/* 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 "r_shadow.h" #include "polygon.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; // // screen size info // r_refdef_t r_refdef; r_view_t r_view; r_viewcache_t r_viewcache; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; 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", "make everything bright cheat (not allowed in multiplayer)"}; 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)"}; cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; 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 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 = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; cvar_t r_glsl_deluxemapping = {0, "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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; 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...)"}; typedef struct r_glsl_bloomshader_s { int program; int loc_Texture_Bloom; } r_glsl_bloomshader_t; static struct r_bloomstate_s { qboolean enabled; qboolean hdr; int bloomwidth, bloomheight; int screentexturewidth, screentextureheight; rtexture_t *texture_screen; int bloomtexturewidth, bloomtextureheight; rtexture_t *texture_bloom; r_glsl_bloomshader_t *shader; // arrays for rendering the screen passes float screentexcoord2f[8]; float bloomtexcoord2f[8]; float offsettexcoord2f[8]; } r_bloomstate; // 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_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_fogintensity; // information about each possible shader permutation r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; // temporary variable used by a macro int fogtableindex; // 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 = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f; } // FIXME: move this to client? void FOG_registercvars(void) { int x; double r, alpha; 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); } r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH); for (x = 0;x < FOGTABLEWIDTH;x++) { alpha = exp(r / ((double)x*(double)x)); if (x == FOGTABLEWIDTH - 1) alpha = 1; r_refdef.fogtable[x] = bound(0, alpha, 1); } } static void R_BuildBlankTextures(void) { unsigned char data[4]; data[0] = 128; // normal X data[1] = 128; // normal Y data[2] = 255; // normal Z data[3] = 128; // height r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_MIPMAP, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, 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][0] = (unsigned char)(128.0f + intensity * v[0]); data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); data[side][y][x][2] = (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_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } static void R_BuildFogTexture(void) { int x, b; double r, alpha; #define FOGWIDTH 64 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); for (x = 0;x < FOGWIDTH;x++) { alpha = exp(r / ((double)x*(double)x)); if (x == FOGWIDTH - 1) alpha = 1; b = (int)(256.0 * alpha); b = bound(0, b, 255); data1[x][0] = 255 - b; data1[x][1] = 255 - b; data1[x][2] = 255 - b; data1[x][3] = 255; //data2[x][0] = b; //data2[x][1] = b; //data2[x][2] = b; //data2[x][3] = 255; } r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, 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" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "#define myhalf half\n" "#define myhvec2 hvec2\n" "#define myhvec3 hvec3\n" "#define myhvec4 hvec4\n" "#else\n" "#define myhalf float\n" "#define myhvec2 vec2\n" "#define myhvec3 vec3\n" "#define myhvec4 vec4\n" "#endif\n" "\n" "varying vec2 TexCoord;\n" "varying vec2 TexCoordLightmap;\n" "\n" "varying vec3 CubeVector;\n" "varying vec3 LightVector;\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" "\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)\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" "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\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" " // transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "uniform samplerCube Texture_Cube;\n" "uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" "uniform sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Glow;\n" "\n" "uniform myhvec3 LightColor;\n" "uniform myhvec3 AmbientColor;\n" "uniform myhvec3 DiffuseColor;\n" "uniform myhvec3 SpecularColor;\n" "uniform myhvec3 Color_Pants;\n" "uniform myhvec3 Color_Shirt;\n" "uniform myhvec3 FogColor;\n" "\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\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" "void main(void)\n" "{\n" " // apply offsetmapping\n" "#ifdef USEOFFSETMAPPING\n" " vec2 TexCoordOffset = TexCoord;\n" "#define TexCoord TexCoordOffset\n" "\n" " vec3 eyedir = vec3(normalize(EyeVector));\n" " float depthbias = 1.0 - eyedir.z; // should this be a -?\n" " depthbias = 1.0 - depthbias * depthbias;\n" "\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " TexCoord = RT.xy;\n" "#elif 1\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " //TexCoord += OffsetVector * 3.0;\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" "#elif 0\n" " // 10 sample offset mapping\n" " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n" " //TexCoord += OffsetVector * 3.0;\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" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\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" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" "#elif 1\n" " // parallax mapping as described in the paper\n" " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" " // The paper provides code in the ARB fragment program assembly language\n" " // I translated it to GLSL but may have done something wrong - SavageX\n" " // LordHavoc: removed bias and simplified to one line\n" " // LordHavoc: this is just a single sample offsetmapping...\n" " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n" "#else\n" " // parallax mapping as described in the paper\n" " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" " // The paper provides code in the ARB fragment program assembly language\n" " // I translated it to GLSL but may have done something wrong - SavageX\n" " float height = texture2D(Texture_Normal, TexCoord).a;\n" " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n" " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n" "#endif\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "#ifdef USESPECULAR\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\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 *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // apply light color\n" " color.rgb *= LightColor;\n" "\n" " // apply attenuation\n" " //\n" " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" " // center and sharp falloff at the edge, this is about the most efficient\n" " // we can get away with as far as providing illumination.\n" " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" "// color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n" " color.rgb *= myhalf(max(2.0 - 2.0 * length(CubeVector), 0.0) / (1 + dot(CubeVector, CubeVector)));\n" "\n" "\n" "\n" "\n" "#elif defined(MODE_LIGHTDIRECTION)\n" " // directional model lighting\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "#ifdef USESPECULAR\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "#endif\n" "\n" "\n" "\n" "\n" "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" "#else\n" " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" "#endif\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "#ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n" "\n" "\n" "#else // MODE none (lightmap)\n" " // apply lightmap color\n" " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" "#endif // MODE\n" "\n" " color *= myhvec4(gl_Color);\n" "\n" "#ifdef USEGLOW\n" " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n" " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" "#endif\n" "\n" " color.rgb *= SceneBrightness;\n" "\n" " gl_FragColor = vec4(color);\n" "}\n" "\n" "#endif // FRAGMENT_SHADER\n" ; // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! const char *permutationinfo[][2] = { {"#define MODE_LIGHTSOURCE\n", " lightsource"}, {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"#define USEGLOW\n", " glow"}, {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, {"#define USESPECULAR\n", " specular"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {NULL, NULL} }; void R_GLSL_CompilePermutation(const char *filename, int permutation) { int i; qboolean shaderfound; r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); int vertstrings_count; int geomstrings_count; int fragstrings_count; char *shaderstring; const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; const char *geomstrings_list[SHADERPERMUTATION_COUNT+1]; const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; char permutationname[256]; if (p->compiled) return; p->compiled = true; p->program = 0; vertstrings_list[0] = "#define VERTEX_SHADER\n"; geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; vertstrings_count = 1; geomstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; for (i = 0;permutationinfo[i][0];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_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_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); 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_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); 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_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"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR } else Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl"); if (shaderstring) Mem_Free(shaderstring); } void R_GLSL_Restart_f(void) { int i; for (i = 0;i < SHADERPERMUTATION_COUNT;i++) if (r_glsl_permutations[i].program) GL_Backend_FreeProgram(r_glsl_permutations[i].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { // 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 const char *shaderfilename = NULL; int permutation = 0; float specularscale = rsurface_texture->specularscale; r_glsl_permutation = NULL; // TODO: implement geometry-shader based shadow volumes someday if (r_shadow_rtlight) { // light source shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; specularscale *= r_shadow_rtlight->specularscale; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; 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; } } else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // bright unshaded geometry shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; if (rsurface_texture->currentskinframe->glow) 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; } } else if (modellighting) { // directional model lighting shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; if (rsurface_texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; 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; } } else { // lightmapped wall shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; else permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; } else { // ordinary lightmapping permutation |= 0; } if (rsurface_texture->currentskinframe->glow) 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_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) { if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation); if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) { // remove features until we find a valid permutation int i; for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) { // reduce i more quickly whenever it would not remove any bits if (permutation < i) continue; permutation &= i; if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation); if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) break; if (!i) return 0; // utterly failed } } } r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); } else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]); if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]); } else { if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap)); if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants)); if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt)); //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow)); if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted if (r_shadow_rtlight || (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_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_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->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_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->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); 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 return permutation; } void R_SwitchSurfaceShader(int permutation) { if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK)) { r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program); CHECKGLERROR } } void gl_main_start(void) { r_main_texturepool = R_AllocTexturePool(); R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) { R_BuildWhiteCube(); R_BuildNormalizationCube(); } R_BuildFogTexture(); memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); memset(&r_svbsp, 0, sizeof (r_svbsp)); } void gl_main_shutdown(void) { if (r_svbsp.nodes) Mem_Free(r_svbsp.nodes); memset(&r_svbsp, 0, sizeof (r_svbsp)); R_FreeTexturePool(&r_main_texturepool); r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); 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"); FOG_registercvars(); // FIXME: move this fog stuff to client? Cvar_RegisterVariable(&r_nearclip); 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_throwdistance); Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); 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); 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); } 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_Light_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_Light_Init(); R_Particles_Init(); R_Explosion_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { 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 < 4;i++) { p = r_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; } //================================================================================== static void R_UpdateEntityLighting(entity_render_t *ent) { vec3_t tempdiffusenormal; // fetch the lighting from the worldmodel data VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); VectorClear(ent->modellight_diffuse); VectorClear(tempdiffusenormal); if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); r_refdef.worldmodel->brush.LightPoint(r_refdef.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); VectorNormalize(ent->modellight_lightdir); // scale ambient and directional light contributions according to rendering variables ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; } 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 ? 0 : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); } if(r_cullentities_trace.integer) { for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*'))) { if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) r_viewcache.entityvisible[i] = 0; } } } } else { // no worldmodel or it can't check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); } } // update entity lighting (even on hidden entities for r_shadows) for (i = 0;i < r_refdef.numentities;i++) R_UpdateEntityLighting(r_refdef.entities[i]); } // 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.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (!ent->model || !ent->model->DrawSky) continue; ent->model->DrawSky(ent); sky = true; } return sky; } void R_DrawNoModel(entity_render_t *ent); void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; r_refdef.stats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } static void R_View_SetFrustum(void) { double slopex, slopey; // break apart the view matrix into vectors for various purposes Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); VectorNegate(r_view.left, r_view.right); #if 0 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; r_view.frustum[0].normal[1] = 0 - 0; r_view.frustum[0].normal[2] = -1 - 0; r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; r_view.frustum[1].normal[1] = 0 + 0; r_view.frustum[1].normal[2] = -1 + 0; r_view.frustum[2].normal[0] = 0 - 0; r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; r_view.frustum[2].normal[2] = -1 - 0; r_view.frustum[3].normal[0] = 0 + 0; r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; r_view.frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); r_view.frustum[4].normal[0] = 0 - 0; r_view.frustum[4].normal[1] = 0 - 0; r_view.frustum[4].normal[2] = -1 - -nudge; r_view.frustum[4].dist = 0 - -2 * zNear * nudge; r_view.frustum[5].normal[0] = 0 + 0; r_view.frustum[5].normal[1] = 0 + 0; r_view.frustum[5].normal[2] = -1 + -nudge; r_view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 r_view.frustum[0].normal[0] = m[3] - m[0]; r_view.frustum[0].normal[1] = m[7] - m[4]; r_view.frustum[0].normal[2] = m[11] - m[8]; r_view.frustum[0].dist = m[15] - m[12]; r_view.frustum[1].normal[0] = m[3] + m[0]; r_view.frustum[1].normal[1] = m[7] + m[4]; r_view.frustum[1].normal[2] = m[11] + m[8]; r_view.frustum[1].dist = m[15] + m[12]; r_view.frustum[2].normal[0] = m[3] - m[1]; r_view.frustum[2].normal[1] = m[7] - m[5]; r_view.frustum[2].normal[2] = m[11] - m[9]; r_view.frustum[2].dist = m[15] - m[13]; r_view.frustum[3].normal[0] = m[3] + m[1]; r_view.frustum[3].normal[1] = m[7] + m[5]; r_view.frustum[3].normal[2] = m[11] + m[9]; r_view.frustum[3].dist = m[15] + m[13]; r_view.frustum[4].normal[0] = m[3] - m[2]; r_view.frustum[4].normal[1] = m[7] - m[6]; r_view.frustum[4].normal[2] = m[11] - m[10]; r_view.frustum[4].dist = m[15] - m[14]; r_view.frustum[5].normal[0] = m[3] + m[2]; r_view.frustum[5].normal[1] = m[7] + m[6]; r_view.frustum[5].normal[2] = m[11] + m[10]; r_view.frustum[5].dist = m[15] + m[14]; #endif slopex = 1.0 / r_view.frustum_x; slopey = 1.0 / r_view.frustum_y; VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal); VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal); VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); VectorNormalize(r_view.frustum[0].normal); VectorNormalize(r_view.frustum[1].normal); VectorNormalize(r_view.frustum[2].normal); VectorNormalize(r_view.frustum[3].normal); r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; PlaneClassify(&r_view.frustum[0]); PlaneClassify(&r_view.frustum[1]); PlaneClassify(&r_view.frustum[2]); PlaneClassify(&r_view.frustum[3]); PlaneClassify(&r_view.frustum[4]); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]); // 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_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane //VectorCopy(r_view.forward, r_view.frustum[4].normal); //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } void R_View_Update(void) { R_View_SetFrustum(); R_View_WorldVisibility(); R_View_UpdateEntityVisible(); } void R_SetupView(const matrix4x4_t *matrix) { if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); else GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); GL_SetupView_Orientation_FromEntity(matrix); } void R_ResetViewRendering2D(void) { if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } DrawQ_Finish(); // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(false); GL_DepthMask(false); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR 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 } void R_ResetViewRendering3D(void) { if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } DrawQ_Finish(); // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR R_SetupView(&r_view.matrix); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(true); GL_DepthMask(true); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR 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_Bloom_SetupShader( "// bloom shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "#define myhalf half\n" "#define myhvec2 hvec2\n" "#define myhvec3 hvec3\n" "#define myhvec4 hvec4\n" "#else\n" "#define myhalf float\n" "#define myhvec2 vec2\n" "#define myhvec3 vec3\n" "#define myhvec4 vec4\n" "#endif\n" "\n" "varying vec2 ScreenTexCoord;\n" "varying vec2 BloomTexCoord;\n" "\n" "\n" "\n" "\n" "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" "void main(void)\n" "{\n" " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" " BloomTexCoord = vec2(gl_MultiTexCoord1);\n" " // transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "void main(void)\n" "{\n" " int x, y; " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" " for (x = -BLUR_X;x <= BLUR_X;x++) " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " gl_FragColor = vec4(color);\n" "}\n" "\n" "#endif // FRAGMENT_SHADER\n" */ void R_RenderScene(void); 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_view.width); r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); // calculate desired texture sizes if (gl_support_arb_texture_non_power_of_two) { screentexturewidth = r_view.width; screentextureheight = r_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) { screentexturewidth = screentextureheight = 0; } else if (r_bloom.integer) { } else { screentexturewidth = screentextureheight = 0; bloomtexturewidth = bloomtextureheight = 0; } if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) { // can't use bloom if the parameters are too weird // can't use bloom if the card does not support the texture size if (r_bloomstate.texture_screen) R_FreeTexture(r_bloomstate.texture_screen); if (r_bloomstate.texture_bloom) R_FreeTexture(r_bloomstate.texture_bloom); memset(&r_bloomstate, 0, sizeof(r_bloomstate)); return; } r_bloomstate.enabled = true; r_bloomstate.hdr = r_hdr.integer != 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_RGBA, 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_RGBA, 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_view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[4] = (float)r_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; } void R_Bloom_CopyScreenTexture(float colorscale) { r_refdef.stats.bloom++; R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); // copy view into the screen texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; // now scale it down to the bloom texture size CHECKGLERROR qglViewport(r_view.x, vid.height - (r_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_Mesh_Draw(0, 4, 2, polygonelements); 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_view.x, vid.height - (r_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_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_view.width * r_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); R_Mesh_ColorPointer(NULL); // we have a bloom image in the framebuffer CHECKGLERROR qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR for (x = 1;x < r_bloom_colorexponent.value;) { 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); R_Mesh_Draw(0, 4, 2, polygonelements); 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_view.x, vid.height - (r_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); 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, 2, polygonelements); 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_view.x, vid.height - (r_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); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements); 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); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); R_Mesh_Draw(0, 4, 2, polygonelements); 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_view.x, vid.height - (r_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; oldwidth = r_view.width; oldheight = r_view.height; r_view.width = r_bloomstate.bloomwidth; r_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 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; if (r_hdr.integer) r_view.colorscale /= r_hdr_range.value; R_RenderScene(); R_ResetViewRendering2D(); R_Bloom_CopyHDRTexture(); R_Bloom_MakeTexture(); R_ResetViewRendering3D(); R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); // restore the view settings r_view.width = oldwidth; r_view.height = oldheight; } static void R_BlendView(void) { if (r_bloomstate.enabled && 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); R_Mesh_ColorPointer(NULL); 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); R_Mesh_Draw(0, 4, 2, polygonelements); r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } else if (r_bloomstate.enabled) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process R_Bloom_CopyScreenTexture(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); R_Mesh_ColorPointer(NULL); 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); if (r_textureunits.integer >= 2 && gl_combine.integer) { R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1); R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f); } else { R_Mesh_Draw(0, 4, 2, polygonelements); r_refdef.stats.bloom_drawpixels += r_view.width * r_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); } R_Mesh_Draw(0, 4, 2, polygonelements); r_refdef.stats.bloom_drawpixels += r_view.width * r_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); R_Mesh_ColorPointer(NULL); 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, 2, polygonelements); } } void R_RenderScene(void); matrix4x4_t r_waterscrollmatrix; void R_UpdateVariables(void) { R_Textures_Frame(); r_refdef.farclip = 4096; if (r_refdef.worldmodel) r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value; r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value; r_refdef.rtworld = r_shadow_realtime_world.integer; r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; if (r_showsurfaces.integer) { r_refdef.rtworld = false; r_refdef.rtworldshadows = false; r_refdef.rtdlight = false; r_refdef.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; } 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; } } if (r_refdef.fog_density) { r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f); r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f); r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f); } if (r_refdef.fog_density) { 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) r_refdef.fogrange = 400 / r_refdef.fog_density; r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set } else r_refdef.fogenabled = false; } /* ================ R_RenderView ================ */ void R_RenderView(void) { if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); R_Shadow_UpdateWorldLightSelection(); CHECKGLERROR if (r_timereport_active) R_TimeReport("setup"); R_View_Update(); if (r_timereport_active) R_TimeReport("visibility"); R_ResetViewRendering3D(); R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); R_Bloom_StartFrame(); // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer) R_HDR_RenderBloomTexture(); r_view.colorscale = r_hdr_scenebrightness.value; R_RenderScene(); R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); CHECKGLERROR } 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); void R_RenderScene(void) { // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_ResetViewRendering3D(); R_MeshQueue_BeginScene(); R_SkyStartFrame(); Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.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.extraupdate) S_ExtraUpdate (); if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { r_refdef.worldmodel->DrawSky(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) { r_refdef.worldmodel->Draw(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("world"); } } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_DrawModels(); if (r_timereport_active) R_TimeReport("models"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); } R_ShadowVolumeLighting(false); if (r_timereport_active) R_TimeReport("rtlights"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (cl.csqc_vidvars.drawworld) { R_DrawLightningBeams(); if (r_timereport_active) R_TimeReport("lightning"); R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); R_DrawExplosions(); if (r_timereport_active) R_TimeReport("explosions"); } if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } VM_CL_AddPolygonsToMeshQueue(); 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 (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } 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.extraupdate) S_ExtraUpdate (); R_ResetViewRendering2D(); } /* void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); 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(color, 8, cr, cg, cb, ca); if (r_refdef.fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin)); f1 = 1 - f2; 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); R_Mesh_ColorPointer(color); R_Mesh_ResetTextureState(); R_Mesh_Draw(8, 12); } */ int 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_DepthTest(!(ent->effects & EF_NODEPTHTEST)); GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces R_Mesh_VertexPointer(nomodelvertex3f); if (r_refdef.fogenabled) { vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f); Matrix4x4_OriginFromMatrix(&ent->matrix, org); f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin)); f1 = 1 - f2; 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); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else R_Mesh_ColorPointer(nomodelcolor4f); R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 6, 8, nomodelelements); } 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_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_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_view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_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, int depthdisable, 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) { float fog = 0.0f, ifog; float vertex3f[12]; if (r_refdef.fogenabled) fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin)); ifog = 1 - fog; R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); 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); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); // FIXME: fixed function path can't properly handle r_view.colorscale > 1 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); } } 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_DrawCollisionBrush(const colbrushf_t *brush) { int i; R_Mesh_VertexPointer(brush->points->v); i = (int)(((size_t)brush) / sizeof(colbrushf_t)); GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); GL_LockArrays(0, 0); } static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) { int i; if (!surface->num_collisiontriangles) return; R_Mesh_VertexPointer(surface->data_collisionvertex3f); i = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); GL_LockArrays(0, surface->num_collisionvertices); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); GL_LockArrays(0, 0); } 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_view.colorscale; layer->color[1] = g * r_view.colorscale; layer->color[2] = b * r_view.colorscale; layer->color[3] = a; } void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { model_t *model = ent->model; // 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.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->frame != 0 && t->anim_total[1]) t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0]; else t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } // pick a new currentskinframe if the material is animated if (t->numskinframes >= 2) t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes); if (t->backgroundnumskinframes >= 2) t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % 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 (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; if (ent->effects & EF_DOUBLESIDED) t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; else t->currenttexmatrix = identitymatrix; if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; 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_white; t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; t->backgroundglosstexture = r_texture_white; t->specularpower = r_shadow_glossexponent.value; 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_black; t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black; t->specularscale = r_shadow_glossintensity.value; } } else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) t->specularscale = r_shadow_gloss2intensity.value; } t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) { if (gl_lightmaps.integer) R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1); else if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) { int blendfunc1, blendfunc2, 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 (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { rtexture_t *currentbasetexture; int layerflags = 0; if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_refdef.lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); 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] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); 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] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); } else { float colorscale; colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); colorscale *= r_refdef.lightmapintensity; R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); 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] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } 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] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } } if (t->currentskinframe->glow != NULL) 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->currentalpha); 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha); } } } } } void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; if (ent->model) for (i = 0;i < ent->model->num_textures;i++) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } int rsurface_array_size = 0; float *rsurface_array_modelvertex3f = NULL; float *rsurface_array_modelsvector3f = NULL; float *rsurface_array_modeltvector3f = NULL; float *rsurface_array_modelnormal3f = NULL; float *rsurface_array_deformedvertex3f = NULL; float *rsurface_array_deformedsvector3f = NULL; float *rsurface_array_deformedtvector3f = NULL; float *rsurface_array_deformednormal3f = NULL; float *rsurface_array_color4f = NULL; float *rsurface_array_texcoord3f = NULL; 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[31])); 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; } float *rsurface_modelvertex3f; float *rsurface_modelsvector3f; float *rsurface_modeltvector3f; float *rsurface_modelnormal3f; float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; vec3_t rsurface_modelorg; qboolean rsurface_generatedvertex; const entity_render_t *rsurface_entity; const model_t *rsurface_model; texture_t *rsurface_texture; qboolean rsurface_uselightmaptexture; rsurfmode_t rsurface_mode; int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model void RSurf_CleanUp(void) { CHECKGLERROR if (rsurface_mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } GL_AlphaTest(false); rsurface_mode = RSURFMODE_NONE; rsurface_uselightmaptexture = false; rsurface_texture = NULL; } void RSurf_ActiveWorldEntity(void) { RSurf_CleanUp(); rsurface_entity = r_refdef.worldentity; rsurface_model = r_refdef.worldmodel; if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); R_Mesh_Matrix(&identitymatrix); VectorCopy(r_view.origin, rsurface_modelorg); rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; rsurface_generatedvertex = false; rsurface_vertex3f = rsurface_modelvertex3f; rsurface_svector3f = rsurface_modelsvector3f; rsurface_tvector3f = rsurface_modeltvector3f; rsurface_normal3f = rsurface_modelnormal3f; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { RSurf_CleanUp(); rsurface_entity = ent; rsurface_model = ent->model; if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg); if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0)) { if (wanttangents) { rsurface_modelvertex3f = rsurface_array_modelvertex3f; rsurface_modelsvector3f = rsurface_array_modelsvector3f; rsurface_modeltvector3f = rsurface_array_modeltvector3f; rsurface_modelnormal3f = rsurface_array_modelnormal3f; Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->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; Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL); } else { rsurface_modelvertex3f = rsurface_array_modelvertex3f; rsurface_modelsvector3f = NULL; rsurface_modeltvector3f = NULL; rsurface_modelnormal3f = NULL; Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); } rsurface_generatedvertex = true; } else { rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; rsurface_generatedvertex = false; } rsurface_vertex3f = rsurface_modelvertex3f; rsurface_svector3f = rsurface_modelsvector3f; rsurface_tvector3f = rsurface_modeltvector3f; rsurface_normal3f = rsurface_modelnormal3f; } void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { // 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->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) generatetangents = true; if (generatetangents) generatenormals = true; if (generatenormals && !rsurface_modelnormal3f) { rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); } if (generatetangents && !rsurface_modelsvector3f) { rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } // 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_model* array pointers point to (may be static model data or generated data for an animated model) if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { int texturesurfaceindex; float center[3], forward[3], right[3], up[3], v[4][3]; matrix4x4_t matrix1, imatrix1; Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward); Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right); Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up); // make deformed versions of only the model vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i, j; 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_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { forward[0] = rsurface_modelorg[0] - center[0]; forward[1] = rsurface_modelorg[1] - center[1]; forward[2] = 0; VectorNormalize(forward); right[0] = forward[1]; right[1] = -forward[0]; right[2] = 0; VectorSet(up, 0, 0, 1); } // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center); Matrix4x4_Invert_Simple(&imatrix1, &matrix1); for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); for (i = 0;i < 4;i++) VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); } rsurface_vertex3f = rsurface_array_deformedvertex3f; rsurface_svector3f = rsurface_array_deformedsvector3f; rsurface_tvector3f = rsurface_array_deformedtvector3f; rsurface_normal3f = rsurface_array_deformednormal3f; } else { rsurface_vertex3f = rsurface_modelvertex3f; rsurface_svector3f = rsurface_modelsvector3f; rsurface_tvector3f = rsurface_modeltvector3f; rsurface_normal3f = rsurface_modelnormal3f; } R_Mesh_VertexPointer(rsurface_vertex3f); } 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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } 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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); continue; } memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 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_model->surfmesh.data_element3i + 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, batchtriangles, batchelements); } } 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, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } } 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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } } } 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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } 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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); continue; } memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 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_model->surfmesh.data_element3i + 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, batchtriangles, batchelements); } } 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, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } #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_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } } } 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_view.colorscale; GL_Color(f, f, f, 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle))); } } } 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_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } } } 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c2[0] = f; c2[1] = f; c2[2] = f; c2[3] = 1; } } } rsurface_lightmapcolor4f = rsurface_array_color4f; } 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; } 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; 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); 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; 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); 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 && texturesurfacelist[0]->lightmapinfo->stainsamples) { // 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_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i]; float scale = r_refdef.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.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.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.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; } else rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; 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); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; vec3_t ambientcolor; vec3_t diffusecolor; vec3_t lightdir; // TODO: optimize // model lighting VectorCopy(rsurface_entity->modellight_lightdir, lightdir); ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f; ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f; ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f; diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f; diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f; diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f; if (VectorLength2(diffusecolor) > 0) { // 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] = a; } } r = 1; g = 1; b = 1; a = 1; applycolor = false; rsurface_lightmapcolor4f = rsurface_array_color4f; } else { r = ambientcolor[0]; g = ambientcolor[1]; b = ambientcolor[2]; rsurface_lightmapcolor4f = NULL; } 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); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces if (rsurface_mode != RSURFMODE_SHOWSURFACES) { rsurface_mode = RSURFMODE_SHOWSURFACES; GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); } static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) return; if (rsurface_mode != RSURFMODE_SKY) { if (rsurface_mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } rsurface_mode = RSURFMODE_SKY; } if (skyrendernow) { skyrendernow = false; R_Sky(); // restore entity matrix R_Mesh_Matrix(&rsurface_entity->matrix); } GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces 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 (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) { GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); if (skyrendermasked) { // 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 { // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } } static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { if (rsurface_mode != RSURFMODE_GLSL) { rsurface_mode = RSURFMODE_GLSL; R_Mesh_ResetTextureState(); } R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2); if (!r_glsl_permutation) return; if (rsurface_lightmode == 2) RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist); else RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL); } else if (rsurface_uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f); } if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { } } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) { // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; qboolean applycolor; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; if (rsurface_mode != RSURFMODE_MULTIPASS) rsurface_mode = RSURFMODE_MULTIPASS; 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); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) { layertexrgbscale = 4; VectorScale(layer->color, 0.25f, layercolor); } else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) { 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); 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_model->surfmesh.data_texcoordlightmap2f; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) 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_model->surfmesh.data_texcoordtexture2f; 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_model->surfmesh.data_texcoordtexture2f; } R_Mesh_TextureState(&m); // generate a color array for the fog pass R_Mesh_ColorPointer(rsurface_array_color4f); 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 = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); 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) { // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; if (rsurface_mode != RSURFMODE_MULTIPASS) rsurface_mode = RSURFMODE_MULTIPASS; 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); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL); 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_model->surfmesh.data_texcoordlightmap2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) 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_model->surfmesh.data_texcoordtexture2f; 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_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) 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_model->surfmesh.data_texcoordtexture2f; 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); 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_model->surfmesh.data_texcoordtexture2f; 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 = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); 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(int texturenumsurfaces, msurface_t **texturesurfacelist) { if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; r_refdef.stats.entities_surfaces += texturenumsurfaces; CHECKGLERROR if (r_showsurfaces.integer) R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (rsurface_texture->currentnumlayers) { GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha); GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); } CHECKGLERROR GL_LockArrays(0, 0); } 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.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) 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_model->data_surfaces + surfacelist[i]; texture = surface->texture; R_UpdateTextureInfo(ent, texture); rsurface_texture = texture->currentframe; 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_model->data_surfaces + surfacelist[j]; if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL)) break; texturesurfacelist[texturenumsurfaces++] = surface; } // render the range of surfaces R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } RSurf_CleanUp(); } void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask) { int i, j; vec3_t tempcenter, center; 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 = texture->currentframe; rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; if (!(rsurface_texture->currentmaterialflags & flagsmask)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) { // transparent surfaces get pushed off into the transparent queue const msurface_t *surface = surfacelist[i]; 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_entity->matrix, tempcenter, center); R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); } else { // 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_DrawTextureSurfaceList(j - i, surfacelist + i); } } } 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 }; int locboxelement3i[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_DepthTest(true); GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); R_Mesh_VertexPointer(vertex3f); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_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, 6*2, locboxelement3i); } 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_DrawCollisionBrushes(entity_render_t *ent) { int i; q3mbrush_t *brush; msurface_t *surface; model_t *model = ent->model; if (!model->brush.num_brushes) return; CHECKGLERROR R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) if (brush->colbrushf && brush->colbrushf->numtriangles) R_DrawCollisionBrush(brush->colbrushf); for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) if (surface->num_collisiontriangles) R_DrawCollisionSurface(ent, surface); qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR } void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask) { int i, j, k, l; const int *elements; msurface_t *surface; model_t *model = ent->model; vec3_t v; CHECKGLERROR GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) continue; rsurface_texture = surface->texture->currentframe; if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (drawtris) { if (!rsurface_texture->currentlayers->depthmask) GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); else if (ent == r_refdef.worldentity) GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); else GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); for (k = 0;k < surface->num_triangles;k++, elements += 3) { qglArrayElement(elements[0]);qglArrayElement(elements[1]); qglArrayElement(elements[1]);qglArrayElement(elements[2]); qglArrayElement(elements[2]);qglArrayElement(elements[0]); } qglEnd(); CHECKGLERROR } if (drawnormals) { GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_svector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_tvector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_normal3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR } } } rsurface_texture = NULL; } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawWorldSurfaces(qboolean skysurfaces) { int i, j, endj, f, flagsmask; int counttriangles = 0; msurface_t *surface, **surfacechain; texture_t *t; model_t *model = r_refdef.worldmodel; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; if (model == NULL) return; RSurf_ActiveWorldEntity(); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; } } } R_UpdateAllTextureInfo(r_refdef.worldentity); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; rsurface_uselightmaptexture = false; rsurface_texture = NULL; numsurfacelist = 0; j = model->firstmodelsurface; endj = j + model->nummodelsurfaces; while (j < endj) { // quickly skip over non-visible surfaces for (;j < endj && !r_viewcache.world_surfacevisible[j];j++) ; // quickly iterate over visible surfaces for (;j < endj && r_viewcache.world_surfacevisible[j];j++) { // process this surface surface = model->data_surfaces + j; // if this surface fits the criteria, add it to the list if (surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight) R_BuildLightMap(r_refdef.worldentity, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); numsurfacelist = 0; } } } } if (numsurfacelist) R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); if (r_showcollisionbrushes.integer && !skysurfaces) R_DrawCollisionBrushes(r_refdef.worldentity); if (r_showtris.integer || r_shownormals.integer) R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); } void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, f, flagsmask; int counttriangles = 0; msurface_t *surface, *endsurface, **surfacechain; texture_t *t; model_t *model = ent->model; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; if (model == NULL) return; // 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.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) RSurf_ActiveModelEntity(ent, false, false); else RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; } } } R_UpdateAllTextureInfo(ent); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; rsurface_uselightmaptexture = false; rsurface_texture = NULL; numsurfacelist = 0; surface = model->data_surfaces + model->firstmodelsurface; endsurface = surface + model->nummodelsurfaces; for (;surface < endsurface;surface++) { // if this surface fits the criteria, add it to the list if (surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); numsurfacelist = 0; } } } if (numsurfacelist) R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); if (r_showcollisionbrushes.integer && !skysurfaces) R_DrawCollisionBrushes(ent); if (r_showtris.integer || r_shownormals.integer) R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); }