
9088 // optimized into DotProducts here
9089 l = DotProduct(right, center);
9090 for (i = 0;i < 4;i++)
9092 v1 = rsurface.batchvertex3f + 3*(j+i);
9093 f = DotProduct(right, v1) - l;
9094 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9098 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9100 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9101 // rsurface.batchnormal3f_vertexbuffer = NULL;
9102 // rsurface.batchnormal3f_bufferoffset = 0;
9103 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9105 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9107 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9108 // rsurface.batchsvector3f_vertexbuffer = NULL;
9109 // rsurface.batchsvector3f_bufferoffset = 0;
9110 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9111 // rsurface.batchtvector3f_vertexbuffer = NULL;
9112 // rsurface.batchtvector3f_bufferoffset = 0;
9113 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9116 case Q3DEFORM_NORMAL:
9117 // deform the normals to make reflections wavey
9118 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9119 rsurface.batchnormal3f_vertexbuffer = NULL;
9120 rsurface.batchnormal3f_bufferoffset = 0;
9121 for (j = 0;j < batchnumvertices;j++)
9124 float *normal = rsurface.batchnormal3f + 3*j;
9125 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9126 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9127 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9128 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9129 VectorNormalize(normal);
9131 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9133 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9134 // rsurface.batchsvector3f_vertexbuffer = NULL;
9135 // rsurface.batchsvector3f_bufferoffset = 0;
9136 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9137 // rsurface.batchtvector3f_vertexbuffer = NULL;
9138 // rsurface.batchtvector3f_bufferoffset = 0;
9139 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9143 // deform vertex array to make wavey water and flags and such
9144 waveparms[0] = deform->waveparms[0];
9145 waveparms[1] = deform->waveparms[1];
9146 waveparms[2] = deform->waveparms[2];
9147 waveparms[3] = deform->waveparms[3];
9148 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9149 break; // if wavefunc is a nop, don't make a dynamic vertex array
9150 // this is how a divisor of vertex influence on deformation
9151 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9152 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9153 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9154 // rsurface.batchvertex3f_vertexbuffer = NULL;
9155 // rsurface.batchvertex3f_bufferoffset = 0;
9156 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9157 // rsurface.batchnormal3f_vertexbuffer = NULL;
9158 // rsurface.batchnormal3f_bufferoffset = 0;
9159 for (j = 0;j < batchnumvertices;j++)
9161 // if the wavefunc depends on time, evaluate it per-vertex
9164 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9165 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9167 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9169 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9170 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9171 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9173 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 // rsurface.batchsvector3f_vertexbuffer = NULL;
9175 // rsurface.batchsvector3f_bufferoffset = 0;
9176 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9177 // rsurface.batchtvector3f_vertexbuffer = NULL;
9178 // rsurface.batchtvector3f_bufferoffset = 0;
9179 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9182 case Q3DEFORM_BULGE:
9183 // deform vertex array to make the surface have moving bulges
9184 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9185 // rsurface.batchvertex3f_vertexbuffer = NULL;
9186 // rsurface.batchvertex3f_bufferoffset = 0;
9187 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9188 // rsurface.batchnormal3f_vertexbuffer = NULL;
9189 // rsurface.batchnormal3f_bufferoffset = 0;
9190 for (j = 0;j < batchnumvertices;j++)
9192 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9193 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9195 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9196 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9197 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9199 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9200 // rsurface.batchsvector3f_vertexbuffer = NULL;
9201 // rsurface.batchsvector3f_bufferoffset = 0;
9202 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9203 // rsurface.batchtvector3f_vertexbuffer = NULL;
9204 // rsurface.batchtvector3f_bufferoffset = 0;
9205 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9209 // deform vertex array
9210 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9211 break; // if wavefunc is a nop, don't make a dynamic vertex array
9212 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9213 VectorScale(deform->parms, scale, waveparms);
9214 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9215 // rsurface.batchvertex3f_vertexbuffer = NULL;
9216 // rsurface.batchvertex3f_bufferoffset = 0;
9217 for (j = 0;j < batchnumvertices;j++)
9218 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9223 // generate texcoords based on the chosen texcoord source
9224 switch(rsurface.texture->tcgen.tcgen)
9227 case Q3TCGEN_TEXTURE:
9229 case Q3TCGEN_LIGHTMAP:
9230 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9231 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9232 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9233 if (rsurface.batchtexcoordlightmap2f)
9234 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9236 case Q3TCGEN_VECTOR:
9237 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9238 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9239 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9240 for (j = 0;j < batchnumvertices;j++)
9242 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9243 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9246 case Q3TCGEN_ENVIRONMENT:
9247 // make environment reflections using a spheremap
9248 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9249 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9250 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9251 for (j = 0;j < batchnumvertices;j++)
9253 // identical to Q3A's method, but executed in worldspace so
9254 // carried models can be shiny too
9256 float viewer[3], d, reflected[3], worldreflected[3];
9258 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9259 // VectorNormalize(viewer);
9261 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9263 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9264 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9265 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9266 // note: this is proportinal to viewer, so we can normalize later
9268 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9269 VectorNormalize(worldreflected);
9271 // note: this sphere map only uses world x and z!
9272 // so positive and negative y will LOOK THE SAME.
9273 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9274 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9278 // the only tcmod that needs software vertex processing is turbulent, so
9279 // check for it here and apply the changes if needed
9280 // and we only support that as the first one
9281 // (handling a mixture of turbulent and other tcmods would be problematic
9282 // without punting it entirely to a software path)
9283 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9285 amplitude = rsurface.texture->tcmods[0].parms[1];
9286 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9287 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9288 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9289 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9290 for (j = 0;j < batchnumvertices;j++)
9292 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9293 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9297 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9299 // convert the modified arrays to vertex structs
9300 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9301 // rsurface.batchvertexmeshbuffer = NULL;
9302 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9303 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9304 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9305 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9306 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9307 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9308 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9310 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9312 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9313 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9316 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9317 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9318 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9319 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9320 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9321 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9322 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9323 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9324 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9328 void RSurf_DrawBatch(void)
9330 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9331 // through the pipeline, killing it earlier in the pipeline would have
9332 // per-surface overhead rather than per-batch overhead, so it's best to
9333 // reject it here, before it hits glDraw.
9334 if (rsurface.batchnumtriangles == 0)
9337 // batch debugging code
9338 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9344 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9345 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9348 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9350 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9352 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9353 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9360 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9363 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9365 // pick the closest matching water plane
9366 int planeindex, vertexindex, bestplaneindex = -1;
9370 r_waterstate_waterplane_t *p;
9371 qboolean prepared = false;
9373 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9375 if(p->camera_entity != rsurface.texture->camera_entity)
9380 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9382 if(rsurface.batchnumvertices == 0)
9385 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9387 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9388 d += fabs(PlaneDiff(vert, &p->plane));
9390 if (bestd > d || bestplaneindex < 0)
9393 bestplaneindex = planeindex;
9396 return bestplaneindex;
9397 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9398 // this situation though, as it might be better to render single larger
9399 // batches with useless stuff (backface culled for example) than to
9400 // render multiple smaller batches
9403 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9406 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9407 rsurface.passcolor4f_vertexbuffer = 0;
9408 rsurface.passcolor4f_bufferoffset = 0;
9409 for (i = 0;i < rsurface.batchnumvertices;i++)
9410 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9413 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9420 if (rsurface.passcolor4f)
9422 // generate color arrays
9423 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9424 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9425 rsurface.passcolor4f_vertexbuffer = 0;
9426 rsurface.passcolor4f_bufferoffset = 0;
9427 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9429 f = RSurf_FogVertex(v);
9438 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9439 rsurface.passcolor4f_vertexbuffer = 0;
9440 rsurface.passcolor4f_bufferoffset = 0;
9441 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9443 f = RSurf_FogVertex(v);
9452 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9459 if (!rsurface.passcolor4f)
9461 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9462 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9463 rsurface.passcolor4f_vertexbuffer = 0;
9464 rsurface.passcolor4f_bufferoffset = 0;
9465 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9467 f = RSurf_FogVertex(v);
9468 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9469 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9470 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9475 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9480 if (!rsurface.passcolor4f)
9482 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484 rsurface.passcolor4f_vertexbuffer = 0;
9485 rsurface.passcolor4f_bufferoffset = 0;
9486 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9495 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9500 if (!rsurface.passcolor4f)
9502 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9503 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9504 rsurface.passcolor4f_vertexbuffer = 0;
9505 rsurface.passcolor4f_bufferoffset = 0;
9506 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9508 c2[0] = c[0] + r_refdef.scene.ambient;
9509 c2[1] = c[1] + r_refdef.scene.ambient;
9510 c2[2] = c[2] + r_refdef.scene.ambient;
9515 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9518 rsurface.passcolor4f = NULL;
9519 rsurface.passcolor4f_vertexbuffer = 0;
9520 rsurface.passcolor4f_bufferoffset = 0;
9521 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9522 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9523 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9524 GL_Color(r, g, b, a);
9525 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9529 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9531 // TODO: optimize applyfog && applycolor case
9532 // just apply fog if necessary, and tint the fog color array if necessary
9533 rsurface.passcolor4f = NULL;
9534 rsurface.passcolor4f_vertexbuffer = 0;
9535 rsurface.passcolor4f_bufferoffset = 0;
9536 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9537 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9538 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9539 GL_Color(r, g, b, a);
9543 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9546 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9547 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9548 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9549 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9550 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9551 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9552 GL_Color(r, g, b, a);
9556 static void RSurf_DrawBatch_GL11_ClampColor(void)
9561 if (!rsurface.passcolor4f)
9563 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9565 c2[0] = bound(0.0f, c1[0], 1.0f);
9566 c2[1] = bound(0.0f, c1[1], 1.0f);
9567 c2[2] = bound(0.0f, c1[2], 1.0f);
9568 c2[3] = bound(0.0f, c1[3], 1.0f);
9572 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9582 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9583 rsurface.passcolor4f_vertexbuffer = 0;
9584 rsurface.passcolor4f_bufferoffset = 0;
9585 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9587 f = -DotProduct(r_refdef.view.forward, n);
9589 f = f * 0.85 + 0.15; // work around so stuff won't get black
9590 f *= r_refdef.lightmapintensity;
9591 Vector4Set(c, f, f, f, 1);
9595 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9597 RSurf_DrawBatch_GL11_ApplyFakeLight();
9598 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9599 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9600 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9601 GL_Color(r, g, b, a);
9605 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9613 vec3_t ambientcolor;
9614 vec3_t diffusecolor;
9618 VectorCopy(rsurface.modellight_lightdir, lightdir);
9619 f = 0.5f * r_refdef.lightmapintensity;
9620 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9621 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9622 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9623 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9624 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9625 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9627 if (VectorLength2(diffusecolor) > 0)
9629 // q3-style directional shading
9630 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9631 rsurface.passcolor4f_vertexbuffer = 0;
9632 rsurface.passcolor4f_bufferoffset = 0;
9633 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9635 if ((f = DotProduct(n, lightdir)) > 0)
9636 VectorMA(ambientcolor, f, diffusecolor, c);
9638 VectorCopy(ambientcolor, c);
9645 *applycolor = false;
9649 *r = ambientcolor[0];
9650 *g = ambientcolor[1];
9651 *b = ambientcolor[2];
9652 rsurface.passcolor4f = NULL;
9653 rsurface.passcolor4f_vertexbuffer = 0;
9654 rsurface.passcolor4f_bufferoffset = 0;
9658 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9660 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9661 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9662 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9663 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9664 GL_Color(r, g, b, a);
9668 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9676 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9677 rsurface.passcolor4f_vertexbuffer = 0;
9678 rsurface.passcolor4f_bufferoffset = 0;
9680 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9682 f = 1 - RSurf_FogVertex(v);
9690 void RSurf_SetupDepthAndCulling(void)
9692 // submodels are biased to avoid z-fighting with world surfaces that they
9693 // may be exactly overlapping (avoids z-fighting artifacts on certain
9694 // doors and things in Quake maps)
9695 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9696 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9697 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9698 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9701 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9703 // transparent sky would be ridiculous
9704 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9706 R_SetupShader_Generic_NoTexture(false, false);
9707 skyrenderlater = true;
9708 RSurf_SetupDepthAndCulling();
9710 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9711 // skymasking on them, and Quake3 never did sky masking (unlike
9712 // software Quake and software Quake2), so disable the sky masking
9713 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9714 // and skymasking also looks very bad when noclipping outside the
9715 // level, so don't use it then either.
9716 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9718 R_Mesh_ResetTextureState();
9719 if (skyrendermasked)
9721 R_SetupShader_DepthOrShadow(false, false);
9722 // depth-only (masking)
9723 GL_ColorMask(0,0,0,0);
9724 // just to make sure that braindead drivers don't draw
9725 // anything despite that colormask...
9726 GL_BlendFunc(GL_ZERO, GL_ONE);
9727 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9728 if (rsurface.batchvertex3fbuffer)
9729 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9731 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9735 R_SetupShader_Generic_NoTexture(false, false);
9737 GL_BlendFunc(GL_ONE, GL_ZERO);
9738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9739 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9740 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9743 if (skyrendermasked)
9744 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9746 R_Mesh_ResetTextureState();
9747 GL_Color(1, 1, 1, 1);
9750 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9751 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9752 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9754 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9758 // render screenspace normalmap to texture
9760 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9765 // bind lightmap texture
9767 // water/refraction/reflection/camera surfaces have to be handled specially
9768 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9770 int start, end, startplaneindex;
9771 for (start = 0;start < texturenumsurfaces;start = end)
9773 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9774 if(startplaneindex < 0)
9776 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9777 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9781 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9783 // now that we have a batch using the same planeindex, render it
9784 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9786 // render water or distortion background
9788 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9790 // blend surface on top
9791 GL_DepthMask(false);
9792 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9795 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9797 // render surface with reflection texture as input
9798 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9799 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9806 // render surface batch normally
9807 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9808 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9812 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9814 // OpenGL 1.3 path - anything not completely ancient
9815 qboolean applycolor;
9818 const texturelayer_t *layer;
9819 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9820 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9822 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9825 int layertexrgbscale;
9826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9828 if (layerindex == 0)
9832 GL_AlphaTest(false);
9833 GL_DepthFunc(GL_EQUAL);
9836 GL_DepthMask(layer->depthmask && writedepth);
9837 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9838 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9840 layertexrgbscale = 4;
9841 VectorScale(layer->color, 0.25f, layercolor);
9843 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9845 layertexrgbscale = 2;
9846 VectorScale(layer->color, 0.5f, layercolor);
9850 layertexrgbscale = 1;
9851 VectorScale(layer->color, 1.0f, layercolor);
9853 layercolor[3] = layer->color[3];
9854 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9855 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9856 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9857 switch (layer->type)
9859 case TEXTURELAYERTYPE_LITTEXTURE:
9860 // single-pass lightmapped texture with 2x rgbscale
9861 R_Mesh_TexBind(0, r_texture_white);
9862 R_Mesh_TexMatrix(0, NULL);
9863 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9864 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9865 R_Mesh_TexBind(1, layer->texture);
9866 R_Mesh_TexMatrix(1, &layer->texmatrix);
9867 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9868 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9869 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9870 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9871 else if (FAKELIGHT_ENABLED)
9872 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9873 else if (rsurface.uselightmaptexture)
9874 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9876 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9878 case TEXTURELAYERTYPE_TEXTURE:
9879 // singletexture unlit texture with transparency support
9880 R_Mesh_TexBind(0, layer->texture);
9881 R_Mesh_TexMatrix(0, &layer->texmatrix);
9882 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9883 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9884 R_Mesh_TexBind(1, 0);
9885 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9886 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9888 case TEXTURELAYERTYPE_FOG:
9889 // singletexture fogging
9892 R_Mesh_TexBind(0, layer->texture);
9893 R_Mesh_TexMatrix(0, &layer->texmatrix);
9894 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9895 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9899 R_Mesh_TexBind(0, 0);
9900 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9902 R_Mesh_TexBind(1, 0);
9903 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9904 // generate a color array for the fog pass
9905 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9906 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9910 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9913 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9915 GL_DepthFunc(GL_LEQUAL);
9916 GL_AlphaTest(false);
9920 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9922 // OpenGL 1.1 - crusty old voodoo path
9925 const texturelayer_t *layer;
9926 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9927 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9929 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9931 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9933 if (layerindex == 0)
9937 GL_AlphaTest(false);
9938 GL_DepthFunc(GL_EQUAL);
9941 GL_DepthMask(layer->depthmask && writedepth);
9942 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9943 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9944 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9945 switch (layer->type)
9947 case TEXTURELAYERTYPE_LITTEXTURE:
9948 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9950 // two-pass lit texture with 2x rgbscale
9951 // first the lightmap pass
9952 R_Mesh_TexBind(0, r_texture_white);
9953 R_Mesh_TexMatrix(0, NULL);
9954 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9955 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9956 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9957 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9958 else if (FAKELIGHT_ENABLED)
9959 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9960 else if (rsurface.uselightmaptexture)
9961 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9963 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9964 // then apply the texture to it
9965 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9966 R_Mesh_TexBind(0, layer->texture);
9967 R_Mesh_TexMatrix(0, &layer->texmatrix);
9968 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9969 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9970 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9974 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9975 R_Mesh_TexBind(0, layer->texture);
9976 R_Mesh_TexMatrix(0, &layer->texmatrix);
9977 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9978 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9979 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9980 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9982 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9985 case TEXTURELAYERTYPE_TEXTURE:
9986 // singletexture unlit texture with transparency support
9987 R_Mesh_TexBind(0, layer->texture);
9988 R_Mesh_TexMatrix(0, &layer->texmatrix);
9989 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9990 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9991 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9993 case TEXTURELAYERTYPE_FOG:
9994 // singletexture fogging
9997 R_Mesh_TexBind(0, layer->texture);
9998 R_Mesh_TexMatrix(0, &layer->texmatrix);
9999 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10000 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10004 R_Mesh_TexBind(0, 0);
10005 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10007 // generate a color array for the fog pass
10008 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10009 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10013 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10016 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10018 GL_DepthFunc(GL_LEQUAL);
10019 GL_AlphaTest(false);
10023 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10027 r_vertexgeneric_t *batchvertex;
10030 // R_Mesh_ResetTextureState();
10031 R_SetupShader_Generic_NoTexture(false, false);
10033 if(rsurface.texture && rsurface.texture->currentskinframe)
10035 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10036 c[3] *= rsurface.texture->currentalpha;
10046 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10048 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10049 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10050 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10053 // brighten it up (as texture value 127 means "unlit")
10054 c[0] *= 2 * r_refdef.view.colorscale;
10055 c[1] *= 2 * r_refdef.view.colorscale;
10056 c[2] *= 2 * r_refdef.view.colorscale;
10058 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10059 c[3] *= r_wateralpha.value;
10061 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10063 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10064 GL_DepthMask(false);
10066 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10068 GL_BlendFunc(GL_ONE, GL_ONE);
10069 GL_DepthMask(false);
10071 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10074 GL_DepthMask(false);
10076 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10078 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10079 GL_DepthMask(false);
10083 GL_BlendFunc(GL_ONE, GL_ZERO);
10084 GL_DepthMask(writedepth);
10087 if (r_showsurfaces.integer == 3)
10089 rsurface.passcolor4f = NULL;
10091 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10093 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10095 rsurface.passcolor4f = NULL;
10096 rsurface.passcolor4f_vertexbuffer = 0;
10097 rsurface.passcolor4f_bufferoffset = 0;
10099 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10101 qboolean applycolor = true;
10104 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10106 r_refdef.lightmapintensity = 1;
10107 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10108 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10110 else if (FAKELIGHT_ENABLED)
10112 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10114 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10115 RSurf_DrawBatch_GL11_ApplyFakeLight();
10116 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10120 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10122 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10123 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10124 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10127 if(!rsurface.passcolor4f)
10128 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10130 RSurf_DrawBatch_GL11_ApplyAmbient();
10131 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10132 if(r_refdef.fogenabled)
10133 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10134 RSurf_DrawBatch_GL11_ClampColor();
10136 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10137 R_SetupShader_Generic_NoTexture(false, false);
10140 else if (!r_refdef.view.showdebug)
10142 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10143 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10144 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10146 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10147 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10149 R_Mesh_PrepareVertices_Generic_Unlock();
10152 else if (r_showsurfaces.integer == 4)
10154 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10155 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10156 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10158 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10159 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10160 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10162 R_Mesh_PrepareVertices_Generic_Unlock();
10165 else if (r_showsurfaces.integer == 2)
10168 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10169 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10170 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10172 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10173 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10174 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10175 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10176 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10177 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10178 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10180 R_Mesh_PrepareVertices_Generic_Unlock();
10181 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10185 int texturesurfaceindex;
10187 const msurface_t *surface;
10188 float surfacecolor4f[4];
10189 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10190 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10194 surface = texturesurfacelist[texturesurfaceindex];
10195 k = (int)(((size_t)surface) / sizeof(msurface_t));
10196 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10197 for (j = 0;j < surface->num_vertices;j++)
10199 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10200 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10204 R_Mesh_PrepareVertices_Generic_Unlock();
10209 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10212 RSurf_SetupDepthAndCulling();
10213 if (r_showsurfaces.integer)
10215 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10218 switch (vid.renderpath)
10220 case RENDERPATH_GL20:
10221 case RENDERPATH_D3D9:
10222 case RENDERPATH_D3D10:
10223 case RENDERPATH_D3D11:
10224 case RENDERPATH_SOFT:
10225 case RENDERPATH_GLES2:
10226 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10228 case RENDERPATH_GL13:
10229 case RENDERPATH_GLES1:
10230 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10232 case RENDERPATH_GL11:
10233 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10239 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10242 RSurf_SetupDepthAndCulling();
10243 if (r_showsurfaces.integer)
10245 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10248 switch (vid.renderpath)
10250 case RENDERPATH_GL20:
10251 case RENDERPATH_D3D9:
10252 case RENDERPATH_D3D10:
10253 case RENDERPATH_D3D11:
10254 case RENDERPATH_SOFT:
10255 case RENDERPATH_GLES2:
10256 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10258 case RENDERPATH_GL13:
10259 case RENDERPATH_GLES1:
10260 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10262 case RENDERPATH_GL11:
10263 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10269 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10272 int texturenumsurfaces, endsurface;
10273 texture_t *texture;
10274 const msurface_t *surface;
10275 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10277 // if the model is static it doesn't matter what value we give for
10278 // wantnormals and wanttangents, so this logic uses only rules applicable
10279 // to a model, knowing that they are meaningless otherwise
10280 if (ent == r_refdef.scene.worldentity)
10281 RSurf_ActiveWorldEntity();
10282 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10283 RSurf_ActiveModelEntity(ent, false, false, false);
10286 switch (vid.renderpath)
10288 case RENDERPATH_GL20:
10289 case RENDERPATH_D3D9:
10290 case RENDERPATH_D3D10:
10291 case RENDERPATH_D3D11:
10292 case RENDERPATH_SOFT:
10293 case RENDERPATH_GLES2:
10294 RSurf_ActiveModelEntity(ent, true, true, false);
10296 case RENDERPATH_GL11:
10297 case RENDERPATH_GL13:
10298 case RENDERPATH_GLES1:
10299 RSurf_ActiveModelEntity(ent, true, false, false);
10304 if (r_transparentdepthmasking.integer)
10306 qboolean setup = false;
10307 for (i = 0;i < numsurfaces;i = j)
10310 surface = rsurface.modelsurfaces + surfacelist[i];
10311 texture = surface->texture;
10312 rsurface.texture = R_GetCurrentTexture(texture);
10313 rsurface.lightmaptexture = NULL;
10314 rsurface.deluxemaptexture = NULL;
10315 rsurface.uselightmaptexture = false;
10316 // scan ahead until we find a different texture
10317 endsurface = min(i + 1024, numsurfaces);
10318 texturenumsurfaces = 0;
10319 texturesurfacelist[texturenumsurfaces++] = surface;
10320 for (;j < endsurface;j++)
10322 surface = rsurface.modelsurfaces + surfacelist[j];
10323 if (texture != surface->texture)
10325 texturesurfacelist[texturenumsurfaces++] = surface;
10327 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10329 // render the range of surfaces as depth
10333 GL_ColorMask(0,0,0,0);
10335 GL_DepthTest(true);
10336 GL_BlendFunc(GL_ONE, GL_ZERO);
10337 GL_DepthMask(true);
10338 // R_Mesh_ResetTextureState();
10339 R_SetupShader_DepthOrShadow(false, false);
10341 RSurf_SetupDepthAndCulling();
10342 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10343 if (rsurface.batchvertex3fbuffer)
10344 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10346 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10350 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10353 for (i = 0;i < numsurfaces;i = j)
10356 surface = rsurface.modelsurfaces + surfacelist[i];
10357 texture = surface->texture;
10358 rsurface.texture = R_GetCurrentTexture(texture);
10359 // scan ahead until we find a different texture
10360 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10361 texturenumsurfaces = 0;
10362 texturesurfacelist[texturenumsurfaces++] = surface;
10363 if(FAKELIGHT_ENABLED)
10365 rsurface.lightmaptexture = NULL;
10366 rsurface.deluxemaptexture = NULL;
10367 rsurface.uselightmaptexture = false;
10368 for (;j < endsurface;j++)
10370 surface = rsurface.modelsurfaces + surfacelist[j];
10371 if (texture != surface->texture)
10373 texturesurfacelist[texturenumsurfaces++] = surface;
10378 rsurface.lightmaptexture = surface->lightmaptexture;
10379 rsurface.deluxemaptexture = surface->deluxemaptexture;
10380 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10381 for (;j < endsurface;j++)
10383 surface = rsurface.modelsurfaces + surfacelist[j];
10384 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10386 texturesurfacelist[texturenumsurfaces++] = surface;
10389 // render the range of surfaces
10390 if (ent == r_refdef.scene.worldentity)
10391 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10393 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10395 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10398 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10400 // transparent surfaces get pushed off into the transparent queue
10401 int surfacelistindex;
10402 const msurface_t *surface;
10403 vec3_t tempcenter, center;
10404 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10406 surface = texturesurfacelist[surfacelistindex];
10407 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10408 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10409 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10410 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10411 if (queueentity->transparent_offset) // transparent offset
10413 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10414 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10415 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10417 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10421 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10423 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10425 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10427 RSurf_SetupDepthAndCulling();
10428 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10429 if (rsurface.batchvertex3fbuffer)
10430 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10432 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10436 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10438 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10441 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10444 if (!rsurface.texture->currentnumlayers)
10446 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10447 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10449 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10451 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10452 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10453 else if (!rsurface.texture->currentnumlayers)
10455 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10457 // in the deferred case, transparent surfaces were queued during prepass
10458 if (!r_shadow_usingdeferredprepass)
10459 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10463 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10464 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10469 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10472 texture_t *texture;
10473 R_FrameData_SetMark();
10474 // break the surface list down into batches by texture and use of lightmapping
10475 for (i = 0;i < numsurfaces;i = j)
10478 // texture is the base texture pointer, rsurface.texture is the
10479 // current frame/skin the texture is directing us to use (for example
10480 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10481 // use skin 1 instead)
10482 texture = surfacelist[i]->texture;
10483 rsurface.texture = R_GetCurrentTexture(texture);
10484 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10486 // if this texture is not the kind we want, skip ahead to the next one
10487 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10491 if(FAKELIGHT_ENABLED || depthonly || prepass)
10493 rsurface.lightmaptexture = NULL;
10494 rsurface.deluxemaptexture = NULL;
10495 rsurface.uselightmaptexture = false;
10496 // simply scan ahead until we find a different texture or lightmap state
10497 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10502 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10503 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10504 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10505 // simply scan ahead until we find a different texture or lightmap state
10506 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10509 // render the range of surfaces
10510 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10512 R_FrameData_ReturnToMark();
10515 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10519 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10522 if (!rsurface.texture->currentnumlayers)
10524 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10525 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10527 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10529 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10530 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10531 else if (!rsurface.texture->currentnumlayers)
10533 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10535 // in the deferred case, transparent surfaces were queued during prepass
10536 if (!r_shadow_usingdeferredprepass)
10537 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10541 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10542 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10547 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10550 texture_t *texture;
10551 R_FrameData_SetMark();
10552 // break the surface list down into batches by texture and use of lightmapping
10553 for (i = 0;i < numsurfaces;i = j)
10556 // texture is the base texture pointer, rsurface.texture is the
10557 // current frame/skin the texture is directing us to use (for example
10558 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10559 // use skin 1 instead)
10560 texture = surfacelist[i]->texture;
10561 rsurface.texture = R_GetCurrentTexture(texture);
10562 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10564 // if this texture is not the kind we want, skip ahead to the next one
10565 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10569 if(FAKELIGHT_ENABLED || depthonly || prepass)
10571 rsurface.lightmaptexture = NULL;
10572 rsurface.deluxemaptexture = NULL;
10573 rsurface.uselightmaptexture = false;
10574 // simply scan ahead until we find a different texture or lightmap state
10575 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10580 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10581 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10582 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10583 // simply scan ahead until we find a different texture or lightmap state
10584 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10587 // render the range of surfaces
10588 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10590 R_FrameData_ReturnToMark();
10593 float locboxvertex3f[6*4*3] =
10595 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10596 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10597 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10598 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10599 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10600 1,0,0, 0,0,0, 0,1,0, 1,1,0
10603 unsigned short locboxelements[6*2*3] =
10608 12,13,14, 12,14,15,
10609 16,17,18, 16,18,19,
10613 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10616 cl_locnode_t *loc = (cl_locnode_t *)ent;
10618 float vertex3f[6*4*3];
10620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10621 GL_DepthMask(false);
10622 GL_DepthRange(0, 1);
10623 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10624 GL_DepthTest(true);
10625 GL_CullFace(GL_NONE);
10626 R_EntityMatrix(&identitymatrix);
10628 // R_Mesh_ResetTextureState();
10630 i = surfacelist[0];
10631 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10632 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10633 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10634 surfacelist[0] < 0 ? 0.5f : 0.125f);
10636 if (VectorCompare(loc->mins, loc->maxs))
10638 VectorSet(size, 2, 2, 2);
10639 VectorMA(loc->mins, -0.5f, size, mins);
10643 VectorCopy(loc->mins, mins);
10644 VectorSubtract(loc->maxs, loc->mins, size);
10647 for (i = 0;i < 6*4*3;)
10648 for (j = 0;j < 3;j++, i++)
10649 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10651 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10652 R_SetupShader_Generic_NoTexture(false, false);
10653 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10656 void R_DrawLocs(void)
10659 cl_locnode_t *loc, *nearestloc;
10661 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10662 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10664 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10665 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10669 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10671 if (decalsystem->decals)
10672 Mem_Free(decalsystem->decals);
10673 memset(decalsystem, 0, sizeof(*decalsystem));
10676 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10679 tridecal_t *decals;
10682 // expand or initialize the system
10683 if (decalsystem->maxdecals <= decalsystem->numdecals)
10685 decalsystem_t old = *decalsystem;
10686 qboolean useshortelements;
10687 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10688 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10689 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10690 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10691 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10692 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10693 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10694 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10695 if (decalsystem->numdecals)
10696 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10698 Mem_Free(old.decals);
10699 for (i = 0;i < decalsystem->maxdecals*3;i++)
10700 decalsystem->element3i[i] = i;
10701 if (useshortelements)
10702 for (i = 0;i < decalsystem->maxdecals*3;i++)
10703 decalsystem->element3s[i] = i;
10706 // grab a decal and search for another free slot for the next one
10707 decals = decalsystem->decals;
10708 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10709 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10711 decalsystem->freedecal = i;
10712 if (decalsystem->numdecals <= i)
10713 decalsystem->numdecals = i + 1;
10715 // initialize the decal
10717 decal->triangleindex = triangleindex;
10718 decal->surfaceindex = surfaceindex;
10719 decal->decalsequence = decalsequence;
10720 decal->color4f[0][0] = c0[0];
10721 decal->color4f[0][1] = c0[1];
10722 decal->color4f[0][2] = c0[2];
10723 decal->color4f[0][3] = 1;
10724 decal->color4f[1][0] = c1[0];
10725 decal->color4f[1][1] = c1[1];
10726 decal->color4f[1][2] = c1[2];
10727 decal->color4f[1][3] = 1;
10728 decal->color4f[2][0] = c2[0];
10729 decal->color4f[2][1] = c2[1];
10730 decal->color4f[2][2] = c2[2];
10731 decal->color4f[2][3] = 1;
10732 decal->vertex3f[0][0] = v0[0];
10733 decal->vertex3f[0][1] = v0[1];
10734 decal->vertex3f[0][2] = v0[2];
10735 decal->vertex3f[1][0] = v1[0];
10736 decal->vertex3f[1][1] = v1[1];
10737 decal->vertex3f[1][2] = v1[2];
10738 decal->vertex3f[2][0] = v2[0];
10739 decal->vertex3f[2][1] = v2[1];
10740 decal->vertex3f[2][2] = v2[2];
10741 decal->texcoord2f[0][0] = t0[0];
10742 decal->texcoord2f[0][1] = t0[1];
10743 decal->texcoord2f[1][0] = t1[0];
10744 decal->texcoord2f[1][1] = t1[1];
10745 decal->texcoord2f[2][0] = t2[0];
10746 decal->texcoord2f[2][1] = t2[1];
10747 TriangleNormal(v0, v1, v2, decal->plane);
10748 VectorNormalize(decal->plane);
10749 decal->plane[3] = DotProduct(v0, decal->plane);
10752 extern cvar_t cl_decals_bias;
10753 extern cvar_t cl_decals_models;
10754 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10755 // baseparms, parms, temps
10756 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10761 const float *vertex3f;
10762 const float *normal3f;
10764 float points[2][9][3];
10771 e = rsurface.modelelement3i + 3*triangleindex;
10773 vertex3f = rsurface.modelvertex3f;
10774 normal3f = rsurface.modelnormal3f;
10778 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10780 index = 3*e[cornerindex];
10781 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10786 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10788 index = 3*e[cornerindex];
10789 VectorCopy(vertex3f + index, v[cornerindex]);
10794 //TriangleNormal(v[0], v[1], v[2], normal);
10795 //if (DotProduct(normal, localnormal) < 0.0f)
10797 // clip by each of the box planes formed from the projection matrix
10798 // if anything survives, we emit the decal
10799 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10802 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10805 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10808 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10811 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10814 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10817 // some part of the triangle survived, so we have to accept it...
10820 // dynamic always uses the original triangle
10822 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10824 index = 3*e[cornerindex];
10825 VectorCopy(vertex3f + index, v[cornerindex]);
10828 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10830 // convert vertex positions to texcoords
10831 Matrix4x4_Transform(projection, v[cornerindex], temp);
10832 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10833 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10834 // calculate distance fade from the projection origin
10835 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10836 f = bound(0.0f, f, 1.0f);
10837 c[cornerindex][0] = r * f;
10838 c[cornerindex][1] = g * f;
10839 c[cornerindex][2] = b * f;
10840 c[cornerindex][3] = 1.0f;
10841 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10844 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10846 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10847 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10849 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10851 matrix4x4_t projection;
10852 decalsystem_t *decalsystem;
10855 const msurface_t *surface;
10856 const msurface_t *surfaces;
10857 const int *surfacelist;
10858 const texture_t *texture;
10860 int numsurfacelist;
10861 int surfacelistindex;
10864 float localorigin[3];
10865 float localnormal[3];
10866 float localmins[3];
10867 float localmaxs[3];
10870 float planes[6][4];
10873 int bih_triangles_count;
10874 int bih_triangles[256];
10875 int bih_surfaces[256];
10877 decalsystem = &ent->decalsystem;
10878 model = ent->model;
10879 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10881 R_DecalSystem_Reset(&ent->decalsystem);
10885 if (!model->brush.data_leafs && !cl_decals_models.integer)
10887 if (decalsystem->model)
10888 R_DecalSystem_Reset(decalsystem);
10892 if (decalsystem->model != model)
10893 R_DecalSystem_Reset(decalsystem);
10894 decalsystem->model = model;
10896 RSurf_ActiveModelEntity(ent, true, false, false);
10898 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10899 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10900 VectorNormalize(localnormal);
10901 localsize = worldsize*rsurface.inversematrixscale;
10902 localmins[0] = localorigin[0] - localsize;
10903 localmins[1] = localorigin[1] - localsize;
10904 localmins[2] = localorigin[2] - localsize;
10905 localmaxs[0] = localorigin[0] + localsize;
10906 localmaxs[1] = localorigin[1] + localsize;
10907 localmaxs[2] = localorigin[2] + localsize;
10909 //VectorCopy(localnormal, planes[4]);
10910 //VectorVectors(planes[4], planes[2], planes[0]);
10911 AnglesFromVectors(angles, localnormal, NULL, false);
10912 AngleVectors(angles, planes[0], planes[2], planes[4]);
10913 VectorNegate(planes[0], planes[1]);
10914 VectorNegate(planes[2], planes[3]);
10915 VectorNegate(planes[4], planes[5]);
10916 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10917 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10918 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10919 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10920 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10921 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10926 matrix4x4_t forwardprojection;
10927 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10928 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10933 float projectionvector[4][3];
10934 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10935 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10936 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10937 projectionvector[0][0] = planes[0][0] * ilocalsize;
10938 projectionvector[0][1] = planes[1][0] * ilocalsize;
10939 projectionvector[0][2] = planes[2][0] * ilocalsize;
10940 projectionvector[1][0] = planes[0][1] * ilocalsize;
10941 projectionvector[1][1] = planes[1][1] * ilocalsize;
10942 projectionvector[1][2] = planes[2][1] * ilocalsize;
10943 projectionvector[2][0] = planes[0][2] * ilocalsize;
10944 projectionvector[2][1] = planes[1][2] * ilocalsize;
10945 projectionvector[2][2] = planes[2][2] * ilocalsize;
10946 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10947 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10948 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10949 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10953 dynamic = model->surfmesh.isanimated;
10954 numsurfacelist = model->nummodelsurfaces;
10955 surfacelist = model->sortedmodelsurfaces;
10956 surfaces = model->data_surfaces;
10959 bih_triangles_count = -1;
10962 if(model->render_bih.numleafs)
10963 bih = &model->render_bih;
10964 else if(model->collision_bih.numleafs)
10965 bih = &model->collision_bih;
10968 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10969 if(bih_triangles_count == 0)
10971 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10973 if(bih_triangles_count > 0)
10975 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10977 surfaceindex = bih_surfaces[triangleindex];
10978 surface = surfaces + surfaceindex;
10979 texture = surface->texture;
10980 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10982 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10984 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10989 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10991 surfaceindex = surfacelist[surfacelistindex];
10992 surface = surfaces + surfaceindex;
10993 // check cull box first because it rejects more than any other check
10994 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10996 // skip transparent surfaces
10997 texture = surface->texture;
10998 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11000 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11002 numtriangles = surface->num_triangles;
11003 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11004 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11009 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11010 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11012 int renderentityindex;
11013 float worldmins[3];
11014 float worldmaxs[3];
11015 entity_render_t *ent;
11017 if (!cl_decals_newsystem.integer)
11020 worldmins[0] = worldorigin[0] - worldsize;
11021 worldmins[1] = worldorigin[1] - worldsize;
11022 worldmins[2] = worldorigin[2] - worldsize;
11023 worldmaxs[0] = worldorigin[0] + worldsize;
11024 worldmaxs[1] = worldorigin[1] + worldsize;
11025 worldmaxs[2] = worldorigin[2] + worldsize;
11027 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11029 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11031 ent = r_refdef.scene.entities[renderentityindex];
11032 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11035 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11039 typedef struct r_decalsystem_splatqueue_s
11041 vec3_t worldorigin;
11042 vec3_t worldnormal;
11048 r_decalsystem_splatqueue_t;
11050 int r_decalsystem_numqueued = 0;
11051 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11053 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11055 r_decalsystem_splatqueue_t *queue;
11057 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11060 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11061 VectorCopy(worldorigin, queue->worldorigin);
11062 VectorCopy(worldnormal, queue->worldnormal);
11063 Vector4Set(queue->color, r, g, b, a);
11064 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11065 queue->worldsize = worldsize;
11066 queue->decalsequence = cl.decalsequence++;
11069 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11072 r_decalsystem_splatqueue_t *queue;
11074 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11075 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11076 r_decalsystem_numqueued = 0;
11079 extern cvar_t cl_decals_max;
11080 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11083 decalsystem_t *decalsystem = &ent->decalsystem;
11090 if (!decalsystem->numdecals)
11093 if (r_showsurfaces.integer)
11096 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11098 R_DecalSystem_Reset(decalsystem);
11102 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11103 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11105 if (decalsystem->lastupdatetime)
11106 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11109 decalsystem->lastupdatetime = r_refdef.scene.time;
11110 decal = decalsystem->decals;
11111 numdecals = decalsystem->numdecals;
11113 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11115 if (decal->color4f[0][3])
11117 decal->lived += frametime;
11118 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11120 memset(decal, 0, sizeof(*decal));
11121 if (decalsystem->freedecal > i)
11122 decalsystem->freedecal = i;
11126 decal = decalsystem->decals;
11127 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11130 // collapse the array by shuffling the tail decals into the gaps
11133 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11134 decalsystem->freedecal++;
11135 if (decalsystem->freedecal == numdecals)
11137 decal[decalsystem->freedecal] = decal[--numdecals];
11140 decalsystem->numdecals = numdecals;
11142 if (numdecals <= 0)
11144 // if there are no decals left, reset decalsystem
11145 R_DecalSystem_Reset(decalsystem);
11149 extern skinframe_t *decalskinframe;
11150 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11153 decalsystem_t *decalsystem = &ent->decalsystem;
11162 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11165 numdecals = decalsystem->numdecals;
11169 if (r_showsurfaces.integer)
11172 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11174 R_DecalSystem_Reset(decalsystem);
11178 // if the model is static it doesn't matter what value we give for
11179 // wantnormals and wanttangents, so this logic uses only rules applicable
11180 // to a model, knowing that they are meaningless otherwise
11181 if (ent == r_refdef.scene.worldentity)
11182 RSurf_ActiveWorldEntity();
11184 RSurf_ActiveModelEntity(ent, false, false, false);
11186 decalsystem->lastupdatetime = r_refdef.scene.time;
11187 decal = decalsystem->decals;
11189 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11191 // update vertex positions for animated models
11192 v3f = decalsystem->vertex3f;
11193 c4f = decalsystem->color4f;
11194 t2f = decalsystem->texcoord2f;
11195 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11197 if (!decal->color4f[0][3])
11200 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11204 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11207 // update color values for fading decals
11208 if (decal->lived >= cl_decals_time.value)
11209 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11213 c4f[ 0] = decal->color4f[0][0] * alpha;
11214 c4f[ 1] = decal->color4f[0][1] * alpha;
11215 c4f[ 2] = decal->color4f[0][2] * alpha;
11217 c4f[ 4] = decal->color4f[1][0] * alpha;
11218 c4f[ 5] = decal->color4f[1][1] * alpha;
11219 c4f[ 6] = decal->color4f[1][2] * alpha;
11221 c4f[ 8] = decal->color4f[2][0] * alpha;
11222 c4f[ 9] = decal->color4f[2][1] * alpha;
11223 c4f[10] = decal->color4f[2][2] * alpha;
11226 t2f[0] = decal->texcoord2f[0][0];
11227 t2f[1] = decal->texcoord2f[0][1];
11228 t2f[2] = decal->texcoord2f[1][0];
11229 t2f[3] = decal->texcoord2f[1][1];
11230 t2f[4] = decal->texcoord2f[2][0];
11231 t2f[5] = decal->texcoord2f[2][1];
11233 // update vertex positions for animated models
11234 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11236 e = rsurface.modelelement3i + 3*decal->triangleindex;
11237 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11238 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11239 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11243 VectorCopy(decal->vertex3f[0], v3f);
11244 VectorCopy(decal->vertex3f[1], v3f + 3);
11245 VectorCopy(decal->vertex3f[2], v3f + 6);
11248 if (r_refdef.fogenabled)
11250 alpha = RSurf_FogVertex(v3f);
11251 VectorScale(c4f, alpha, c4f);
11252 alpha = RSurf_FogVertex(v3f + 3);
11253 VectorScale(c4f + 4, alpha, c4f + 4);
11254 alpha = RSurf_FogVertex(v3f + 6);
11255 VectorScale(c4f + 8, alpha, c4f + 8);
11266 r_refdef.stats.drawndecals += numtris;
11268 // now render the decals all at once
11269 // (this assumes they all use one particle font texture!)
11270 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11271 // R_Mesh_ResetTextureState();
11272 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11273 GL_DepthMask(false);
11274 GL_DepthRange(0, 1);
11275 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11276 GL_DepthTest(true);
11277 GL_CullFace(GL_NONE);
11278 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11279 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11280 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11284 static void R_DrawModelDecals(void)
11288 // fade faster when there are too many decals
11289 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11290 for (i = 0;i < r_refdef.scene.numentities;i++)
11291 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11293 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11294 for (i = 0;i < r_refdef.scene.numentities;i++)
11295 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11296 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11298 R_DecalSystem_ApplySplatEntitiesQueue();
11300 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11301 for (i = 0;i < r_refdef.scene.numentities;i++)
11302 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11304 r_refdef.stats.totaldecals += numdecals;
11306 if (r_showsurfaces.integer)
11309 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11311 for (i = 0;i < r_refdef.scene.numentities;i++)
11313 if (!r_refdef.viewcache.entityvisible[i])
11315 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11316 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11320 extern cvar_t mod_collision_bih;
11321 static void R_DrawDebugModel(void)
11323 entity_render_t *ent = rsurface.entity;
11324 int i, j, k, l, flagsmask;
11325 const msurface_t *surface;
11326 dp_model_t *model = ent->model;
11329 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11332 if (r_showoverdraw.value > 0)
11334 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11335 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11336 R_SetupShader_Generic_NoTexture(false, false);
11337 GL_DepthTest(false);
11338 GL_DepthMask(false);
11339 GL_DepthRange(0, 1);
11340 GL_BlendFunc(GL_ONE, GL_ONE);
11341 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11343 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11345 rsurface.texture = R_GetCurrentTexture(surface->texture);
11346 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11348 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11349 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11350 if (!rsurface.texture->currentlayers->depthmask)
11351 GL_Color(c, 0, 0, 1.0f);
11352 else if (ent == r_refdef.scene.worldentity)
11353 GL_Color(c, c, c, 1.0f);
11355 GL_Color(0, c, 0, 1.0f);
11356 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11360 rsurface.texture = NULL;
11363 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11365 // R_Mesh_ResetTextureState();
11366 R_SetupShader_Generic_NoTexture(false, false);
11367 GL_DepthRange(0, 1);
11368 GL_DepthTest(!r_showdisabledepthtest.integer);
11369 GL_DepthMask(false);
11370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11372 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11376 qboolean cullbox = ent == r_refdef.scene.worldentity;
11377 const q3mbrush_t *brush;
11378 const bih_t *bih = &model->collision_bih;
11379 const bih_leaf_t *bihleaf;
11380 float vertex3f[3][3];
11381 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11383 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11385 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11387 switch (bihleaf->type)
11390 brush = model->brush.data_brushes + bihleaf->itemindex;
11391 if (brush->colbrushf && brush->colbrushf->numtriangles)
11393 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11394 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11395 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11398 case BIH_COLLISIONTRIANGLE:
11399 triangleindex = bihleaf->itemindex;
11400 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11401 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11402 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11403 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11404 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11405 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11407 case BIH_RENDERTRIANGLE:
11408 triangleindex = bihleaf->itemindex;
11409 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11410 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11411 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11412 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11413 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11414 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11420 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11423 if (r_showtris.integer && qglPolygonMode)
11425 if (r_showdisabledepthtest.integer)
11427 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11428 GL_DepthMask(false);
11432 GL_BlendFunc(GL_ONE, GL_ZERO);
11433 GL_DepthMask(true);
11435 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11436 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11438 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11440 rsurface.texture = R_GetCurrentTexture(surface->texture);
11441 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11443 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11444 if (!rsurface.texture->currentlayers->depthmask)
11445 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11446 else if (ent == r_refdef.scene.worldentity)
11447 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11449 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11450 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11454 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11455 rsurface.texture = NULL;
11458 if (r_shownormals.value != 0 && qglBegin)
11460 if (r_showdisabledepthtest.integer)
11462 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11463 GL_DepthMask(false);
11467 GL_BlendFunc(GL_ONE, GL_ZERO);
11468 GL_DepthMask(true);
11470 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11472 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11474 rsurface.texture = R_GetCurrentTexture(surface->texture);
11475 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11477 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11478 qglBegin(GL_LINES);
11479 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11481 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11483 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11484 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11485 qglVertex3f(v[0], v[1], v[2]);
11486 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11487 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11488 qglVertex3f(v[0], v[1], v[2]);
11491 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11493 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11495 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11496 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11497 qglVertex3f(v[0], v[1], v[2]);
11498 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11499 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11500 qglVertex3f(v[0], v[1], v[2]);
11503 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11505 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11507 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11508 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11509 qglVertex3f(v[0], v[1], v[2]);
11510 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11511 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11512 qglVertex3f(v[0], v[1], v[2]);
11515 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11517 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11519 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11520 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11521 qglVertex3f(v[0], v[1], v[2]);
11522 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11523 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11524 qglVertex3f(v[0], v[1], v[2]);
11531 rsurface.texture = NULL;
11536 int r_maxsurfacelist = 0;
11537 const msurface_t **r_surfacelist = NULL;
11538 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11540 int i, j, endj, flagsmask;
11541 dp_model_t *model = r_refdef.scene.worldmodel;
11542 msurface_t *surfaces;
11543 unsigned char *update;
11544 int numsurfacelist = 0;
11548 if (r_maxsurfacelist < model->num_surfaces)
11550 r_maxsurfacelist = model->num_surfaces;
11552 Mem_Free((msurface_t**)r_surfacelist);
11553 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11556 RSurf_ActiveWorldEntity();
11558 surfaces = model->data_surfaces;
11559 update = model->brushq1.lightmapupdateflags;
11561 // update light styles on this submodel
11562 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11564 model_brush_lightstyleinfo_t *style;
11565 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11567 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11569 int *list = style->surfacelist;
11570 style->value = r_refdef.scene.lightstylevalue[style->style];
11571 for (j = 0;j < style->numsurfaces;j++)
11572 update[list[j]] = true;
11577 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11581 R_DrawDebugModel();
11582 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11586 rsurface.lightmaptexture = NULL;
11587 rsurface.deluxemaptexture = NULL;
11588 rsurface.uselightmaptexture = false;
11589 rsurface.texture = NULL;
11590 rsurface.rtlight = NULL;
11591 numsurfacelist = 0;
11592 // add visible surfaces to draw list
11593 for (i = 0;i < model->nummodelsurfaces;i++)
11595 j = model->sortedmodelsurfaces[i];
11596 if (r_refdef.viewcache.world_surfacevisible[j])
11597 r_surfacelist[numsurfacelist++] = surfaces + j;
11599 // update lightmaps if needed
11600 if (model->brushq1.firstrender)
11602 model->brushq1.firstrender = false;
11603 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11605 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11609 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11610 if (r_refdef.viewcache.world_surfacevisible[j])
11612 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11614 // don't do anything if there were no surfaces
11615 if (!numsurfacelist)
11617 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11620 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11622 // add to stats if desired
11623 if (r_speeds.integer && !skysurfaces && !depthonly)
11625 r_refdef.stats.world_surfaces += numsurfacelist;
11626 for (j = 0;j < numsurfacelist;j++)
11627 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11630 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11633 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11635 int i, j, endj, flagsmask;
11636 dp_model_t *model = ent->model;
11637 msurface_t *surfaces;
11638 unsigned char *update;
11639 int numsurfacelist = 0;
11643 if (r_maxsurfacelist < model->num_surfaces)
11645 r_maxsurfacelist = model->num_surfaces;
11647 Mem_Free((msurface_t **)r_surfacelist);
11648 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11651 // if the model is static it doesn't matter what value we give for
11652 // wantnormals and wanttangents, so this logic uses only rules applicable
11653 // to a model, knowing that they are meaningless otherwise
11654 if (ent == r_refdef.scene.worldentity)
11655 RSurf_ActiveWorldEntity();
11656 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11657 RSurf_ActiveModelEntity(ent, false, false, false);
11659 RSurf_ActiveModelEntity(ent, true, true, true);
11660 else if (depthonly)
11662 switch (vid.renderpath)
11664 case RENDERPATH_GL20:
11665 case RENDERPATH_D3D9:
11666 case RENDERPATH_D3D10:
11667 case RENDERPATH_D3D11:
11668 case RENDERPATH_SOFT:
11669 case RENDERPATH_GLES2:
11670 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11672 case RENDERPATH_GL11:
11673 case RENDERPATH_GL13:
11674 case RENDERPATH_GLES1:
11675 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11681 switch (vid.renderpath)
11683 case RENDERPATH_GL20:
11684 case RENDERPATH_D3D9:
11685 case RENDERPATH_D3D10:
11686 case RENDERPATH_D3D11:
11687 case RENDERPATH_SOFT:
11688 case RENDERPATH_GLES2:
11689 RSurf_ActiveModelEntity(ent, true, true, false);
11691 case RENDERPATH_GL11:
11692 case RENDERPATH_GL13:
11693 case RENDERPATH_GLES1:
11694 RSurf_ActiveModelEntity(ent, true, false, false);
11699 surfaces = model->data_surfaces;
11700 update = model->brushq1.lightmapupdateflags;
11702 // update light styles
11703 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11705 model_brush_lightstyleinfo_t *style;
11706 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11708 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11710 int *list = style->surfacelist;
11711 style->value = r_refdef.scene.lightstylevalue[style->style];
11712 for (j = 0;j < style->numsurfaces;j++)
11713 update[list[j]] = true;
11718 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11722 R_DrawDebugModel();
11723 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11727 rsurface.lightmaptexture = NULL;
11728 rsurface.deluxemaptexture = NULL;
11729 rsurface.uselightmaptexture = false;
11730 rsurface.texture = NULL;
11731 rsurface.rtlight = NULL;
11732 numsurfacelist = 0;
11733 // add visible surfaces to draw list
11734 for (i = 0;i < model->nummodelsurfaces;i++)
11735 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11736 // don't do anything if there were no surfaces
11737 if (!numsurfacelist)
11739 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11742 // update lightmaps if needed
11746 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11751 R_BuildLightMap(ent, surfaces + j);
11756 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11758 R_BuildLightMap(ent, surfaces + j);
11759 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11761 // add to stats if desired
11762 if (r_speeds.integer && !skysurfaces && !depthonly)
11764 r_refdef.stats.entities_surfaces += numsurfacelist;
11765 for (j = 0;j < numsurfacelist;j++)
11766 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11769 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11772 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11774 static texture_t texture;
11775 static msurface_t surface;
11776 const msurface_t *surfacelist = &surface;
11778 // fake enough texture and surface state to render this geometry
11780 texture.update_lastrenderframe = -1; // regenerate this texture
11781 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11782 texture.currentskinframe = skinframe;
11783 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11784 texture.offsetmapping = OFFSETMAPPING_OFF;
11785 texture.offsetscale = 1;
11786 texture.specularscalemod = 1;
11787 texture.specularpowermod = 1;
11789 surface.texture = &texture;
11790 surface.num_triangles = numtriangles;
11791 surface.num_firsttriangle = firsttriangle;
11792 surface.num_vertices = numvertices;
11793 surface.num_firstvertex = firstvertex;
11796 rsurface.texture = R_GetCurrentTexture(surface.texture);
11797 rsurface.lightmaptexture = NULL;
11798 rsurface.deluxemaptexture = NULL;
11799 rsurface.uselightmaptexture = false;
11800 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11803 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11805 static msurface_t surface;
11806 const msurface_t *surfacelist = &surface;
11808 // fake enough texture and surface state to render this geometry
11809 surface.texture = texture;
11810 surface.num_triangles = numtriangles;
11811 surface.num_firsttriangle = firsttriangle;
11812 surface.num_vertices = numvertices;
11813 surface.num_firstvertex = firstvertex;
11816 rsurface.texture = R_GetCurrentTexture(surface.texture);
11817 rsurface.lightmaptexture = NULL;
11818 rsurface.deluxemaptexture = NULL;
11819 rsurface.uselightmaptexture = false;
11820 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);