/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" #include "cl_dyntexture.h" #include "r_shadow.h" #include "polygon.h" #include "image.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; static int r_frame = 0; ///< used only by R_GetCurrentTexture // // screen size info // r_refdef_t r_refdef; cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"}; cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"}; cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"}; cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"}; cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"}; cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"}; cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"}; cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"}; cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"}; 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"}; cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"}; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; 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)"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; 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"}; 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"}; cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; 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"}; 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"}; 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"}; cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"}; cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"}; cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; 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."}; cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"}; cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"}; cvar_t r_shadows_drawafterrtlightning = {CVAR_SAVE, "r_shadows_drawafterrtlightning", "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."}; cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"}; cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; 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"}; cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"}; cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"}; cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"}; cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"}; cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"}; cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"}; cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; 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)"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"}; 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)"}; 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)"}; 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)"}; 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)"}; cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"}; 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)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; 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"}; cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; 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"}; 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"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; extern cvar_t v_glslgamma; extern qboolean v_flipped_state; static struct r_bloomstate_s { qboolean enabled; qboolean hdr; int bloomwidth, bloomheight; int screentexturewidth, screentextureheight; rtexture_t *texture_screen; /// \note also used for motion blur if enabled! int bloomtexturewidth, bloomtextureheight; rtexture_t *texture_bloom; // arrays for rendering the screen passes float screentexcoord2f[8]; float bloomtexcoord2f[8]; float offsettexcoord2f[8]; } r_bloomstate; r_waterstate_t r_waterstate; /// shadow volume bsp struct with automatically growing nodes buffer svbsp_t r_svbsp; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_grey128; rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; rtexture_t *r_texture_gammaramps; unsigned int r_texture_gammaramps_serial; //rtexture_t *r_texture_fogintensity; unsigned int r_queries[R_MAX_OCCLUSION_QUERIES]; unsigned int r_numqueries; unsigned int r_maxqueries; char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; /// vertex coordinates for a quad that covers the screen exactly const static float r_screenvertex3f[12] = { 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0 }; extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; for (i = 0;i < verts;i++) { out[0] = in[0] * r; out[1] = in[1] * g; out[2] = in[2] * b; out[3] = in[3]; in += 4; out += 4; } } void R_FillColors(float *out, int verts, float r, float g, float b, float a) { int i; for (i = 0;i < verts;i++) { out[0] = r; out[1] = g; out[2] = b; out[3] = a; out += 4; } } // FIXME: move this to client? void FOG_clear(void) { if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); Cvar_Set("gl_fogred", "0.3"); Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } r_refdef.fog_density = 0; r_refdef.fog_red = 0; r_refdef.fog_green = 0; r_refdef.fog_blue = 0; r_refdef.fog_alpha = 1; r_refdef.fog_start = 0; r_refdef.fog_end = 0; } float FogForDistance(vec_t dist) { unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } float FogPoint_World(const vec3_t p) { return FogForDistance(VectorDistance((p), r_refdef.view.origin)); } float FogPoint_Model(const vec3_t p) { return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix)); } static void R_BuildBlankTextures(void) { unsigned char data[4]; data[2] = 128; // normal X data[1] = 128; // normal Y data[0] = 255; // normal Z data[3] = 128; // height r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) { int x, y; unsigned char pix[16][16][4]; // this makes a light grey/dark grey checkerboard texture for (y = 0;y < 16;y++) { for (x = 0;x < 16;x++) { if ((y < 8) ^ (x < 8)) { pix[y][x][0] = 128; pix[y][x][1] = 128; pix[y][x][2] = 128; pix[y][x][3] = 255; } else { pix[y][x][0] = 64; pix[y][x][1] = 64; pix[y][x][2] = 64; pix[y][x][3] = 255; } } } r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; memset(data, 255, sizeof(data)); r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) { int x, y, side; vec3_t v; vec_t s, t, intensity; #define NORMSIZE 64 unsigned char data[6][NORMSIZE][NORMSIZE][4]; for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) { for (x = 0;x < NORMSIZE;x++) { s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; switch(side) { default: case 0: v[0] = 1; v[1] = -t; v[2] = -s; break; case 1: v[0] = -1; v[1] = -t; v[2] = s; break; case 2: v[0] = s; v[1] = 1; v[2] = t; break; case 3: v[0] = s; v[1] = -1; v[2] = -t; break; case 4: v[0] = s; v[1] = -t; v[2] = 1; break; case 5: v[0] = -s; v[1] = -t; v[2] = -1; break; } intensity = 127.0f / sqrt(DotProduct(v, v)); data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } } r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildFogTexture(void) { int x, b; #define FOGWIDTH 256 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; double d, r, alpha; r_refdef.fogmasktable_start = r_refdef.fog_start; r_refdef.fogmasktable_alpha = r_refdef.fog_alpha; r_refdef.fogmasktable_range = r_refdef.fogrange; r_refdef.fogmasktable_density = r_refdef.fog_density; r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH; for (x = 0;x < FOGMASKTABLEWIDTH;x++) { d = (x * r - r_refdef.fogmasktable_start); if(developer.integer >= 100) Con_Printf("%f ", d); d = max(0, d); if (r_fog_exp2.integer) alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d); else alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d); if(developer.integer >= 100) Con_Printf(" : %f ", alpha); alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha; if(developer.integer >= 100) Con_Printf(" = %f\n", alpha); r_refdef.fogmasktable[x] = bound(0, alpha, 1); } for (x = 0;x < FOGWIDTH;x++) { b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255); data1[x][0] = b; data1[x][1] = b; data1[x][2] = b; data1[x][3] = 255; //data2[x][0] = 255 - b; //data2[x][1] = 255 - b; //data2[x][2] = 255 - b; //data2[x][3] = 255; } if (r_texture_fogattenuation) { R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1); //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1); } else { r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } } static const char *builtinshaderstring = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "#ifdef USESHADOWMAPRECT\n" "#extension GL_ARB_texture_rectangle : enable\n" "#endif\n" "#ifdef USESHADOWMAPCUBE\n" "#extension GL_EXT_gpu_shader4 : enable\n" "#endif\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "//#ifdef __GLSL_CG_DATA_TYPES\n" "//# define myhalf half\n" "//# define myhalf2 half2\n" "//# define myhalf3 half3\n" "//# define myhalf4 half4\n" "//#else\n" "# define myhalf float\n" "# define myhalf2 vec2\n" "# define myhalf3 vec3\n" "# define myhalf4 vec4\n" "//#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "\n" "# ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ftransform();\n" "}\n" "# endif\n" "\n" "#else\n" "#ifdef MODE_SHOWDEPTH\n" "# ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ftransform();\n" " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "# endif\n" "# ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" " gl_FragColor = gl_Color;\n" "}\n" "# endif\n" "\n" "#else // !MODE_SHOWDEPTH\n" "\n" "#ifdef MODE_POSTPROCESS\n" "# ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" "#ifdef USEGLOW\n" " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" "#endif\n" "}\n" "# endif\n" "# ifdef FRAGMENT_SHADER\n" "\n" "uniform sampler2D Texture_First;\n" "#ifdef USEGLOW\n" "uniform sampler2D Texture_Second;\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler2D Texture_GammaRamps;\n" "#endif\n" "#ifdef USESATURATION\n" "uniform float Saturation;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform vec4 TintColor;\n" "#endif\n" "#ifdef USECOLORMOD\n" "uniform vec3 Gamma;\n" "#endif\n" "//uncomment these if you want to use them:\n" "uniform vec4 UserVec1;\n" "// uniform vec4 UserVec2;\n" "// uniform vec4 UserVec3;\n" "// uniform vec4 UserVec4;\n" "// uniform float ClientTime;\n" "uniform vec2 PixelSize;\n" "void main(void)\n" "{\n" " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n" "#ifdef USEGLOW\n" " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" " gl_FragColor /= (1 + 5 * UserVec1.y);\n" "#endif\n" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n" " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n" " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n" "#endif\n" "}\n" "# endif\n" "\n" "\n" "#else\n" "#ifdef MODE_GENERIC\n" "# ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" "# ifdef USEDIFFUSE\n" " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" "# endif\n" "# ifdef USESPECULAR\n" " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" "# endif\n" " gl_Position = ftransform();\n" "}\n" "# endif\n" "# ifdef FRAGMENT_SHADER\n" "\n" "# ifdef USEDIFFUSE\n" "uniform sampler2D Texture_First;\n" "# endif\n" "# ifdef USESPECULAR\n" "uniform sampler2D Texture_Second;\n" "# endif\n" "\n" "void main(void)\n" "{\n" " gl_FragColor = gl_Color;\n" "# ifdef USEDIFFUSE\n" " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n" "# endif\n" "\n" "# ifdef USESPECULAR\n" " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n" "# endif\n" "# ifdef USECOLORMAPPING\n" " gl_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" " gl_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" "# endif\n" "}\n" "# endif\n" "\n" "#else // !MODE_GENERIC\n" "\n" "varying vec2 TexCoord;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "varying vec2 TexCoord2;\n" "#endif\n" "varying vec2 TexCoordLightmap;\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" "varying vec3 LightVector;\n" "#endif\n" "\n" "varying vec3 EyeVector;\n" "#ifdef USEFOG\n" "varying vec3 EyeVectorModelSpace;\n" "#endif\n" "\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" "#ifdef MODE_WATER\n" "varying vec4 ModelViewProjectionPosition;\n" "#endif\n" "#ifdef MODE_REFRACTION\n" "varying vec4 ModelViewProjectionPosition;\n" "#endif\n" "#ifdef USEREFLECTION\n" "varying vec4 ModelViewProjectionPosition;\n" "#endif\n" "\n" "\n" "\n" "\n" "\n" "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" "uniform vec3 LightPosition;\n" "uniform vec3 EyePosition;\n" "uniform vec3 LightDir;\n" "\n" "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" "\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n" "#endif\n" "#ifndef MODE_LIGHTSOURCE\n" "# ifndef MODE_LIGHTDIRECTION\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" "# endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" "\n" " // transform unnormalized light direction into tangent space\n" " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifndef USEFOG\n" " vec3 EyeVectorModelSpace;\n" "#endif\n" " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " VectorS = gl_MultiTexCoord1.xyz;\n" " VectorT = gl_MultiTexCoord2.xyz;\n" " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "//#endif\n" "\n" "// transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "\n" "#ifdef MODE_WATER\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "#ifdef MODE_REFRACTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "// 13 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "uniform sampler2D Texture_Glow;\n" "uniform sampler2D Texture_SecondaryNormal;\n" "uniform sampler2D Texture_SecondaryColor;\n" "uniform sampler2D Texture_SecondaryGloss;\n" "uniform sampler2D Texture_SecondaryGlow;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" "uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Refraction;\n" "uniform sampler2D Texture_Reflection;\n" "uniform sampler2D Texture_Attenuation;\n" "uniform samplerCube Texture_Cube;\n" "\n" "#define showshadowmap 0\n" "#define useshadowsamplerrect 0\n" "#define useshadowsampler2d 0\n" "#define useshadowsamplercube 1\n" "\n" "#ifdef USESHADOWMAPRECT\n" "# if useshadowsamplerrect\n" "uniform sampler2DRectShadow Texture_ShadowMapRect;\n" "# else\n" "uniform sampler2DRect Texture_ShadowMapRect;\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# if useshadowsampler2d\n" "uniform sampler2DShadow Texture_ShadowMap2D;\n" "# else\n" "uniform sampler2D Texture_ShadowMap2D;\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "# if useshadowsamplercube\n" "uniform samplerCubeShadow Texture_ShadowMapCube;\n" "# else\n" "uniform samplerCube Texture_ShadowMapCube;\n" "# endif\n" "#endif\n" "\n" "uniform myhalf3 LightColor;\n" "uniform myhalf3 AmbientColor;\n" "uniform myhalf3 DiffuseColor;\n" "uniform myhalf3 SpecularColor;\n" "uniform myhalf3 Color_Pants;\n" "uniform myhalf3 Color_Shirt;\n" "uniform myhalf3 FogColor;\n" "\n" "uniform myhalf4 TintColor;\n" "\n" "\n" "//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" "uniform myhalf4 RefractColor;\n" "uniform myhalf4 ReflectColor;\n" "uniform myhalf ReflectFactor;\n" "uniform myhalf ReflectOffset;\n" "//#else\n" "//# ifdef MODE_REFRACTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" "//uniform myhalf4 RefractColor;\n" "//# ifdef USEREFLECTION\n" "//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# else\n" "//# ifdef USEREFLECTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" "//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# endif\n" "//#endif\n" "\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\n" "#ifdef USECONTRASTBOOST\n" "uniform myhalf ContrastBoostCoeff;\n" "#endif\n" "\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" "uniform float FogRangeRecip;\n" "\n" "uniform myhalf AmbientScale;\n" "uniform myhalf DiffuseScale;\n" "uniform myhalf SpecularScale;\n" "uniform myhalf SpecularPower;\n" "\n" "#ifdef USEOFFSETMAPPING\n" "vec2 OffsetMapping(vec2 TexCoord)\n" "{\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" " // amounts to find the impact\n" " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" " OffsetVector *= 0.1;\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" " return RT.xy;\n" "#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" " // this basically moves forward the full distance, and then backs up based\n" " // on height of samples\n" " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" " TexCoord += OffsetVector;\n" " OffsetVector *= 0.333;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " return TexCoord;\n" "#endif\n" "}\n" "#endif // USEOFFSETMAPPING\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" "//float ShadowMap_TextureSize = 1024.0;\n" "//float ShadowMap_BorderSize = 6.0;\n" "//float ShadowMap_NearClip = 0.0001;\n" "//float ShadowMap_FarClip = 1.0;\n" "//float ShadowMap_Bias = ShadowMap_NearClip * 64.0 / ShadowMap_TextureSize;\n" "//vec2 ShadowMap_TextureScale = vec2(0.5, 0.25);\n" "//vec4 ShadowMap_Parameters = vec3(1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, 1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, -(ShadowMap_FarClip + ShadowMap_NearClip) / (ShadowMap_FarClip - ShadowMap_NearClip), -2.0 * ShadowMap_NearClip * ShadowMap_FarClip / (ShadowMap_FarClip - ShadowMap_NearClip));\n" "uniform float ShadowMap_Bias;\n" "uniform vec2 ShadowMap_TextureScale;\n" "uniform vec4 ShadowMap_Parameters;\n" "#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" " vec3 tc;\n" " vec3 offset;\n" "# if 1\n" " float d;\n" " if (adir.x > adir.y)\n" " {\n" " if (adir.x > adir.z)\n" " {\n" " d = 0.5 / adir.x;\n" " if (dir.x >= 0.0)\n" " {\n" " // +X\n" " tc = vec3(-dir.z, -dir.y, -dir.x);\n" " offset = vec3(0.5, 0.5, 0.5);\n" " }\n" " else\n" " {\n" " // -X\n" " tc = vec3( dir.z, -dir.y, dir.x);\n" " offset = vec3(1.5, 0.5, 0.5);\n" " }\n" " }\n" " else\n" " {\n" " d = 0.5 / adir.z;\n" " if (dir.z >= 0.0)\n" " {\n" " // +Z\n" " tc = vec3( dir.x, -dir.y, -dir.z);\n" " offset = vec3(0.5, 2.5, 0.5);\n" " }\n" " else\n" " {\n" " // -Z\n" " tc = vec3(-dir.x, -dir.y, dir.z);\n" " offset = vec3(1.5, 2.5, 0.5);\n" " }\n" " }\n" " }\n" " else\n" " {\n" " if (adir.y > adir.z)\n" " {\n" " d = 0.5 / adir.y;\n" " if (dir.y >= 0.0)\n" " {\n" " // +Y\n" " tc = vec3( dir.x, dir.z, -dir.y);\n" " offset = vec3(0.5, 1.5, 0.5);\n" " }\n" " else\n" " {\n" " // -Y\n" " tc = vec3( dir.x, -dir.z, dir.y);\n" " offset = vec3(1.5, 1.5, 0.5);\n" " }\n" " }\n" " else\n" " {\n" " d = 0.5 / adir.z;\n" " if (dir.z >= 0.0)\n" " {\n" " // +Z\n" " tc = vec3(dir.x, -dir.y, -dir.z);\n" " offset = vec3(0.5, 2.5, 0.5);\n" " }\n" " else\n" " {\n" " // -Z\n" " tc = vec3(-dir.x, -dir.y, dir.z);\n" " offset = vec3(1.5, 2.5, 0.5);\n" " }\n" " }\n" " }\n" " tc = tc * ShadowMap_Parameters.xyz * d + offset;\n" " tc.xy *= ShadowMap_TextureScale;\n" " tc.z += ShadowMap_Parameters.w * d - ShadowMap_Bias * d;\n" "# else\n" " // experimental method by eihrul, needs overhaul\n" " vec3 ma = vec3(0.0, 0.0, 1.0);\n" " if (adir.x > adir.y)\n" " {\n" " if (adir.x > adir.z)\n" " ma = vec3(1.0, 0.0, 0.0);\n" " }\n" " else if (adir.y > adir.z)\n" " ma = vec3(0.0, 1.0, 0.0);\n" "\n" " tc.xy = dir.xy - ma.xy*(dir.xy - dir.z);\n" " tc.xy = (tc.xy/dot(ma, dir))*0.5 + 0.5;\n" " tc.z = dot(ma, adir);\n" " tc.xy = (tc.xy * tcscale + offset) * vec2(0.5, 0.25);\n" "# endif\n" " return tc;\n" "}\n" "\n" "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "vec4 GetShadowMapTCCube(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" " float sidedist = max(adir.x, max(adir.y, adir.z));\n" " return vec4(dir, 0.5 - 0.5 * (ShadowMap_Parameters.z - (-ShadowMap_Bias + ShadowMap_Parameters.w) / sidedist));\n" "}\n" "#endif\n" "\n" "#if !showshadowmap\n" "# ifdef USESHADOWMAPRECT\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" " float f;\n" "# if useshadowsamplerrect\n" " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).a;\n" "# else\n" " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" "# endif\n" " return f;\n" "}\n" "# endif\n" "\n" "# ifdef USESHADOWMAP2D\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" " float f;\n" "# if useshadowsampler2d\n" " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).a;\n" "# else\n" " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n" "# endif\n" " return f;\n" "}\n" "# endif\n" "\n" "# ifdef USESHADOWMAPCUBE\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" " // apply depth texture cubemap as light filter\n" " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" " float f;\n" "# if useshadowsamplercube\n" " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).a;\n" "# else\n" " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" "# endif\n" " return f;\n" "}\n" "# endif\n" "#endif\n" "\n" "\n" "#ifdef MODE_WATER\n" "\n" "// water pass\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" "\n" "#else // !MODE_WATER\n" "#ifdef MODE_REFRACTION\n" "\n" "// refraction pass\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" "\n" "#else // !MODE_REFRACTION\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" " color.a = 1.0;\n" " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" "#ifdef USEDIFFUSE\n" " // get the surface normal and the gloss color\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" "# ifdef USESPECULAR\n" " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" "# endif\n" "# else\n" " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" "# ifdef USESPECULAR\n" " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n" "# endif\n" "# endif\n" "#endif\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" " // calculate surface normal, light normal, and specular normal\n" " // compute color intensity for the two textures (colormap and glossmap)\n" " // scale by light color and attenuation as efficiently as possible\n" " // (do as much scalar math as possible rather than vector math)\n" "# ifdef USEDIFFUSE\n" " // get the light normal\n" " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" "# endif\n" "# ifdef USESPECULAR\n" "# ifndef USEEXACTSPECULARMATH\n" " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" "\n" "# endif\n" " // calculate directional shading\n" "# ifdef USEEXACTSPECULARMATH\n" " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n" "# else\n" " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n" "# endif\n" "# else\n" "# ifdef USEDIFFUSE\n" " // calculate directional shading\n" " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" "# else\n" " // calculate directionless shading\n" " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "# endif\n" "# endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" "#if !showshadowmap\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "#endif\n" "\n" "# ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" "# ifdef USEDIFFUSE\n" " // get the light normal\n" " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" "# endif\n" "# ifdef USESPECULAR\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "# ifdef USEEXACTSPECULARMATH\n" " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "# else\n" "# ifdef USEDIFFUSE\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "# else\n" " color.rgb *= AmbientColor;\n" "# endif\n" "# endif\n" "#endif // MODE_LIGHTDIRECTION\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the light normal\n" " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " myhalf3 diffusenormal;\n" " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n" " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n" " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" " // to map the luxels to coordinates on the draw surfaces), which also causes\n" " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" " // nudge is done here at expense of some additional fps. This is ONLY needed for\n" " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n" " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "# endif\n" "\n" " // apply lightmap color\n" " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" " // get the light normal\n" " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "# endif\n" "\n" " // apply lightmap color\n" " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" "#endif // MODE_LIGHTMAP\n" "\n" "\n" "\n" "\n" "#ifdef MODE_VERTEXCOLOR\n" " // apply lightmap color\n" " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" "#endif // MODE_VERTEXCOLOR\n" "\n" "\n" "\n" "\n" "#ifdef MODE_FLATCOLOR\n" "#endif // MODE_FLATCOLOR\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" " color *= TintColor;\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n" "#else\n" " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "#endif\n" "\n" "#ifdef USECONTRASTBOOST\n" " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n" "#endif\n" "\n" " color.rgb *= SceneBrightness;\n" "\n" " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n" "#ifdef USEFOG\n" " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" "#ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = vec4(color);\n" "\n" "#if showshadowmap\n" "# ifdef USESHADOWMAPRECT\n" "# if useshadowsamplerrect\n" " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n" "# else\n" " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n" "# endif\n" "# endif\n" "\n" "# ifdef USESHADOWMAP2D\n" "# if useshadowsampler2d\n" " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n" "# else\n" " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n" "# endif\n" "# endif\n" "\n" "# ifdef USESHADOWMAPCUBE\n" "# if useshadowsamplercube\n" " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n" "# else\n" " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n" "# endif\n" "# endif\n" "#endif\n" "}\n" "#endif // !MODE_REFRACTION\n" "#endif // !MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" "\n" "#endif // !MODE_GENERIC\n" "#endif // !MODE_POSTPROCESS\n" "#endif // !MODE_SHOWDEPTH\n" "#endif // !MODE_DEPTH_OR_SHADOW\n" ; typedef struct shaderpermutationinfo_s { const char *pretext; const char *name; } shaderpermutationinfo_t; typedef struct shadermodeinfo_s { const char *vertexfilename; const char *geometryfilename; const char *fragmentfilename; const char *pretext; const char *name; } shadermodeinfo_t; typedef enum shaderpermutation_e { SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only) SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing SHADERPERMUTATION_SHADOWMAPRECT = 1<<15, ///< (lightsource) use shadowmap rectangle texture as light filter SHADERPERMUTATION_SHADOWMAPCUBE = 1<<16, ///< (lightsource) use shadowmap cubemap texture as light filter SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array } shaderpermutation_t; // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = { {"#define USEDIFFUSE\n", " diffuse"}, {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"}, {"#define USECOLORMAPPING\n", " colormapping"}, {"#define USECONTRASTBOOST\n", " contrastboost"}, {"#define USEFOG\n", " fog"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEGLOW\n", " glow"}, {"#define USESPECULAR\n", " specular"}, {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"}, {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {"#define USEGAMMARAMPS\n", " gammaramps"}, {"#define USEPOSTPROCESSING\n", " postprocessing"}, {"#define USESATURATION\n", " saturation"}, {"#define USESHADOWMAPRECT\n", " shadowmaprect"}, {"#define USESHADOWMAPCUBE\n", " shadowmapcube"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, }; /// this enum is multiplied by SHADERPERMUTATION_MODEBASE typedef enum shadermode_e { SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp) SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp) SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color SHADERMODE_COUNT } shadermode_t; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = { {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, }; typedef struct r_glsl_permutation_s { /// indicates if we have tried compiling this permutation already qboolean compiled; /// 0 if compilation failed int program; /// locations of detected uniforms in program object, or -1 if not found int loc_Texture_First; int loc_Texture_Second; int loc_Texture_GammaRamps; int loc_Texture_Normal; int loc_Texture_Color; int loc_Texture_Gloss; int loc_Texture_Glow; int loc_Texture_SecondaryNormal; int loc_Texture_SecondaryColor; int loc_Texture_SecondaryGloss; int loc_Texture_SecondaryGlow; int loc_Texture_Pants; int loc_Texture_Shirt; int loc_Texture_FogMask; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; int loc_Texture_Attenuation; int loc_Texture_Cube; int loc_Texture_Refraction; int loc_Texture_Reflection; int loc_Texture_ShadowMapRect; int loc_Texture_ShadowMapCube; int loc_Texture_ShadowMap2D; int loc_FogColor; int loc_LightPosition; int loc_EyePosition; int loc_Color_Pants; int loc_Color_Shirt; int loc_FogRangeRecip; int loc_AmbientScale; int loc_DiffuseScale; int loc_SpecularScale; int loc_SpecularPower; int loc_GlowScale; int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost int loc_OffsetMapping_Scale; int loc_TintColor; int loc_AmbientColor; int loc_DiffuseColor; int loc_SpecularColor; int loc_LightDir; int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost int loc_GammaCoeff; ///< 1 / gamma int loc_DistortScaleRefractReflect; int loc_ScreenScaleRefractReflect; int loc_ScreenCenterRefractReflect; int loc_RefractColor; int loc_ReflectColor; int loc_ReflectFactor; int loc_ReflectOffset; int loc_UserVec1; int loc_UserVec2; int loc_UserVec3; int loc_UserVec4; int loc_ClientTime; int loc_PixelSize; int loc_Saturation; int loc_ShadowMap_Bias; int loc_ShadowMap_TextureScale; int loc_ShadowMap_Parameters; } r_glsl_permutation_t; /// information about each possible shader permutation r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT]; /// currently selected permutation r_glsl_permutation_t *r_glsl_permutation; static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) { char *shaderstring; if (!filename || !filename[0]) return NULL; shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); if (shaderstring) { if (printfromdisknotice) Con_DPrint("from disk... "); return shaderstring; } else if (!strcmp(filename, "glsl/default.glsl")) { shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1); memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1); } return shaderstring; } static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation) { int i; shadermodeinfo_t *modeinfo = shadermodeinfo + mode; r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; char *vertexstring, *geometrystring, *fragmentstring; const char *vertstrings_list[32+3]; const char *geomstrings_list[32+3]; const char *fragstrings_list[32+3]; char permutationname[256]; if (p->compiled) return; p->compiled = true; p->program = 0; permutationname[0] = 0; vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true); geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname)); // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; // the second pretext is the mode (for example a light source) vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext; geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext; fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext; strlcat(permutationname, modeinfo->name, sizeof(permutationname)); // now add all the permutation pretexts for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); if (p->program) { CHECKGLERROR qglUseProgramObjectARB(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First"); p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second"); p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps"); p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal"); p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor"); p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss"); p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow"); p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect"); p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube"); p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D"); p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor"); p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff"); p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1"); p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2"); p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3"); p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4"); p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime"); p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize"); p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation"); p->loc_ShadowMap_Bias = qglGetUniformLocationARB(p->program, "ShadowMap_Bias"); p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale"); p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS); if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR); if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS); if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW); if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL); if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR); if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS); if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW); if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS); if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT); if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK); if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP); if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP); if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION); if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE); if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION); if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION); if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT); if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE); if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D); CHECKGLERROR if (developer.integer) Con_Printf("GLSL shader %s compiled.\n", permutationname); } else Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname); // free the strings if (vertexstring) Mem_Free(vertexstring); if (geometrystring) Mem_Free(geometrystring); if (fragmentstring) Mem_Free(fragmentstring); } void R_GLSL_Restart_f(void) { unsigned int mode; unsigned int permutation; for (mode = 0;mode < SHADERMODE_COUNT;mode++) for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++) if (r_glsl_permutations[mode][permutation].program) GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } void R_GLSL_DumpShader_f(void) { int i; qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false); if(!file) { Con_Printf("failed to write to glsl/default.glsl\n"); return; } FS_Print(file, "// The engine may define the following macros:\n"); FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); for (i = 0;i < SHADERMODE_COUNT;i++) FS_Printf(file, "// %s", shadermodeinfo[i].pretext); for (i = 0;i < SHADERPERMUTATION_COUNT;i++) FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext); FS_Print(file, "\n"); FS_Print(file, builtinshaderstring); FS_Close(file); Con_Printf("glsl/default.glsl written\n"); } void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) { r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation]; if (r_glsl_permutation != perm) { r_glsl_permutation = perm; if (!r_glsl_permutation->program) { if (!r_glsl_permutation->compiled) R_GLSL_CompilePermutation(mode, permutation); if (!r_glsl_permutation->program) { // remove features until we find a valid permutation int i; for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { // reduce i more quickly whenever it would not remove any bits int j = 1<<(SHADERPERMUTATION_COUNT-1-i); if (!(permutation & j)) continue; permutation -= j; r_glsl_permutation = &r_glsl_permutations[mode][permutation]; if (!r_glsl_permutation->compiled) R_GLSL_CompilePermutation(mode, permutation); if (r_glsl_permutation->program) break; } if (i >= SHADERPERMUTATION_COUNT) { Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n"); Cvar_SetValueQuick(&r_glsl, 0); R_GLSL_Restart_f(); // unload shaders return; // no bit left to clear } } } CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR } } void R_SetupGenericShader(qboolean usetexture) { if (gl_support_fragment_shader) { if (r_glsl.integer && r_glsl_usegeneric.integer) R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0); else if (r_glsl_permutation) { r_glsl_permutation = NULL; qglUseProgramObjectARB(0);CHECKGLERROR } } } void R_SetupGenericTwoTextureShader(int texturemode) { if (gl_support_fragment_shader) { if (r_glsl.integer && r_glsl_usegeneric.integer) R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); else if (r_glsl_permutation) { r_glsl_permutation = NULL; qglUseProgramObjectARB(0);CHECKGLERROR } } if (!r_glsl_permutation) { if (texturemode == GL_DECAL && gl_combine.integer) texturemode = GL_INTERPOLATE_ARB; R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1); } } void R_SetupDepthOrShadowShader(void) { if (gl_support_fragment_shader) { if (r_glsl.integer && r_glsl_usegeneric.integer) R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0); else if (r_glsl_permutation) { r_glsl_permutation = NULL; qglUseProgramObjectARB(0);CHECKGLERROR } } } void R_SetupShowDepthShader(void) { if (gl_support_fragment_shader) { if (r_glsl.integer && r_glsl_usegeneric.integer) R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0); else if (r_glsl_permutation) { r_glsl_permutation = NULL; qglUseProgramObjectARB(0);CHECKGLERROR } } } extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; extern qboolean r_shadow_usingshadowmaprect; extern qboolean r_shadow_usingshadowmapcube; extern qboolean r_shadow_usingshadowmap2d; extern float r_shadow_shadowmap_bias; extern float r_shadow_shadowmap_texturescale[2]; extern float r_shadow_shadowmap_parameters[4]; void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; // TODO: implement geometry-shader based shadow volumes someday if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) mode = SHADERMODE_WATER; else mode = SHADERMODE_REFRACTION; } else if (rsurfacepass == RSURFPASS_RTLIGHT) { // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (r_shadow_usingshadowmaprect) permutation |= SHADERPERMUTATION_SHADOWMAPRECT; if (r_shadow_usingshadowmapcube) permutation |= SHADERPERMUTATION_SHADOWMAPCUBE; if (r_shadow_usingshadowmap2d) permutation |= SHADERPERMUTATION_SHADOWMAP2D; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { // ambient model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else { // lightmapped wall if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; else mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (rsurface.uselightmaptexture) { // ordinary lightmapping (q1bsp, q3bsp) mode = SHADERMODE_LIGHTMAP; } else { // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } if(permutation & SHADERPERMUTATION_SPECULAR) if(r_shadow_glossexact.integer) permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; R_SetupShader_SetPermutation(mode, permutation); if (mode == SHADERMODE_LIGHTSOURCE) { if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (permutation & SHADERPERMUTATION_DIFFUSE) { if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); } else { // ambient only is simpler if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); } // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); if (r_glsl_permutation->loc_ShadowMap_Bias >= 0) qglUniform1fARB(r_glsl_permutation->loc_ShadowMap_Bias, r_shadow_shadowmap_bias); if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(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]); } else { if (mode == SHADERMODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f); if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f); if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale); } if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); } if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { // The formula used is actually: // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); // color.rgb *= SceneBrightness; // simplified: // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1); // and do [[calculations]] here in the engine qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value); } else if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale); if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { if (rsurface.texture->currentskinframe->pants) qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { if (rsurface.texture->currentskinframe->shirt) qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix)); if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH) { if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25); } else { if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); } if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR } #define SKINFRAME_HASH 1024 typedef struct { int loadsequence; // incremented each level change memexpandablearray_t array; skinframe_t *hash[SKINFRAME_HASH]; } r_skinframe_t; r_skinframe_t r_skinframe; void R_SkinFrame_PrepareForPurge(void) { r_skinframe.loadsequence++; // wrap it without hitting zero if (r_skinframe.loadsequence >= 200) r_skinframe.loadsequence = 1; } void R_SkinFrame_MarkUsed(skinframe_t *skinframe) { if (!skinframe) return; // mark the skinframe as used for the purging code skinframe->loadsequence = r_skinframe.loadsequence; } void R_SkinFrame_Purge(void) { int i; skinframe_t *s; for (i = 0;i < SKINFRAME_HASH;i++) { for (s = r_skinframe.hash[i];s;s = s->next) { if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence) { if (s->merged == s->base) s->merged = NULL; // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black] R_PurgeTexture(s->stain );s->stain = NULL; R_PurgeTexture(s->merged);s->merged = NULL; R_PurgeTexture(s->base );s->base = NULL; R_PurgeTexture(s->pants );s->pants = NULL; R_PurgeTexture(s->shirt );s->shirt = NULL; R_PurgeTexture(s->nmap );s->nmap = NULL; R_PurgeTexture(s->gloss );s->gloss = NULL; R_PurgeTexture(s->glow );s->glow = NULL; R_PurgeTexture(s->fog );s->fog = NULL; s->loadsequence = 0; } } } } skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) { skinframe_t *item; char basename[MAX_QPATH]; Image_StripImageExtension(name, basename, sizeof(basename)); if( last == NULL ) { int hashindex; hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); item = r_skinframe.hash[hashindex]; } else { item = last->next; } // linearly search through the hash bucket for( ; item ; item = item->next ) { if( !strcmp( item->basename, basename ) ) { return item; } } return NULL; } skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add) { skinframe_t *item; int hashindex; char basename[MAX_QPATH]; Image_StripImageExtension(name, basename, sizeof(basename)); hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); for (item = r_skinframe.hash[hashindex];item;item = item->next) if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc) break; if (!item) { rtexture_t *dyntexture; // check whether its a dynamic texture dyntexture = CL_GetDynTexture( basename ); if (!add && !dyntexture) return NULL; item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array); memset(item, 0, sizeof(*item)); strlcpy(item->basename, basename, sizeof(item->basename)); item->base = dyntexture; // either NULL or dyntexture handle item->textureflags = textureflags; item->comparewidth = comparewidth; item->compareheight = compareheight; item->comparecrc = comparecrc; item->next = r_skinframe.hash[hashindex]; r_skinframe.hash[hashindex] = item; } else if( item->base == NULL ) { rtexture_t *dyntexture; // check whether its a dynamic texture // 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] dyntexture = CL_GetDynTexture( basename ); item->base = dyntexture; // either NULL or dyntexture handle } R_SkinFrame_MarkUsed(item); return item; } #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \ { \ unsigned long long avgcolor[5], wsum; \ int pix, comp, w; \ avgcolor[0] = 0; \ avgcolor[1] = 0; \ avgcolor[2] = 0; \ avgcolor[3] = 0; \ avgcolor[4] = 0; \ wsum = 0; \ for(pix = 0; pix < cnt; ++pix) \ { \ w = 0; \ for(comp = 0; comp < 3; ++comp) \ w += getpixel; \ if(w) /* ignore perfectly black pixels because that is better for model skins */ \ { \ ++wsum; \ /* comp = 3; -- not needed, comp is always 3 when we get here */ \ w = getpixel; \ for(comp = 0; comp < 3; ++comp) \ avgcolor[comp] += getpixel * w; \ avgcolor[3] += w; \ } \ /* comp = 3; -- not needed, comp is always 3 when we get here */ \ avgcolor[4] += getpixel; \ } \ if(avgcolor[3] == 0) /* no pixels seen? even worse */ \ avgcolor[3] = 1; \ skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \ skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \ skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \ skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \ } skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha) { // FIXME: it should be possible to disable loading various layers using // cvars, to prevent wasted loading time and memory usage if the user does // not want them qboolean loadnormalmap = true; qboolean loadgloss = true; qboolean loadpantsandshirt = true; qboolean loadglow = true; int j; unsigned char *pixels; unsigned char *bumppixels; unsigned char *basepixels = NULL; int basepixels_width; int basepixels_height; skinframe_t *skinframe; *has_alpha = false; if (cls.state == ca_dedicated) return NULL; // return an existing skinframe if already loaded // if loading of the first image fails, don't make a new skinframe as it // would cause all future lookups of this to be missing skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false); if (skinframe && skinframe->base) return skinframe; basepixels = loadimagepixelsbgra(name, complain, true); if (basepixels == NULL) return NULL; if (developer_loading.integer) Con_Printf("loading skin \"%s\"\n", name); // we've got some pixels to store, so really allocate this new texture now if (!skinframe) skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; basepixels_width = image_width; basepixels_height = image_height; skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); if (textureflags & TEXF_ALPHA) { for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) if (basepixels[j] < 255) break; if (j < basepixels_width * basepixels_height * 4) { // has transparent pixels *has_alpha = true; pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); for (j = 0;j < image_width * image_height * 4;j += 4) { pixels[j+0] = 255; pixels[j+1] = 255; pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); //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]); // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) { if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL) { skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); pixels = NULL; } else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); Mem_Free(bumppixels); } else if (r_shadow_bumpscale_basetexture.value > 0) { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); } } // _luma is supported for tenebrae compatibility // (I think it's a very stupid name, but oh well) // _glow is the preferred name if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (basepixels) Mem_Free(basepixels); return skinframe; } skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain) { qboolean has_alpha; return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha); } static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force) { int i; if (!force) { for (i = 0;i < width*height;i++) if (((unsigned char *)&palette[in[i]])[3] > 0) break; if (i == width*height) return NULL; } return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); } // this is only used by .spr32 sprites, HL .spr files, HL .bsp files skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height) { int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true); if (skinframe && skinframe->base) return skinframe; skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; // if no data was provided, then clearly the caller wanted to get a blank skinframe if (!skindata) return NULL; if (developer_loading.integer) Con_Printf("loading 32bit skin \"%s\"\n", name); if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); Mem_Free(temp1); } skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); if (textureflags & TEXF_ALPHA) { for (i = 3;i < width * height * 4;i += 4) if (skindata[i] < 255) break; if (i < width * height * 4) { unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); Mem_Free(fogpixels); } } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]); //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]); return skinframe; } skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height) { int i; unsigned char *temp1, *temp2; unsigned int *palette; skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); if (skinframe && skinframe->base) return skinframe; palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; // if no data was provided, then clearly the caller wanted to get a blank skinframe if (!skindata) return NULL; if (developer_loading.integer) Con_Printf("loading quake skin \"%s\"\n", name); if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); Mem_Free(temp1); } // use either a custom palette, or the quake palette skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all if (loadglowtexture) skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow if (loadpantsandshirt) { skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt } if (skinframe->pants || skinframe->shirt) skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors if (textureflags & TEXF_ALPHA) { for (i = 0;i < width * height;i++) if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255) break; if (i < width * height) skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); //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]); return skinframe; } skinframe_t *R_SkinFrame_LoadMissing(void) { skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; skinframe->avgcolor[0] = rand() / RAND_MAX; skinframe->avgcolor[1] = rand() / RAND_MAX; skinframe->avgcolor[2] = rand() / RAND_MAX; skinframe->avgcolor[3] = 1; return skinframe; } void gl_main_start(void) { r_numqueries = 0; r_maxqueries = 0; memset(r_queries, 0, sizeof(r_queries)); memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); // set up r_skinframe loading system for textures memset(&r_skinframe, 0, sizeof(r_skinframe)); r_skinframe.loadsequence = 1; Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256); r_main_texturepool = R_AllocTexturePool(); R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) { R_BuildWhiteCube(); R_BuildNormalizationCube(); } r_texture_fogattenuation = NULL; r_texture_gammaramps = NULL; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0; } extern rtexture_t *loadingscreentexture; void gl_main_shutdown(void) { if (r_maxqueries) qglDeleteQueriesARB(r_maxqueries, r_queries); r_numqueries = 0; r_maxqueries = 0; memset(r_queries, 0, sizeof(r_queries)); memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); // clear out the r_skinframe state Mem_ExpandableArray_FreeArray(&r_skinframe.array); memset(&r_skinframe, 0, sizeof(r_skinframe)); if (r_svbsp.nodes) Mem_Free(r_svbsp.nodes); memset(&r_svbsp, 0, sizeof (r_svbsp)); R_FreeTexturePool(&r_main_texturepool); loadingscreentexture = NULL; r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_grey128 = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; r_texture_fogattenuation = NULL; r_texture_gammaramps = NULL; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); } extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { // FIXME: move this code to client int l; char *entities, entname[MAX_QPATH]; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { memcpy(entname + l, ".ent", 5); if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); Mem_Free(entities); return; } } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); } } void GL_Main_Init(void) { r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); Cvar_RegisterVariable (&gl_skyclip); } Cvar_RegisterVariable(&r_motionblur); Cvar_RegisterVariable(&r_motionblur_maxblur); Cvar_RegisterVariable(&r_motionblur_bmin); Cvar_RegisterVariable(&r_motionblur_vmin); Cvar_RegisterVariable(&r_motionblur_vmax); Cvar_RegisterVariable(&r_motionblur_vcoeff); Cvar_RegisterVariable(&r_motionblur_randomize); Cvar_RegisterVariable(&r_damageblur); Cvar_RegisterVariable(&r_animcache); Cvar_RegisterVariable(&r_depthfirst); Cvar_RegisterVariable(&r_useinfinitefarclip); Cvar_RegisterVariable(&r_nearclip); Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_showlighting); Cvar_RegisterVariable(&r_showshadowvolumes); Cvar_RegisterVariable(&r_showcollisionbrushes); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_cullentities_trace); Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); Cvar_RegisterVariable(&r_cullentities_trace_delay); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_shadows); Cvar_RegisterVariable(&r_shadows_darken); Cvar_RegisterVariable(&r_shadows_drawafterrtlightning); Cvar_RegisterVariable(&r_shadows_castfrombmodels); Cvar_RegisterVariable(&r_shadows_throwdistance); Cvar_RegisterVariable(&r_shadows_throwdirection); Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); Cvar_RegisterVariable(&r_fog_exp2); Cvar_RegisterVariable(&r_drawfog); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_contrastboost); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_glsl_postprocess); Cvar_RegisterVariable(&r_glsl_postprocess_uservec1); Cvar_RegisterVariable(&r_glsl_postprocess_uservec2); Cvar_RegisterVariable(&r_glsl_postprocess_uservec3); Cvar_RegisterVariable(&r_glsl_postprocess_uservec4); Cvar_RegisterVariable(&r_glsl_usegeneric); Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); Cvar_RegisterVariable(&r_water_refractdistort); Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_lerplightstyles); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_colorscale); Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_colorexponent); Cvar_RegisterVariable(&r_bloom_colorsubtract); Cvar_RegisterVariable(&r_hdr); Cvar_RegisterVariable(&r_hdr_scenebrightness); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_batchmode); Cvar_RegisterVariable(&r_glsl_saturation); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); Cvar_RegisterVariable(&r_track_sprites); Cvar_RegisterVariable(&r_track_sprites_flags); Cvar_RegisterVariable(&r_track_sprites_scalew); Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); extern void Mod_RenderInit(void); void Render_Init(void) { gl_backend_init(); R_Textures_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); Sbar_Init(); R_Particles_Init(); R_Explosion_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { gl_renderer = (const char *)qglGetString(GL_RENDERER); gl_vendor = (const char *)qglGetString(GL_VENDOR); gl_version = (const char *)qglGetString(GL_VERSION); gl_extensions = (const char *)qglGetString(GL_EXTENSIONS); if (!gl_extensions) gl_extensions = ""; if (!gl_platformextensions) gl_platformextensions = ""; Con_Printf("GL_VENDOR: %s\n", gl_vendor); Con_Printf("GL_RENDERER: %s\n", gl_renderer); Con_Printf("GL_VERSION: %s\n", gl_version); Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); VID_CheckExtensions(); // LordHavoc: report supported extensions Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) CHECKGLERROR qglClearColor(0,0,0,1);CHECKGLERROR qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR } int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; for (i = 0;i < r_refdef.view.numfrustumplanes;i++) { // skip nearclip plane, it often culls portals when you are very close, and is almost never useful if (i == 4) continue; p = r_refdef.view.frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes) { int i; const mplane_t *p; for (i = 0;i < numplanes;i++) { p = planes + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } //================================================================================== // LordHavoc: animcache written by Echon, refactored and reformatted by me /** * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing. */ typedef struct r_animcache_entity_s { float *vertex3f; float *normal3f; float *svector3f; float *tvector3f; int maxvertices; qboolean wantnormals; qboolean wanttangents; } r_animcache_entity_t; typedef struct r_animcache_s { r_animcache_entity_t entity[MAX_EDICTS*2]; int maxindex; int currentindex; } r_animcache_t; static r_animcache_t r_animcachestate; void R_AnimCache_Free(void) { int idx; for (idx=0 ; idxmaxvertices >= numvertices) return; // Release existing memory if (cache->vertex3f) Mem_Free(cache->vertex3f); // Pad by 1024 verts cache->maxvertices = (numvertices + 1023) & ~1023; arraySize = cache->maxvertices * 3; // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4); r_animcachestate.entity[cacheIdx].vertex3f = base; r_animcachestate.entity[cacheIdx].normal3f = base + arraySize; r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2; r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3; // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f); } void R_AnimCache_NewFrame(void) { int i; if (r_animcache.integer && r_drawentities.integer) r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]); else if (r_animcachestate.maxindex) R_AnimCache_Free(); r_animcachestate.currentindex = 0; for (i = 0;i < r_refdef.scene.numentities;i++) r_refdef.scene.entities[i]->animcacheindex = -1; } qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { dp_model_t *model = ent->model; r_animcache_entity_t *c; // see if it's already cached this frame if (ent->animcacheindex >= 0) { // add normals/tangents if needed c = r_animcachestate.entity + ent->animcacheindex; if (c->wantnormals) wantnormals = false; if (c->wanttangents) wanttangents = false; if (wantnormals || wanttangents) model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL); } else { // see if this ent is worth caching if (r_animcachestate.maxindex <= r_animcachestate.currentindex) return false; if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0)) return false; // assign it a cache entry and make sure the arrays are big enough R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices); ent->animcacheindex = r_animcachestate.currentindex++; c = r_animcachestate.entity + ent->animcacheindex; c->wantnormals = wantnormals; c->wanttangents = wanttangents; model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL); } return true; } void R_AnimCache_CacheVisibleEntities(void) { int i; qboolean wantnormals; qboolean wanttangents; if (!r_animcachestate.maxindex) return; wantnormals = !r_showsurfaces.integer; wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight); // TODO: thread this? for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents); } } //================================================================================== static void R_View_UpdateEntityLighting (void) { int i; entity_render_t *ent; vec3_t tempdiffusenormal; for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; // skip unseen models if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1) continue; // skip bsp models if (ent->model && ent->model->brush.num_leafs) { // TODO: use modellight for r_ambient settings on world? VectorSet(ent->modellight_ambient, 0, 0, 0); VectorSet(ent->modellight_diffuse, 0, 0, 0); VectorSet(ent->modellight_lightdir, 0, 0, 1); continue; } // fetch the lighting from the worldmodel data VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f)); VectorClear(ent->modellight_diffuse); VectorClear(tempdiffusenormal); if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); } else // highly rare VectorSet(ent->modellight_ambient, 1, 1, 1); // move the light direction into modelspace coordinates for lighting code Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); if(VectorLength2(ent->modellight_lightdir) == 0) VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here VectorNormalize(ent->modellight_lightdir); } } static void R_View_UpdateEntityVisible (void) { int i, renderimask; entity_render_t *ent; if (!r_drawentities.integer) return; renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities); for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; if (!(ent->flags & renderimask)) if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs)) r_refdef.viewcache.entityvisible[i] = true; } if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight) { for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) { if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) r_refdef.viewcache.entityvisible[i] = 0; } } } } else { // no worldmodel or it can't check visibility for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; 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)); } } } /// only used if skyrendermasked, and normally returns false int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; if (!r_drawentities.integer) return false; sky = false; for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; if (!ent->model || !ent->model->DrawSky) continue; ent->model->DrawSky(ent); sky = true; } return sky; } static void R_DrawNoModel(entity_render_t *ent); static void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; r_refdef.stats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } static void R_DrawModelsDepth(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawDepth != NULL) ent->model->DrawDepth(ent); } } static void R_DrawModelsDebug(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawDebug != NULL) ent->model->DrawDebug(ent); } } static void R_DrawModelsAddWaterPlanes(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.scene.entities[i]; if (ent->model && ent->model->DrawAddWaterPlanes != NULL) ent->model->DrawAddWaterPlanes(ent); } } static void R_View_SetFrustum(void) { int i; double slopex, slopey; vec3_t forward, left, up, origin; // we can't trust r_refdef.view.forward and friends in reflected scenes Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin); #if 0 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x; r_refdef.view.frustum[0].normal[1] = 0 - 0; r_refdef.view.frustum[0].normal[2] = -1 - 0; r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x; r_refdef.view.frustum[1].normal[1] = 0 + 0; r_refdef.view.frustum[1].normal[2] = -1 + 0; r_refdef.view.frustum[2].normal[0] = 0 - 0; r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y; r_refdef.view.frustum[2].normal[2] = -1 - 0; r_refdef.view.frustum[3].normal[0] = 0 + 0; r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y; r_refdef.view.frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); r_refdef.view.frustum[4].normal[0] = 0 - 0; r_refdef.view.frustum[4].normal[1] = 0 - 0; r_refdef.view.frustum[4].normal[2] = -1 - -nudge; r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge; r_refdef.view.frustum[5].normal[0] = 0 + 0; r_refdef.view.frustum[5].normal[1] = 0 + 0; r_refdef.view.frustum[5].normal[2] = -1 + -nudge; r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 r_refdef.view.frustum[0].normal[0] = m[3] - m[0]; r_refdef.view.frustum[0].normal[1] = m[7] - m[4]; r_refdef.view.frustum[0].normal[2] = m[11] - m[8]; r_refdef.view.frustum[0].dist = m[15] - m[12]; r_refdef.view.frustum[1].normal[0] = m[3] + m[0]; r_refdef.view.frustum[1].normal[1] = m[7] + m[4]; r_refdef.view.frustum[1].normal[2] = m[11] + m[8]; r_refdef.view.frustum[1].dist = m[15] + m[12]; r_refdef.view.frustum[2].normal[0] = m[3] - m[1]; r_refdef.view.frustum[2].normal[1] = m[7] - m[5]; r_refdef.view.frustum[2].normal[2] = m[11] - m[9]; r_refdef.view.frustum[2].dist = m[15] - m[13]; r_refdef.view.frustum[3].normal[0] = m[3] + m[1]; r_refdef.view.frustum[3].normal[1] = m[7] + m[5]; r_refdef.view.frustum[3].normal[2] = m[11] + m[9]; r_refdef.view.frustum[3].dist = m[15] + m[13]; r_refdef.view.frustum[4].normal[0] = m[3] - m[2]; r_refdef.view.frustum[4].normal[1] = m[7] - m[6]; r_refdef.view.frustum[4].normal[2] = m[11] - m[10]; r_refdef.view.frustum[4].dist = m[15] - m[14]; r_refdef.view.frustum[5].normal[0] = m[3] + m[2]; r_refdef.view.frustum[5].normal[1] = m[7] + m[6]; r_refdef.view.frustum[5].normal[2] = m[11] + m[10]; r_refdef.view.frustum[5].dist = m[15] + m[14]; #endif if (r_refdef.view.useperspective) { slopex = 1.0 / r_refdef.view.frustum_x; slopey = 1.0 / r_refdef.view.frustum_y; VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal); VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal); VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal); VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal); VectorCopy(forward, r_refdef.view.frustum[4].normal); // Leaving those out was a mistake, those were in the old code, and they // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix // I couldn't reproduce it after adding those normalizations. --blub VectorNormalize(r_refdef.view.frustum[0].normal); VectorNormalize(r_refdef.view.frustum[1].normal); VectorNormalize(r_refdef.view.frustum[2].normal); VectorNormalize(r_refdef.view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]); VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]); VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]); VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]); r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal); r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal); r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal); r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal); r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } else { VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); VectorCopy(forward, r_refdef.view.frustum[4].normal); r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x; r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x; r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y; r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y; r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } r_refdef.view.numfrustumplanes = 5; if (r_refdef.view.useclipplane) { r_refdef.view.numfrustumplanes = 6; r_refdef.view.frustum[5] = r_refdef.view.clipplane; } for (i = 0;i < r_refdef.view.numfrustumplanes;i++) PlaneClassify(r_refdef.view.frustum + i); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2)); //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2)); //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2)); //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2)); //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane //VectorCopy(forward, r_refdef.view.frustum[4].normal); //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } void R_View_Update(void) { R_View_SetFrustum(); R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); } void R_SetupView(qboolean allowwaterclippingplane) { const double *customclipplane = NULL; double plane[4]; if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value; vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal); if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value) dist = r_refdef.view.clipplane.dist; plane[0] = r_refdef.view.clipplane.normal[0]; plane[1] = r_refdef.view.clipplane.normal[1]; plane[2] = r_refdef.view.clipplane.normal[2]; plane[3] = dist; customclipplane = plane; } if (!r_refdef.view.useperspective) R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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); else if (gl_stencil && r_useinfinitefarclip.integer) R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); else R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); R_SetViewport(&r_refdef.view.viewport); } void R_ResetViewRendering2D(void) { r_viewport_t viewport; DrawQ_Finish(); // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL); R_SetViewport(&viewport); GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(false); GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces R_SetupGenericShader(true); } void R_ResetViewRendering3D(void) { DrawQ_Finish(); // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR R_SetupView(true); GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(true); GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(r_refdef.view.cullface_back); R_SetupGenericShader(true); } void R_RenderScene(void); void R_RenderWaterPlanes(void); static void R_Water_StartFrame(void) { int i; int waterwidth, waterheight, texturewidth, textureheight; r_waterstate_waterplane_t *p; // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); // calculate desired texture sizes // can't use water if the card does not support the texture size if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer) texturewidth = textureheight = waterwidth = waterheight = 0; else if (gl_support_arb_texture_non_power_of_two) { texturewidth = waterwidth; textureheight = waterheight; } else { for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); for (textureheight = 1;textureheight < waterheight;textureheight *= 2); } // allocate textures as needed if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) { r_waterstate.maxwaterplanes = MAX_WATERPLANES; for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) { if (p->texture_refraction) R_FreeTexture(p->texture_refraction); p->texture_refraction = NULL; if (p->texture_reflection) R_FreeTexture(p->texture_reflection); p->texture_reflection = NULL; } memset(&r_waterstate, 0, sizeof(r_waterstate)); r_waterstate.waterwidth = waterwidth; r_waterstate.waterheight = waterheight; r_waterstate.texturewidth = texturewidth; r_waterstate.textureheight = textureheight; } if (r_waterstate.waterwidth) { r_waterstate.enabled = true; // set up variables that will be used in shader setup r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth; r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight; r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth; r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight; } r_waterstate.maxwaterplanes = MAX_WATERPLANES; r_waterstate.numwaterplanes = 0; } void R_Water_AddWaterPlane(msurface_t *surface) { int triangleindex, planeindex; const int *e; vec3_t vert[3]; vec3_t normal; vec3_t center; mplane_t plane; r_waterstate_waterplane_t *p; texture_t *t = R_GetCurrentTexture(surface->texture); // just use the first triangle with a valid normal for any decisions VectorClear(normal); for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) { Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]); Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]); TriangleNormal(vert[0], vert[1], vert[2], normal); if (VectorLength2(normal) >= 0.001) break; } VectorCopy(normal, plane.normal); VectorNormalize(plane.normal); plane.dist = DotProduct(vert[0], plane.normal); PlaneClassify(&plane); if (PlaneDiff(r_refdef.view.origin, &plane) < 0) { // skip backfaces (except if nocullface is set) if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE)) return; VectorNegate(plane.normal, plane.normal); plane.dist *= -1; PlaneClassify(&plane); } // find a matching plane if there is one for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) break; if (planeindex >= r_waterstate.maxwaterplanes) return; // nothing we can do, out of planes // if this triangle does not fit any known plane rendered this frame, add one if (planeindex >= r_waterstate.numwaterplanes) { // store the new plane r_waterstate.numwaterplanes++; p->plane = plane; // clear materialflags and pvs p->materialflags = 0; p->pvsvalid = false; } // merge this surface's materialflags into the waterplane p->materialflags |= t->currentmaterialflags; // merge this surface's PVS into the waterplane VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0) { r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); p->pvsvalid = true; } } static void R_Water_ProcessPlanes(void) { r_refdef_view_t originalview; r_refdef_view_t myview; int planeindex; r_waterstate_waterplane_t *p; originalview = r_refdef.view; // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!p->texture_refraction) goto error; } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!p->texture_reflection) goto error; } } // render views r_refdef.view = originalview; r_refdef.view.showdebug = false; r_refdef.view.width = r_waterstate.waterwidth; r_refdef.view.height = r_waterstate.waterheight; r_refdef.view.useclipplane = true; myview = r_refdef.view; r_waterstate.renderingscene = true; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { // render the normal view scene and copy into texture // (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) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { r_refdef.view = myview; r_refdef.view.clipplane = p->plane; VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; PlaneClassify(&r_refdef.view.clipplane); R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); R_RenderScene(); // copy view into the screen texture R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { r_refdef.view = myview; // render reflected scene and copy into texture Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); r_refdef.view.clipplane = p->plane; // reverse the cullface settings for this render r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes) { r_refdef.view.usecustompvs = true; if (p->pvsvalid) memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); else memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); } R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); R_RenderScene(); R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR } } r_waterstate.renderingscene = false; r_refdef.view = originalview; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); return; error: r_refdef.view = originalview; r_waterstate.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); return; } void R_Bloom_StartFrame(void) { int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width; r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height); r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size); r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size); // calculate desired texture sizes if (gl_support_arb_texture_non_power_of_two) { screentexturewidth = r_refdef.view.width; screentextureheight = r_refdef.view.height; bloomtexturewidth = r_bloomstate.bloomwidth; bloomtextureheight = r_bloomstate.bloomheight; } else { for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); } if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size)) { Cvar_SetValueQuick(&r_hdr, 0); Cvar_SetValueQuick(&r_bloom, 0); Cvar_SetValueQuick(&r_motionblur, 0); Cvar_SetValueQuick(&r_damageblur, 0); } if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))) screentexturewidth = screentextureheight = 0; if (!r_hdr.integer && !r_bloom.integer) bloomtexturewidth = bloomtextureheight = 0; // allocate textures as needed if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) { if (r_bloomstate.texture_screen) R_FreeTexture(r_bloomstate.texture_screen); r_bloomstate.texture_screen = NULL; r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { if (r_bloomstate.texture_bloom) R_FreeTexture(r_bloomstate.texture_bloom); r_bloomstate.texture_bloom = NULL; r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[5] = 0; r_bloomstate.screentexcoord2f[6] = 0; r_bloomstate.screentexcoord2f[7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) r_bloomstate.bloomtexcoord2f[0] = 0; r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[5] = 0; r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; if (r_hdr.integer || r_bloom.integer) { r_bloomstate.enabled = true; r_bloomstate.hdr = r_hdr.integer != 0; } } void R_Bloom_CopyBloomTexture(float colorscale) { r_refdef.stats.bloom++; // scale down screen texture to the bloom texture size CHECKGLERROR qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL R_SetupGenericShader(true); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer // copy it into the bloom image texture for later processing R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } void R_Bloom_CopyHDRTexture(void) { R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; } void R_Bloom_MakeTexture(void) { int x, range, dir; float xoffset, yoffset, r, brighten; r_refdef.stats.bloom++; R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_SetupGenericShader(true); // we have a bloom image in the framebuffer CHECKGLERROR qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { x *= 2; r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r, r, r, 1); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; brighten = r_bloom_brighten.value; if (r_hdr.integer) brighten *= r_hdr_range.value; R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) { // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { if (!dir){xoffset = 0;yoffset = x;} else {xoffset = x;yoffset = 0;} xoffset /= (float)r_bloomstate.bloomtexturewidth; yoffset /= (float)r_bloomstate.bloomtextureheight; // compute a texcoord array with the specified x and y offset r_bloomstate.offsettexcoord2f[0] = xoffset+0; r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.offsettexcoord2f[5] = yoffset+0; r_bloomstate.offsettexcoord2f[6] = xoffset+0; r_bloomstate.offsettexcoord2f[7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1); //r = (dir ? 1.0f : brighten)/(range*2+1); r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range)); GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } // apply subtract last // (just like it would be in a GLSL shader) if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract) { GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; qglBlendEquationEXT(GL_FUNC_ADD_EXT); // copy the darkened bloom view to a texture R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } } void R_HDR_RenderBloomTexture(void) { int oldwidth, oldheight; float oldcolorscale; oldcolorscale = r_refdef.view.colorscale; oldwidth = r_refdef.view.width; oldheight = r_refdef.view.height; r_refdef.view.width = r_bloomstate.bloomwidth; r_refdef.view.height = r_bloomstate.bloomheight; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object) r_refdef.view.showdebug = false; r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16); R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("HDRclear"); R_View_Update(); if (r_timereport_active) R_TimeReport("visibility"); r_waterstate.numwaterplanes = 0; if (r_waterstate.enabled) R_RenderWaterPlanes(); r_refdef.view.showdebug = true; R_RenderScene(); r_waterstate.numwaterplanes = 0; R_ResetViewRendering2D(); R_Bloom_CopyHDRTexture(); R_Bloom_MakeTexture(); // restore the view settings r_refdef.view.width = oldwidth; r_refdef.view.height = oldheight; r_refdef.view.colorscale = oldcolorscale; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } static void R_BlendView(void) { if (r_bloomstate.texture_screen) { // make sure the buffer is available if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); } R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); GL_ActiveTexture(0);CHECKGLERROR if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0)) { // declare variables float speed; static float avgspeed; speed = VectorLength(cl.movement_velocity); cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1); avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha; speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value); speed = bound(0, speed, 1); speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value; // calculate values into a standard alpha cl.motionbluralpha = 1 - exp(- ( (r_motionblur.value * speed / 80) + (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) ) / max(0.0001, cl.time - cl.oldtime) // fps independent ); cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); // apply the blur if (cl.motionbluralpha > 0) { R_SetupGenericShader(true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } } // copy view into the screen texture qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; } if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom)) { unsigned int permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0) | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0) | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); if (r_bloomstate.texture_bloom && !r_bloomstate.hdr) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process R_Bloom_CopyBloomTexture(r_bloom_colorscale.value); // make the bloom texture R_Bloom_MakeTexture(); } R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0); if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps)); if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time); if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); if (r_glsl_permutation->loc_UserVec1 >= 0) { float a=0, b=0, c=0, d=0; #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d); qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d); } if (r_glsl_permutation->loc_UserVec2 >= 0) { float a=0, b=0, c=0, d=0; sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d); qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d); } if (r_glsl_permutation->loc_UserVec3 >= 0) { float a=0, b=0, c=0, d=0; sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d); qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d); } if (r_glsl_permutation->loc_UserVec4 >= 0) { float a=0, b=0, c=0, d=0; sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d); qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d); } if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; return; } if (r_bloomstate.texture_bloom && r_bloomstate.hdr) { // render high dynamic range bloom effect // the bloom texture was made earlier this render, so we just need to // blend it onto the screen... R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_SetupGenericShader(true); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } else if (r_bloomstate.texture_bloom) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process R_Bloom_CopyBloomTexture(r_bloom_colorscale.value); // make the bloom texture R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); if (r_textureunits.integer >= 2 && gl_combine.integer) { R_SetupGenericTwoTextureShader(GL_ADD); R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0); } else { R_SetupGenericShader(true); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; // now blend on the bloom texture GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { // apply a color tint to the whole view R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_SetupGenericShader(false); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); } } matrix4x4_t r_waterscrollmatrix; void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale! { if (r_refdef.fog_density) { r_refdef.fogcolor[0] = r_refdef.fog_red; r_refdef.fogcolor[1] = r_refdef.fog_green; r_refdef.fogcolor[2] = r_refdef.fog_blue; { vec3_t fogvec; VectorCopy(r_refdef.fogcolor, fogvec); if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost { // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1); fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); } // color.rgb *= ContrastBoost * SceneBrightness; VectorScale(fogvec, r_refdef.view.colorscale, fogvec); r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f); r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f); r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f); } } } void R_UpdateVariables(void) { R_Textures_Frame(); r_refdef.scene.ambient = r_ambient.value; r_refdef.farclip = 4096; if (r_refdef.scene.worldmodel) r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2; r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1) Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0; r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil; r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; if (r_showsurfaces.integer) { r_refdef.scene.rtworld = false; r_refdef.scene.rtworldshadows = false; r_refdef.scene.rtdlight = false; r_refdef.scene.rtdlightshadows = false; r_refdef.lightmapintensity = 0; } if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { r_refdef.oldgl_fogenable = true; r_refdef.fog_density = gl_fogdensity.value; r_refdef.fog_red = gl_fogred.value; r_refdef.fog_green = gl_foggreen.value; r_refdef.fog_blue = gl_fogblue.value; r_refdef.fog_alpha = 1; r_refdef.fog_start = 0; r_refdef.fog_end = gl_skyclip.value; } else if (r_refdef.oldgl_fogenable) { r_refdef.oldgl_fogenable = false; r_refdef.fog_density = 0; r_refdef.fog_red = 0; r_refdef.fog_green = 0; r_refdef.fog_blue = 0; r_refdef.fog_alpha = 0; r_refdef.fog_start = 0; r_refdef.fog_end = 0; } } r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1); r_refdef.fog_start = max(0, r_refdef.fog_start); r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end); // R_UpdateFogColor(); // why? R_RenderScene does it anyway if (r_refdef.fog_density && r_drawfog.integer) { r_refdef.fogenabled = true; // this is the point where the fog reaches 0.9986 alpha, which we // consider a good enough cutoff point for the texture // (0.9986 * 256 == 255.6) if (r_fog_exp2.integer) r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start; else r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start; r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end); r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set // update the fog texture 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) R_BuildFogTexture(); } else r_refdef.fogenabled = false; if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) { // build GLSL gamma texture #define RAMPWIDTH 256 unsigned short ramp[RAMPWIDTH * 3]; unsigned char rampbgr[RAMPWIDTH][4]; int i; r_texture_gammaramps_serial = vid_gammatables_serial; VID_BuildGammaTables(&ramp[0], RAMPWIDTH); for(i = 0; i < RAMPWIDTH; ++i) { rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5); rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5); rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5); rampbgr[i][3] = 0; } if (r_texture_gammaramps) { R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1); } else { r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } } } else { // remove GLSL gamma texture } } static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT; static r_refdef_scene_t r_scenes_store[ RST_COUNT ]; /* ================ R_SelectScene ================ */ void R_SelectScene( r_refdef_scene_type_t scenetype ) { if( scenetype != r_currentscenetype ) { // store the old scenetype r_scenes_store[ r_currentscenetype ] = r_refdef.scene; r_currentscenetype = scenetype; // move in the new scene r_refdef.scene = r_scenes_store[ r_currentscenetype ]; } } /* ================ R_GetScenePointer ================ */ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) { // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function.. if( scenetype == r_currentscenetype ) { return &r_refdef.scene; } else { return &r_scenes_store[ scenetype ]; } } /* ================ R_RenderView ================ */ void R_RenderView(void) { if (r_timereport_active) R_TimeReport("start"); r_frame++; // used only by R_GetCurrentTexture rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity R_AnimCache_NewFrame(); if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] GL_Clear( GL_DEPTH_BUFFER_BIT ); R_TimeReport("depthclear"); r_refdef.view.showdebug = false; r_waterstate.enabled = false; r_waterstate.numwaterplanes = 0; R_RenderScene(); CHECKGLERROR return; } if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_refdef.view.colorscale = r_hdr_scenebrightness.value; // break apart the view matrix into vectors for various purposes // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); VectorNegate(r_refdef.view.left, r_refdef.view.right); // make an inverted copy of the view matrix for tracking sprites Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); R_Water_StartFrame(); CHECKGLERROR if (r_timereport_active) R_TimeReport("viewsetup"); R_ResetViewRendering3D(); if (r_refdef.view.clear || r_refdef.fogenabled) { R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } r_refdef.view.clear = true; // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer) R_HDR_RenderBloomTexture(); r_refdef.view.showdebug = true; R_View_Update(); if (r_timereport_active) R_TimeReport("visibility"); r_waterstate.numwaterplanes = 0; if (r_waterstate.enabled) R_RenderWaterPlanes(); R_RenderScene(); r_waterstate.numwaterplanes = 0; R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); CHECKGLERROR } void R_RenderWaterPlanes(void) { if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes) { r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("waterworld"); } // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_DrawModelsAddWaterPlanes(); if (r_timereport_active) R_TimeReport("watermodels"); if (r_waterstate.numwaterplanes) { R_Water_ProcessPlanes(); if (r_timereport_active) R_TimeReport("waterscenes"); } } extern void R_DrawLightningBeams (void); extern void VM_CL_AddPolygonsToMeshQueue (void); extern void R_DrawPortals (void); extern cvar_t cl_locs_show; static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); void R_RenderScene(void) { r_refdef.stats.renders++; R_UpdateFogColor(); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_MeshQueue_BeginScene(); R_SkyStartFrame(); 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); if (cl.csqc_vidvars.drawworld) { // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky) { r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); } R_AnimCache_CacheVisibleEntities(); if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth) { r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worlddepth"); } if (r_depthfirst.integer >= 2) { R_DrawModelsDepth(); if (r_timereport_active) R_TimeReport("modeldepth"); } if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw) { r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("world"); } // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_DrawModels(); if (r_timereport_active) R_TimeReport("models"); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); if (r_shadows.integer > 0 && !r_shadows_drawafterrtlightning.integer && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); } R_ShadowVolumeLighting(false); if (r_timereport_active) R_TimeReport("rtlights"); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); if (r_shadows.integer > 0 && r_shadows_drawafterrtlightning.integer && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); } if (cl.csqc_vidvars.drawworld) { R_DrawLightningBeams(); if (r_timereport_active) R_TimeReport("lightning"); R_DrawDecals(); if (r_timereport_active) R_TimeReport("decals"); R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); R_DrawExplosions(); if (r_timereport_active) R_TimeReport("explosions"); } R_SetupGenericShader(true); VM_CL_AddPolygonsToMeshQueue(); if (r_refdef.view.showdebug) { if (cl_locs_show.integer) { R_DrawLocs(); if (r_timereport_active) R_TimeReport("showlocs"); } if (r_drawportals.integer) { R_DrawPortals(); if (r_timereport_active) R_TimeReport("portals"); } if (r_showbboxes.value > 0) { R_DrawEntityBBoxes(); if (r_timereport_active) R_TimeReport("bboxes"); } } R_SetupGenericShader(true); R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); R_SetupGenericShader(true); 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_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worlddebug"); R_DrawModelsDebug(); if (r_timereport_active) R_TimeReport("modeldebug"); } R_SetupGenericShader(true); if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); if (r_timereport_active) R_TimeReport("coronas"); } // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); R_ResetViewRendering2D(); } static const unsigned short bboxelements[36] = { 5, 1, 3, 5, 3, 7, 6, 2, 0, 6, 0, 4, 7, 3, 2, 7, 2, 6, 4, 0, 1, 4, 1, 5, 4, 5, 7, 4, 7, 6, 1, 0, 2, 1, 2, 3, }; void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; // vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color4f, 8, cr, cg, cb, ca); if (r_refdef.fogenabled) { for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4) { f1 = FogPoint_World(v); f2 = 1 - f1; c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); } static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float color[4]; prvm_edict_t *edict; prvm_prog_t *prog_save = prog; // this function draws bounding boxes of server entities if (!sv.active) return; GL_CullFace(GL_NONE); R_SetupGenericShader(false); prog = 0; SV_VM_Begin(); for (i = 0;i < numsurfaces;i++) { edict = PRVM_EDICT_NUM(surfacelist[i]); switch ((int)edict->fields.server->solid) { case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break; case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break; case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; default: Vector4Set(color, 0, 0, 0, 0.50);break; } color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } SV_VM_End(); prog = prog_save; } static void R_DrawEntityBBoxes(void) { int i; prvm_edict_t *edict; vec3_t center; prvm_prog_t *prog_save = prog; // this function draws bounding boxes of server entities if (!sv.active) return; prog = 0; SV_VM_Begin(); for (i = 0;i < prog->num_edicts;i++) { edict = PRVM_EDICT_NUM(i); if (edict->priv.server->free) continue; // exclude the following for now, as they don't live in world coordinate space and can't be solid: if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0) continue; if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); } SV_VM_End(); prog = prog_save; } unsigned short nomodelelements[24] = { 5, 2, 0, 5, 1, 2, 5, 0, 3, 5, 3, 1, 0, 2, 4, 2, 1, 4, 3, 0, 4, 1, 3, 4 }; float nomodelvertex3f[6*3] = { -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16 }; float nomodelcolor4f[6*4] = { 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f }; void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float f1, f2, *c; float color4f[6*4]; // this is only called once per entity so numsurfaces is always 1, and // surfacelist is always {0}, so this code does not handle batches R_Mesh_Matrix(&ent->matrix); if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (ent->alpha < 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); R_SetupGenericShader(false); R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); Matrix4x4_OriginFromMatrix(&ent->matrix, org); f1 = FogPoint_World(org); f2 = 1 - f1; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else R_Mesh_ColorPointer(nomodelcolor4f, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0); } void R_DrawNoModel(entity_render_t *ent) { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); // calculate 'right' vector for start VectorSubtract (r_refdef.view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_refdef.view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; vert[ 3] = org1[0] - width * right1[0]; vert[ 4] = org1[1] - width * right1[1]; vert[ 5] = org1[2] - width * right1[2]; vert[ 6] = org2[0] - width * right2[0]; vert[ 7] = org2[1] - width * right2[1]; vert[ 8] = org2[2] - width * right2[2]; vert[ 9] = org2[0] + width * right2[0]; vert[10] = org2[1] + width * right2[1]; vert[11] = org2[2] + width * right2[2]; } float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI float fog = 1.0f; float vertex3f[12]; if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag? fog = FogPoint_World(origin); R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_CullFace(GL_NONE); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!depthdisable); vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(true); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); fog = 1 - fog; GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca); R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0); } } int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; float v[3]; VectorSet(v, x, y, z); for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; if (i == mesh->numvertices) { if (mesh->numvertices < mesh->maxvertices) { VectorCopy(v, vertex3f); mesh->numvertices++; } return mesh->numvertices; } else return i; } void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) { int i; int *e, element[3]; element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) { int i; int *e, element[3]; element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3d += 3) { element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0) void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; double maxdist; double temppoints[2][256*3]; // figure out how large a bounding box we need to properly compute this brush maxdist = 0; for (w = 0;w < numplanes;w++) maxdist = max(maxdist, planes[w].dist); // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; 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); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]); } } 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) { texturelayer_t *layer; layer = t->currentlayers + t->currentnumlayers++; layer->type = type; layer->depthmask = depthmask; layer->blendfunc1 = blendfunc1; layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; layer->color[0] = r * r_refdef.view.colorscale; layer->color[1] = g * r_refdef.view.colorscale; layer->color[2] = b * r_refdef.view.colorscale; layer->color[3] = a; } static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; index = parms[2] + r_refdef.scene.time * parms[3]; index -= floor(index); switch (func) { default: case Q3WAVEFUNC_NONE: case Q3WAVEFUNC_NOISE: case Q3WAVEFUNC_COUNT: f = 0; break; case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break; case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break; case Q3WAVEFUNC_SAWTOOTH: f = index;break; case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break; case Q3WAVEFUNC_TRIANGLE: index *= 4; f = index - floor(index); if (index < 1) f = f; else if (index < 2) f = 1 - f; else if (index < 3) f = -f; else f = -(1 - f); break; } return (float)(parms[0] + parms[1] * f); } void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; float f; float tcmat[12]; matrix4x4_t matrix, temp; switch(tcmod->tcmod) { case Q3TCMOD_COUNT: case Q3TCMOD_NONE: if (currentmaterialflags & MATERIALFLAG_WATERSCROLL) matrix = r_waterscrollmatrix; else matrix = identitymatrix; break; case Q3TCMOD_ENTITYTRANSLATE: // this is used in Q3 to allow the gamecode to control texcoord // scrolling on the entity, which is not supported in darkplaces yet. Matrix4x4_CreateTranslate(&matrix, 0, 0, 0); break; case Q3TCMOD_ROTATE: Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0); break; case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures) w = (int) tcmod->parms[0]; h = (int) tcmod->parms[1]; f = r_refdef.scene.time / (tcmod->parms[2] * w * h); f = f - floor(f); idx = (int) floor(f * w * h); Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0); break; case Q3TCMOD_STRETCH: f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms); Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f); break; case Q3TCMOD_TRANSFORM: VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0); VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0); VectorSet(tcmat + 6, 0 , 0 , 1); VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0); Matrix4x4_FromArray12FloatGL(&matrix, tcmat); break; case Q3TCMOD_TURBULENT: // this is handled in the RSurf_PrepareVertices function matrix = identitymatrix; break; } temp = *texmatrix; Matrix4x4_Concat(texmatrix, &matrix, &temp); } texture_t *R_GetCurrentTexture(texture_t *t) { int i; const entity_render_t *ent = rsurface.entity; dp_model_t *model = ent->model; q3shaderinfo_layer_tcmod_t *tcmod; if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent) return t->currentframe; t->update_lastrenderframe = r_frame; t->update_lastrenderentity = (void *)ent; // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } if (s > 0) t = t + s * model->num_surfaces; if (t->animated) { // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation if (ent->framegroupblend[0].frame != 0 && t->anim_total[1]) t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0]; else t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } // update currentskinframe to be a qw skin or animation frame if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) { if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin)) { strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i])); if (developer_loading.integer) Con_Printf("loading skins/%s\n", r_qwskincache[i]); r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0); } t->currentskinframe = r_qwskincache_skinframe[i]; if (t->currentskinframe == NULL) t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes]; } else if (t->numskinframes >= 2) t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes]; if (t->backgroundnumskinframes >= 2) t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) t->currentalpha *= t->r_water_wateralpha; if(!r_waterstate.enabled || r_refdef.view.isoverlay) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; else if (rsurface.modeltexcoordlightmap2f == NULL) { // pick a model lighting mode if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; else t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; } if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; if (ent->effects & EF_DOUBLESIDED) t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (ent->flags & RENDER_VIEWMODEL) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->backgroundnumskinframes) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; if (t->currentmaterialflags & MATERIALFLAG_BLENDED) { if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)) t->currentmaterialflags &= ~MATERIALFLAG_BLENDED; } else t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER); // there is no tcmod if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL) { t->currenttexmatrix = r_waterscrollmatrix; t->currentbackgroundtexmatrix = r_waterscrollmatrix; } else { Matrix4x4_CreateIdentity(&t->currenttexmatrix); Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix); } for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags); for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags); t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; t->glosstexture = r_texture_black; t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; t->backgroundglosstexture = r_texture_black; t->specularpower = r_shadow_glossexponent.value; // TODO: store reference values for these in the texture? t->specularscale = 0; if (r_shadow_gloss.integer > 0) { if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss)) { if (r_shadow_glossintensity.value > 0) { t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white; t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white; t->specularscale = r_shadow_glossintensity.value; } } else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) { t->glosstexture = r_texture_white; t->backgroundglosstexture = r_texture_white; t->specularscale = r_shadow_gloss2intensity.value; } } // lightmaps mode looks bad with dlights using actual texturing, so turn // off the colormap and glossmap, but leave the normalmap on as it still // accurately represents the shading involved if (gl_lightmaps.integer) { t->basetexture = r_texture_grey128; t->backgroundbasetexture = NULL; t->specularscale = 0; t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE)); } Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (t->currentmaterialflags & MATERIALFLAG_WALL) { int layerflags = 0; int blendfunc1, blendfunc2; qboolean depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE; } else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) { blendfunc1 = t->customblendfunc[0]; blendfunc2 = t->customblendfunc[1]; } else { blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; } depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_refdef.lightmapintensity 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]); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); } else { vec3_t ambientcolor; float colorscale; // set the color tint used for lights affecting this surface VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]); colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be // applied to the color // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright) if (ent->model->type == mod_brushq3) colorscale *= r_refdef.scene.rtlightstylevalue[0]; colorscale *= r_refdef.lightmapintensity; VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor); VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor); // basic lit geometry 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]); // add pants/shirt if needed if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); // now add ambient passes if needed if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f)) { 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]); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]); } } if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]); if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier // passes cheaply. // // if this is an alpha blended material, all the earlier passes // were darkened by fog already, so we only need to add the fog // color ontop through the fog mask texture // // if this is an additive blended material, all the earlier passes // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]); } } return t->currentframe; } rsurfacestate_t rsurface; void R_Mesh_ResizeArrays(int newvertices) { float *base; if (rsurface.array_size >= newvertices) return; if (rsurface.array_modelvertex3f) Mem_Free(rsurface.array_modelvertex3f); rsurface.array_size = (newvertices + 1023) & ~1023; base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33])); rsurface.array_modelvertex3f = base + rsurface.array_size * 0; rsurface.array_modelsvector3f = base + rsurface.array_size * 3; rsurface.array_modeltvector3f = base + rsurface.array_size * 6; rsurface.array_modelnormal3f = base + rsurface.array_size * 9; rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; rsurface.array_deformednormal3f = base + rsurface.array_size * 21; rsurface.array_texcoord3f = base + rsurface.array_size * 24; rsurface.array_color4f = base + rsurface.array_size * 27; rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; } void RSurf_ActiveWorldEntity(void) { dp_model_t *model = r_refdef.scene.worldmodel; //if (rsurface.entity == r_refdef.scene.worldentity) // return; rsurface.entity = r_refdef.scene.worldentity; if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; R_Mesh_Matrix(&identitymatrix); VectorCopy(r_refdef.view.origin, rsurface.modelorg); VectorSet(rsurface.modellight_ambient, 0, 0, 0); VectorSet(rsurface.modellight_diffuse, 0, 0, 0); VectorSet(rsurface.modellight_lightdir, 0, 0, 1); VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend)); rsurface.frameblend[0].lerp = 1; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3s = model->surfmesh.data_element3s; rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i; rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; rsurface.modelnum_vertices = model->surfmesh.num_vertices; rsurface.modelnum_triangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; rsurface.generatedvertex = false; rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { dp_model_t *model = ent->model; //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents))) // return; rsurface.entity = (entity_render_t *)ent; if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; R_Mesh_Matrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg); rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0]; rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1]; rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2]; rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0]; rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1]; rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2]; VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor); memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend)); rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; if (ent->model->brush.submodel) { rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0)) { if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents)) { rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f; rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL; rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL; rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL; } else if (wanttangents) { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = rsurface.array_modelsvector3f; rsurface.modeltvector3f = rsurface.array_modeltvector3f; rsurface.modelnormal3f = rsurface.array_modelnormal3f; model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); } else if (wantnormals) { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = rsurface.array_modelnormal3f; model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); } else { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); } rsurface.modelvertex3f_bufferobject = 0; rsurface.modelvertex3f_bufferoffset = 0; rsurface.modelsvector3f_bufferobject = 0; rsurface.modelsvector3f_bufferoffset = 0; rsurface.modeltvector3f_bufferobject = 0; rsurface.modeltvector3f_bufferoffset = 0; rsurface.modelnormal3f_bufferobject = 0; rsurface.modelnormal3f_bufferoffset = 0; rsurface.generatedvertex = true; } else { rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.generatedvertex = false; } rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3s = model->surfmesh.data_element3s; rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i; rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; rsurface.modelnum_vertices = model->surfmesh.num_vertices; rsurface.modelnum_triangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { int deformindex; int texturesurfaceindex; int i, j; float amplitude; float animpos; float scale; const float *v1, *in_tc; float *out_tc; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; q3shaderinfo_deform_t *deform; // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself if (rsurface.generatedvertex) { if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) generatenormals = true; for (i = 0;i < Q3MAXDEFORMS;i++) { if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) { generatetangents = true; generatenormals = true; } if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE) generatenormals = true; } if (generatenormals && !rsurface.modelnormal3f) { rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0; Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0); } if (generatetangents && !rsurface.modelsvector3f) { rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0; Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0); } } rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; // if vertices are deformed (sprite flares and things in maps, possibly // water waves, bulges and other deformations), generate them into // rsurface.deform* arrays from whatever the rsurface.* arrays point to // (may be static model data or generated data for an animated model, or // the previous deform pass) for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { switch (deform->deform) { default: case Q3DEFORM_PROJECTIONSHADOW: case Q3DEFORM_TEXT0: case Q3DEFORM_TEXT1: case Q3DEFORM_TEXT2: case Q3DEFORM_TEXT3: case Q3DEFORM_TEXT4: case Q3DEFORM_TEXT5: case Q3DEFORM_TEXT6: case Q3DEFORM_TEXT7: case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); // make deformed versions of only the model vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; // a single autosprite surface can contain multiple sprites... for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward); VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right); VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up); for (i = 0;i < 4;i++) { VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0); Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_AUTOSPRITE2: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); // make deformed versions of only the model vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; const float *v1, *v2; vec3_t start, end; float f, l; struct { float length2; const float *v1; const float *v2; } shortest[2]; memset(shortest, 0, sizeof(shortest)); // a single autosprite surface can contain multiple sprites... for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); // find the two shortest edges, then use them to define the // axis vectors for rotating around the central axis for (i = 0;i < 6;i++) { v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); #if 0 Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1); Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); Debug_PolygonEnd(); #endif l = VectorDistance2(v1, v2); // this length bias tries to make sense of square polygons, assuming they are meant to be upright if (v1[2] != v2[2]) l += (1.0f / 1024.0f); if (shortest[0].length2 > l || i == 0) { shortest[1] = shortest[0]; shortest[0].length2 = l; shortest[0].v1 = v1; shortest[0].v2 = v2; } else if (shortest[1].length2 > l || i == 1) { shortest[1].length2 = l; shortest[1].v1 = v1; shortest[1].v2 = v2; } } VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); #if 0 Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); Debug_PolygonEnd(); #endif // this calculates the right vector from the shortest edge // and the up vector from the edge midpoints VectorSubtract(shortest[0].v1, shortest[0].v2, right); VectorNormalize(right); VectorSubtract(end, start, up); VectorNormalize(up); // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) VectorSubtract(rsurface.modelorg, center, forward); //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward); VectorNegate(forward, forward); VectorReflect(forward, 0, up, forward); VectorNormalize(forward); CrossProduct(up, forward, newright); VectorNormalize(newright); #if 0 Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1); Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); Debug_PolygonEnd(); #endif #if 0 Debug_PolygonBegin(NULL, 0); Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); Debug_PolygonEnd(); #endif // rotate the quad around the up axis vector, this is made // especially easy by the fact we know the quad is flat, // so we only have to subtract the center position and // measure distance along the right vector, and then // multiply that by the newright vector and add back the // center position // we also need to subtract the old position to undo the // displacement from the center, which we do with a // DotProduct, the subtraction/addition of center is also // optimized into DotProducts here l = DotProduct(right, center); for (i = 0;i < 4;i++) { v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i); f = DotProduct(right, v1) - l; VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0); Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { float vertex[3]; float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); VectorNormalize(normal); } Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); } rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_WAVE: // deform vertex array to make wavey water and flags and such waveparms[0] = deform->waveparms[0]; waveparms[1] = deform->waveparms[1]; waveparms[2] = deform->waveparms[2]; waveparms[3] = deform->waveparms[3]; // this is how a divisor of vertex influence on deformation animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3; VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex); // if the wavefunc depends on time, evaluate it per-vertex if (waveparms[3]) { waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); } VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex); } } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1]; VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; case Q3DEFORM_MOVE: // deform vertex array scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); VectorScale(deform->parms, scale, waveparms); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; } } // generate texcoords based on the chosen texcoord source switch(rsurface.texture->tcgen.tcgen) { default: case Q3TCGEN_TEXTURE: rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject; rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset; break; case Q3TCGEN_LIGHTMAP: rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f; rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; break; case Q3TCGEN_VECTOR: for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2) { out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms); out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3); } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; break; case Q3TCGEN_ENVIRONMENT: // make environment reflections using a spheremap for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex; const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex; float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex; for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2) { // identical to Q3A's method, but executed in worldspace so // carried models can be shiny too float viewer[3], d, reflected[3], worldreflected[3]; VectorSubtract(rsurface.modelorg, vertex, viewer); // VectorNormalize(viewer); d = DotProduct(normal, viewer); reflected[0] = normal[0]*2*d - viewer[0]; reflected[1] = normal[1]*2*d - viewer[1]; reflected[2] = normal[2]*2*d - viewer[2]; // note: this is proportinal to viewer, so we can normalize later Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected); VectorNormalize(worldreflected); // note: this sphere map only uses world x and z! // so positive and negative y will LOOK THE SAME. out_tc[0] = 0.5 + 0.5 * worldreflected[1]; out_tc[1] = 0.5 - 0.5 * worldreflected[2]; } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; break; } // the only tcmod that needs software vertex processing is turbulent, so // check for it here and apply the changes if needed // and we only support that as the first one // (handling a mixture of turbulent and other tcmods would be problematic // without punting it entirely to a software path) if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { amplitude = rsurface.texture->tcmods[0].parms[1]; animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3]; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2) { out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; } rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); } void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) { int i, j; const msurface_t *surface = texturesurfacelist[0]; const msurface_t *surface2; int firstvertex; int endvertex; int numvertices; int numtriangles; // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); continue; } memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; for (;j < texturenumsurfaces;j++) { surface2 = texturesurfacelist[j]; if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); } surface2 = texturesurfacelist[j-1]; numvertices = endvertex - firstvertex; R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0); } } else if (r_batchmode.integer == 1) { for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2) break; surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } else { for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } } static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) { int i, planeindex, vertexindex; float d, bestd; vec3_t vert; const float *v; r_waterstate_waterplane_t *p, *bestp; msurface_t *surface; if (r_waterstate.renderingscene) return; for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; if (lightmaptexunit >= 0) R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); // pick the closest matching water plane bestd = 0; bestp = NULL; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { d = 0; for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) { Matrix4x4_Transform(&rsurface.matrix, v, vert); d += fabs(PlaneDiff(vert, &p->plane)); } if (bestd > d || !bestp) { bestd = d; bestp = p; } } if (bestp) { if (refractiontexunit >= 0) R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); if (reflectiontexunit >= 0) R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); } else { if (refractiontexunit >= 0) R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); if (reflectiontexunit >= 0) R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) { int i; int j; const msurface_t *surface = texturesurfacelist[0]; const msurface_t *surface2; int firstvertex; int endvertex; int numvertices; int numtriangles; // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); continue; } memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; for (;j < texturenumsurfaces;j++) { surface2 = texturesurfacelist[j]; if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); } surface2 = texturesurfacelist[j-1]; numvertices = endvertex - firstvertex; R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0); } } else if (r_batchmode.integer == 1) { #if 0 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2) break; Con_Printf(" %i", j - i); } Con_Printf("\n"); Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); #endif for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) break; #if 0 Con_Printf(" %i", j - i); #endif surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } #if 0 Con_Printf("\n"); #endif } else { for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } } static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { int j; int texturesurfaceindex; if (r_showsurfaces.integer == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_triangles;j++) { float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale; GL_Color(f, f, f, 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int k = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } } static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float *v, *c2; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { c2[0] = 0.5; c2[1] = 0.5; c2[2] = 0.5; c2[3] = 1; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; if (rsurface.lightmapcolor4f) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { f = FogPoint_Model(v); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; c2[3] = c[3]; } } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { f = FogPoint_Model(v); c2[0] = f; c2[1] = f; c2[2] = f; c2[3] = 1; } } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; if (!rsurface.lightmapcolor4f) return; // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { f = FogPoint_Model(v); c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f); c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); c2[3] = c[3]; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a) { int texturesurfaceindex; int i; float *c, *c2; if (!rsurface.lightmapcolor4f) return; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { c2[0] = c[0] * r; c2[1] = c[1] * g; c2[2] = c[2] * b; c2[3] = c[3] * a; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float *c, *c2; if (!rsurface.lightmapcolor4f) return; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { c2[0] = c[0] + r_refdef.scene.ambient / 128.0; c2[1] = c[1] + r_refdef.scene.ambient / 128.0; c2[2] = c[2] + r_refdef.scene.ambient / 128.0; c2[3] = c[3]; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); } static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize applyfog && applycolor case // just apply fog if necessary, and tint the fog color array if necessary rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { int texturesurfaceindex; int i; float *c; // TODO: optimize if (texturesurfacelist[0]->lightmapinfo) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { if (surface->lightmapinfo->samples) { const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i]; float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) { int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; lm += size3; scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[2] != 255) { lm += size3; scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[3] != 255) { lm += size3; scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } } } else VectorClear(c); c[3] = 1; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } else { rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor) { int texturesurfaceindex; int i; float f; float *v, *c, *c2, alpha; vec3_t ambientcolor; vec3_t diffusecolor; vec3_t lightdir; // TODO: optimize // model lighting VectorCopy(rsurface.modellight_lightdir, lightdir); f = 0.5f * r_refdef.lightmapintensity; ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f; ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f; ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f; diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f; diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f; diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f; alpha = *a; if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int numverts = surface->num_vertices; v = rsurface.vertex3f + 3 * surface->num_firstvertex; c2 = rsurface.normal3f + 3 * surface->num_firstvertex; c = rsurface.array_color4f + 4 * surface->num_firstvertex; // q3-style directional shading for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4) { if ((f = DotProduct(c2, lightdir)) > 0) VectorMA(ambientcolor, f, diffusecolor, c); else VectorCopy(ambientcolor, c); c[3] = alpha; } } *r = 1; *g = 1; *b = 1; *a = 1; rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; *applycolor = false; } else { *r = ambientcolor[0]; *g = ambientcolor[1]; *b = ambientcolor[2]; rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } } static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor); if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } void RSurf_SetupDepthAndCulling(void) { // submodels are biased to avoid z-fighting with world surfaces that they // may be exactly overlapping (avoids z-fighting artifacts on certain // doors and things in Quake maps) GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset); GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back); } static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; R_SetupGenericShader(false); if (skyrendernow) { skyrendernow = false; // we have to force off the water clipping plane while rendering sky R_SetupView(false); R_Sky(); R_SetupView(true); // restore entity matrix R_Mesh_Matrix(&rsurface.matrix); } RSurf_SetupDepthAndCulling(); GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike // software Quake and software Quake2), so disable the sky masking // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis) { GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); if (skyrendermasked) { R_SetupDepthOrShadowShader(); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); } else { R_SetupGenericShader(false); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } R_Mesh_ResetTextureState(); GL_Color(1, 1, 1, 1); } static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) return; R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow)); if (rsurface.texture->backgroundcurrentskinframe) { R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); } if(rsurface.texture->colormapping) { R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); } R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) R_Mesh_ColorPointer(NULL, 0, 0); else R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { // render background GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); GL_Color(1, 1, 1, 1); R_Mesh_ColorPointer(NULL, 0, 0); R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); if (r_glsl_permutation) { RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); } GL_LockArrays(0, 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(false); if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) R_Mesh_ColorPointer(NULL, 0, 0); else R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface } R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); if (!r_glsl_permutation) return; RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); if (r_glsl_permutation->loc_Texture_Refraction >= 0) { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); } else { GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1); } else { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } GL_LockArrays(0, 0); } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; qboolean applycolor; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); else { GL_AlphaTest(false); qglDepthFunc(GL_EQUAL);CHECKGLERROR } } GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) { layertexrgbscale = 4; VectorScale(layer->color, 0.25f, layercolor); } else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) { layertexrgbscale = 2; VectorScale(layer->color, 0.5f, layercolor); } else { layertexrgbscale = 1; VectorScale(layer->color, 1.0f, layercolor); } layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; m.pointer_texcoord[1] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_TEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_FOG: memset(&m, 0, sizeof(m)); m.texrgbscale[0] = layertexrgbscale; if (layer->texture) { m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; } R_Mesh_TextureState(&m); // generate a color array for the fog pass R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { f = 1 - FogPoint_Model(v); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; c[3] = f * layercolor[3]; } } RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); } } static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); else { GL_AlphaTest(false); qglDepthFunc(GL_EQUAL);CHECKGLERROR } } GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) { // two-pass lit texture with 2x rgbscale // first the lightmap pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); GL_LockArrays(0, 0); // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); } else { // single pass vertex-lighting-only texture with 1x rgbscale and transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); } break; case TEXTURELAYERTYPE_TEXTURE: // singletexture unlit texture with transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); if (layer->texture) { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); } else R_Mesh_ResetTextureState(); // generate a color array for the fog pass for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { f = 1 - FogPoint_Model(v); c[0] = layer->color[0]; c[1] = layer->color[1]; c[2] = layer->color[2]; c[3] = f * layer->color[3]; } } RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); } } static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { float c[4]; GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); if(rsurface.texture && rsurface.texture->currentskinframe) { memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c)); c[3] *= rsurface.texture->currentalpha; } else { c[0] = 1; c[1] = 0; c[2] = 1; c[3] = 1; } if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt) { c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7); c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7); c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7); } // brighten it up (as texture value 127 means "unlit") c[0] *= 2 * r_refdef.view.colorscale; c[1] *= 2 * r_refdef.view.colorscale; c[2] *= 2 * r_refdef.view.colorscale; if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA) c[3] *= r_wateralpha.value; if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) { GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); } else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead GL_DepthMask(false); } else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) { GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); } rsurface.lightmapcolor4f = NULL; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { qboolean applycolor = true; float one = 1.0; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); r_refdef.lightmapintensity = 1; RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor); r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all } else { RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; } if(!rsurface.lightmapcolor4f) RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]); if(r_refdef.fogenabled) RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { CHECKGLERROR RSurf_SetupDepthAndCulling(); if (r_showsurfaces.integer == 3) R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); else if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth); CHECKGLERROR } static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth) { CHECKGLERROR RSurf_SetupDepthAndCulling(); if (r_showsurfaces.integer == 3) R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); else if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth); CHECKGLERROR } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; int texturenumsurfaces, endsurface; texture_t *texture; msurface_t *surface; msurface_t *texturesurfacelist[1024]; // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) RSurf_ActiveModelEntity(ent, false, false); else RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); for (i = 0;i < numsurfaces;i = j) { j = i + 1; surface = rsurface.modelsurfaces + surfacelist[i]; texture = surface->texture; rsurface.texture = R_GetCurrentTexture(texture); rsurface.uselightmaptexture = surface->lightmaptexture != NULL; // scan ahead until we find a different texture endsurface = min(i + 1024, numsurfaces); texturenumsurfaces = 0; texturesurfacelist[texturenumsurfaces++] = surface; for (;j < endsurface;j++) { surface = rsurface.modelsurfaces + surfacelist[j]; if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) break; texturesurfacelist[texturenumsurfaces++] = surface; } // render the range of surfaces if (ent == r_refdef.scene.worldentity) R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false); else R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false); } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity GL_AlphaTest(false); } static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) { const entity_render_t *queueentity = r_refdef.scene.worldentity; CHECKGLERROR if (depthonly) { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else if (r_showsurfaces.integer && !r_refdef.view.showdebug) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(0, 0, 0, 1); GL_DepthTest(writedepth); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthTest(true); RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) { // transparent surfaces get pushed off into the transparent queue int surfacelistindex; const msurface_t *surface; vec3_t tempcenter, center; for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) { surface = texturesurfacelist[surfacelistindex]; tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); } } else { // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)); } CHECKGLERROR } void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) { int i, j; texture_t *texture; // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { j = i + 1; // texture is the base texture pointer, rsurface.texture is the // current frame/skin the texture is directing us to use (for example // if a model has 2 skins and it is on skin 1, then skin 0 tells us to // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } // simply scan ahead until we find a different texture or lightmap state for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); } } static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity) { CHECKGLERROR if (depthonly) { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else if (r_showsurfaces.integer && !r_refdef.view.showdebug) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(0, 0, 0, 1); GL_DepthTest(writedepth); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthTest(true); RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) { // transparent surfaces get pushed off into the transparent queue int surfacelistindex; const msurface_t *surface; vec3_t tempcenter, center; for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) { surface = texturesurfacelist[surfacelistindex]; tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); } } else { // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)); } CHECKGLERROR } void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) { int i, j; texture_t *texture; // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { j = i + 1; // texture is the base texture pointer, rsurface.texture is the // current frame/skin the texture is directing us to use (for example // if a model has 2 skins and it is on skin 1, then skin 0 tells us to // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } // simply scan ahead until we find a different texture or lightmap state for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent); } } float locboxvertex3f[6*4*3] = { 1,0,1, 1,0,0, 1,1,0, 1,1,1, 0,1,1, 0,1,0, 0,0,0, 0,0,1, 1,1,1, 1,1,0, 0,1,0, 0,1,1, 0,0,1, 0,0,0, 1,0,0, 1,0,1, 0,0,1, 1,0,1, 1,1,1, 0,1,1, 1,0,0, 0,0,0, 0,1,0, 1,1,0 }; unsigned short locboxelements[6*2*3] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23 }; void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; cl_locnode_t *loc = (cl_locnode_t *)ent; vec3_t mins, size; float vertex3f[6*4*3]; CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, surfacelist[0] < 0 ? 0.5f : 0.125f); if (VectorCompare(loc->mins, loc->maxs)) { VectorSet(size, 2, 2, 2); VectorMA(loc->mins, -0.5f, size, mins); } else { VectorCopy(loc->mins, mins); VectorSubtract(loc->maxs, loc->mins, size); } for (i = 0;i < 6*4*3;) for (j = 0;j < 3;j++, i++) vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i]; R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0); } void R_DrawLocs(void) { int index; cl_locnode_t *loc, *nearestloc; vec3_t center; nearestloc = CL_Locs_FindNearest(cl.movement_origin); for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { VectorLerp(loc->mins, 0.5f, loc->maxs, center); R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } } void R_DrawDebugModel(entity_render_t *ent) { int i, j, k, l, flagsmask; const int *elements; q3mbrush_t *brush; msurface_t *surface; dp_model_t *model = ent->model; vec3_t v; flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupGenericShader(false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes) { GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) { if (brush->colbrushf && brush->colbrushf->numtriangles) { R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0); } } for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) { if (surface->num_collisiontriangles) { R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0); } } } GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); if (r_showtris.integer || r_shownormals.integer) { if (r_showdisabledepthtest.integer) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j]) continue; rsurface.texture = R_GetCurrentTexture(surface->texture); if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (r_showtris.value > 0) { if (!rsurface.texture->currentlayers->depthmask) GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value); else if (ent == r_refdef.scene.worldentity) GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value); else GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0); qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); CHECKGLERROR } if (r_shownormals.value < 0) { qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR } if (r_shownormals.value > 0) { qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(0, r_refdef.view.colorscale, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(0, 0, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR } } } rsurface.texture = NULL; } } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); int r_maxsurfacelist = 0; msurface_t **r_surfacelist = NULL; void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug) { int i, j, endj, f, flagsmask; texture_t *t; dp_model_t *model = r_refdef.scene.worldmodel; msurface_t *surfaces; unsigned char *update; int numsurfacelist = 0; if (model == NULL) return; if (r_maxsurfacelist < model->num_surfaces) { r_maxsurfacelist = model->num_surfaces; if (r_surfacelist) Mem_Free(r_surfacelist); r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); } RSurf_ActiveWorldEntity(); surfaces = model->data_surfaces; update = model->brushq1.lightmapupdateflags; // update light styles on this submodel if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { if (style->value != r_refdef.scene.lightstylevalue[style->style]) { int *list = style->surfacelist; style->value = r_refdef.scene.lightstylevalue[style->style]; for (j = 0;j < style->numsurfaces;j++) update[list[j]] = true; } } } flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL; if (debug) { R_DrawDebugModel(r_refdef.scene.worldentity); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity return; } f = 0; t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; rsurface.rtlight = NULL; numsurfacelist = 0; // add visible surfaces to draw list for (i = 0;i < model->nummodelsurfaces;i++) { j = model->sortedmodelsurfaces[i]; if (r_refdef.viewcache.world_surfacevisible[j]) r_surfacelist[numsurfacelist++] = surfaces + j; } // update lightmaps if needed if (update) for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) if (r_refdef.viewcache.world_surfacevisible[j]) if (update[j]) R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j); // don't do anything if there were no surfaces if (!numsurfacelist) { rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity return; } R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly); GL_AlphaTest(false); // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) { r_refdef.stats.world_surfaces += numsurfacelist; for (j = 0;j < numsurfacelist;j++) r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles; } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug) { int i, j, endj, f, flagsmask; texture_t *t; dp_model_t *model = ent->model; msurface_t *surfaces; unsigned char *update; int numsurfacelist = 0; if (model == NULL) return; if (r_maxsurfacelist < model->num_surfaces) { r_maxsurfacelist = model->num_surfaces; if (r_surfacelist) Mem_Free(r_surfacelist); r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); } // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) RSurf_ActiveModelEntity(ent, false, false); else RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); surfaces = model->data_surfaces; update = model->brushq1.lightmapupdateflags; // update light styles if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { if (style->value != r_refdef.scene.lightstylevalue[style->style]) { int *list = style->surfacelist; style->value = r_refdef.scene.lightstylevalue[style->style]; for (j = 0;j < style->numsurfaces;j++) update[list[j]] = true; } } } flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL; if (debug) { R_DrawDebugModel(ent); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity return; } f = 0; t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; rsurface.rtlight = NULL; numsurfacelist = 0; // add visible surfaces to draw list for (i = 0;i < model->nummodelsurfaces;i++) r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i]; // don't do anything if there were no surfaces if (!numsurfacelist) { rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity return; } // update lightmaps if needed if (update) for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) if (update[j]) R_BuildLightMap(ent, surfaces + j); R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly); GL_AlphaTest(false); // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) { r_refdef.stats.entities_surfaces += numsurfacelist; for (j = 0;j < numsurfacelist;j++) r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles; } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity }