X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=a4f01092c3b481b55a55462b9225ea2721155f02;hp=76c5fa86069758bdb19f851836e8e34150499dc9;hb=6f8ed711f9dcacac8ca7ce254dd81eb7af1cef05;hpb=73964e80e40edfcb0bcaeba50da33ddf120e62f0 diff --git a/gl_rmain.c b/gl_rmain.c index 76c5fa86..a4f01092 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -34,7 +34,8 @@ 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", "shows surfaces as different colors"}; +cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; +cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; @@ -46,8 +47,12 @@ cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables dep 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_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; @@ -65,11 +70,11 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c 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_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; +cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; +cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; +cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; +cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_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"}; @@ -86,6 +91,7 @@ cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "re 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"}; @@ -93,7 +99,7 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces 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)"}; // used for testing renderer code changes, otherwise does nothing +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 @@ -119,13 +125,15 @@ static struct r_bloomstate_s r_glsl_bloomshader_t *shader; // arrays for rendering the screen passes - float vertex3f[12]; 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; @@ -136,12 +144,18 @@ 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]; +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; // 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); @@ -186,31 +200,16 @@ void FOG_clear(void) 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) +float FogPoint_World(const vec3_t p) { - 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); - } + int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; +} - 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); - } +float FogPoint_Model(const vec3_t p) +{ + int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } static void R_BuildBlankTextures(void) @@ -336,25 +335,19 @@ static void R_BuildNormalizationCube(void) 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; + b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255); + data1[x][0] = b; + data1[x][1] = b; + data1[x][2] = b; data1[x][3] = 255; - //data2[x][0] = b; - //data2[x][1] = b; - //data2[x][2] = b; + //data2[x][0] = 255 - b; + //data2[x][1] = 255 - b; + //data2[x][2] = 255 - 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); @@ -462,10 +455,12 @@ static const char *builtinshaderstring = "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" +"// 11 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "uniform samplerCube Texture_Cube;\n" +"uniform sampler2D Texture_Attenuation;\n" "uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" @@ -493,80 +488,57 @@ static const char *builtinshaderstring = "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" +"vec2 OffsetMapping(vec2 TexCoord)\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" +" // this basically steps forward a small amount repeatedly until it finds\n" +" // itself inside solid, then jitters forward and back using decreasing\n" +" // amounts to find the impact\n" +" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" vec3 RT = vec3(TexCoord, 1);\n" +" OffsetVector *= 0.1;\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" +" return RT.xy;\n" +"#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" //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" +" // this basically moves forward the full distance, and then backs up based\n" +" // on height of samples\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" +" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" +" TexCoord += OffsetVector;\n" +" OffsetVector *= 0.333;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -"#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" +" return TexCoord;\n" +"#endif\n" +"}\n" "#endif\n" +"\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" @@ -581,15 +553,28 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" -" // get the surface normal and light normal\n" +" // calculate surface normal, light normal, and specular normal\n" +" // compute color intensity for the two textures (colormap and glossmap)\n" +" // scale by light color and attenuation as efficiently as possible\n" +" // (do as much scalar math as possible rather than vector math)\n" +"#ifdef USESPECULAR\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\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" +" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" +"#else\n" +"#ifdef USEDIFFUSE\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 = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" +"#else\n" +" // calculate directionless shading\n" +" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +"#endif\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" @@ -598,19 +583,6 @@ static const char *builtinshaderstring = " 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" -"\n" "\n" "\n" "\n" @@ -667,8 +639,7 @@ static const char *builtinshaderstring = "\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" +" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " color.rgb *= SceneBrightness;\n" @@ -689,6 +660,7 @@ const char *permutationinfo[][2] = {"#define USEGLOW\n", " glow"}, {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USEDIFFUSE\n", " diffuse"}, {"#define USESPECULAR\n", " specular"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, @@ -696,22 +668,28 @@ const char *permutationinfo[][2] = {NULL, NULL} }; -void R_GLSL_CompilePermutation(int permutation) +void R_GLSL_CompilePermutation(const char *filename, int permutation) { int i; - r_glsl_permutation_t *p = r_glsl_permutations + permutation; + qboolean shaderfound; + r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); int vertstrings_count; + int geomstrings_count; int fragstrings_count; char *shaderstring; - const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; - const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *vertstrings_list[32+1]; + const char *geomstrings_list[32+1]; + const char *fragstrings_list[32+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++) @@ -719,6 +697,7 @@ void R_GLSL_CompilePermutation(int permutation) if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + // clear any lists that are not needed by this shader + if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER)) + vertstrings_count = 0; + if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER)) + geomstrings_count = 0; + if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER)) + fragstrings_count = 0; + // compile the shader program + if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count) + p->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_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); 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"); @@ -774,6 +772,7 @@ void R_GLSL_CompilePermutation(int permutation) 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); @@ -784,6 +783,7 @@ void R_GLSL_CompilePermutation(int permutation) 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); + if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR } @@ -796,86 +796,150 @@ void R_GLSL_CompilePermutation(int permutation) void R_GLSL_Restart_f(void) { int i; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + for (i = 0;i < SHADERPERMUTATION_MAX;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) +extern rtexture_t *r_shadow_attenuationgradienttexture; +extern rtexture_t *r_shadow_attenuation2dtexture; +extern rtexture_t *r_shadow_attenuation3dtexture; +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale) { // 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 - int permutation = 0; - float specularscale = rsurface_texture->specularscale; + const char *shaderfilename = NULL; + unsigned int permutation = 0; r_glsl_permutation = NULL; + // TODO: implement geometry-shader based shadow volumes someday if (r_shadow_rtlight) { - permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; - specularscale *= r_shadow_rtlight->specularscale; + // light source + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; + if (diffusescale > 0) + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface_texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } } - else + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - 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) { - if (modellighting) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture) - { - if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) - { - if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; - else - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; - } - else if (r_glsl_deluxemapping.integer >= 2) // fake mode - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; - } + 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; + } } - 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) + else { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + // lightmapped wall + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + { + // deluxemapping (light direction texture) + if (rsurface_lightmaptexture && 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].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); - if (!r_glsl_permutations[permutation].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { // remove features until we find a valid permutation - int i; - for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) + unsigned int i; + for (i = SHADERPERMUTATION_MASK;;i>>=1) { + if (!i) + return 0; // utterly failed // reduce i more quickly whenever it would not remove any bits if (permutation < i) continue; permutation &= i; - if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); - if (r_glsl_permutations[permutation].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) break; - if (!i) - return 0; // utterly failed } } } - r_glsl_permutation = r_glsl_permutations + permutation; + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); @@ -883,19 +947,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { 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); + if (permutation & SHADERPERMUTATION_DIFFUSE) + { + 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, ambientscale); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); + } + else + { + // ambient only is simpler + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale); + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); + } } 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]); + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale); 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]); + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale); 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); + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * 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]); } @@ -909,6 +984,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) 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_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); 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)); @@ -949,9 +1025,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) void R_SwitchSurfaceShader(int permutation) { - if (r_glsl_permutation != r_glsl_permutations + permutation) + if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK)) { - r_glsl_permutation = r_glsl_permutations + permutation; + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program); CHECKGLERROR @@ -960,6 +1036,18 @@ void R_SwitchSurfaceShader(int permutation) void gl_main_start(void) { + int x; + double r, alpha; + + r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH); + for (x = 0;x < FOGMASKTABLEWIDTH;x++) + { + alpha = 1 - exp(r / ((double)x*(double)x)); + if (x == FOGMASKTABLEWIDTH - 1) + alpha = 0; + r_refdef.fogmasktable[x] = bound(0, alpha, 1); + } + r_main_texturepool = R_AllocTexturePool(); R_BuildBlankTextures(); R_BuildNoTexture(); @@ -971,10 +1059,14 @@ void gl_main_start(void) 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; @@ -1014,9 +1106,20 @@ 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\n"); - FOG_registercvars(); // FIXME: move this fog stuff to client? + Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); + // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable + if (gamemode == GAME_NEHAHRA) + { + Cvar_RegisterVariable (&gl_fogenable); + Cvar_RegisterVariable (&gl_fogdensity); + Cvar_RegisterVariable (&gl_fogred); + Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_fogblue); + Cvar_RegisterVariable (&gl_fogstart); + Cvar_RegisterVariable (&gl_fogend); + } Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); @@ -1028,6 +1131,10 @@ void GL_Main_Init(void) 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); @@ -1056,6 +1163,7 @@ void GL_Main_Init(void) 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); @@ -1108,7 +1216,7 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_DPrintf("\nengine extensions: %s\n", vm_sv_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 @@ -1163,6 +1271,53 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) 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) @@ -1210,7 +1365,21 @@ static void R_View_UpdateEntityVisible (void) 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)); + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || 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->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) + { + if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.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 @@ -1275,6 +1444,8 @@ void R_DrawModels(void) 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); @@ -1343,10 +1514,12 @@ static void R_View_SetFrustum(void) - VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal); - VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal); - VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal); - VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal); + 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); @@ -1363,6 +1536,12 @@ static void R_View_SetFrustum(void) 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. @@ -1400,23 +1579,80 @@ void R_View_Update(void) R_View_UpdateEntityVisible(); } -void R_ResetViewRendering(void) +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_DepthRange(0, 1); 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_DepthRange(0, 1); + 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 } /* @@ -1480,16 +1716,6 @@ void R_ResetViewRendering(void) "#endif // FRAGMENT_SHADER\n" */ -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_RenderScene(void); void R_Bloom_StartFrame(void) @@ -1568,12 +1794,6 @@ void R_Bloom_StartFrame(void) 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); } - // vertex coordinates for a quad that covers the screen exactly - r_bloomstate.vertex3f[0] = 0;r_bloomstate.vertex3f[1] = 0;r_bloomstate.vertex3f[2] = 0; - r_bloomstate.vertex3f[3] = 1;r_bloomstate.vertex3f[4] = 0;r_bloomstate.vertex3f[5] = 0; - r_bloomstate.vertex3f[6] = 1;r_bloomstate.vertex3f[7] = 1;r_bloomstate.vertex3f[8] = 0; - r_bloomstate.vertex3f[9] = 0;r_bloomstate.vertex3f[10] = 1;r_bloomstate.vertex3f[11] = 0; - // 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; @@ -1601,10 +1821,10 @@ void R_Bloom_CopyScreenTexture(float colorscale) { r_refdef.stats.bloom++; - R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); - R_Mesh_ColorPointer(NULL); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); // copy view into the screen texture @@ -1619,7 +1839,7 @@ void R_Bloom_CopyScreenTexture(float colorscale) 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_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer @@ -1643,13 +1863,13 @@ void R_Bloom_CopyHDRTexture(void) void R_Bloom_MakeTexture(void) { int x, range, dir; - float xoffset, yoffset, r; + float xoffset, yoffset, r, brighten; r_refdef.stats.bloom++; - R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); // we have a bloom image in the framebuffer CHECKGLERROR @@ -1662,8 +1882,8 @@ void R_Bloom_MakeTexture(void) 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_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // copy the vertically blurred bloom view to a texture @@ -1674,8 +1894,11 @@ void R_Bloom_MakeTexture(void) } 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); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) { @@ -1701,10 +1924,10 @@ void R_Bloom_MakeTexture(void) // 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 : r_bloom_brighten.value)/(range*2+1); - r = (dir ? 1.0f : r_bloom_brighten.value)/(range*2+1)*(1 - x*x/(float)(range*range)); + //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_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1722,17 +1945,17 @@ void R_Bloom_MakeTexture(void) { GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(1, 1, 1, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; qglBlendEquationEXT(GL_FUNC_ADD_EXT); @@ -1756,23 +1979,25 @@ void R_HDR_RenderBloomTexture(void) // 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_ResetViewRendering(); + R_ResetViewRendering2D(); R_Bloom_CopyHDRTexture(); R_Bloom_MakeTexture(); - R_ResetViewRendering(); - GL_ScissorTest(true); - GL_DepthMask(true); - GL_DepthTest(true); + R_ResetViewRendering3D(); + R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); + // restore the view settings r_view.width = oldwidth; r_view.height = oldheight; @@ -1785,14 +2010,14 @@ static void R_BlendView(void) // 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_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_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_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } else if (r_bloomstate.enabled) @@ -1804,41 +2029,41 @@ static void R_BlendView(void) R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it - R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); 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); + R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0); } else { - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); 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_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); 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_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); - R_Mesh_ColorPointer(NULL); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); 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); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); } } @@ -1862,7 +2087,7 @@ void R_UpdateVariables(void) 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_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) @@ -1907,7 +2132,7 @@ void R_UpdateVariables(void) // (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; + r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set } else @@ -1924,6 +2149,8 @@ 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"); @@ -1932,10 +2159,8 @@ void R_RenderView(void) if (r_timereport_active) R_TimeReport("visibility"); - R_ResetViewRendering(); - GL_ScissorTest(true); - GL_DepthMask(true); - GL_DepthTest(true); + R_ResetViewRendering3D(); + R_ClearScreen(); if (r_timereport_active) R_TimeReport("clear"); @@ -1959,32 +2184,21 @@ void R_RenderView(void) } extern void R_DrawLightningBeams (void); -extern void VM_AddPolygonsToMeshQueue (void); +extern void VM_CL_AddPolygonsToMeshQueue (void); extern void R_DrawPortals (void); +extern cvar_t cl_locs_show; +static void R_DrawLocs(void); +static void R_DrawEntityBBoxes(void); void R_RenderScene(void) { - DrawQ_Finish(); - // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_ResetViewRendering(); - R_SetupView(&r_view.matrix); + R_ResetViewRendering3D(); R_MeshQueue_BeginScene(); - R_Shadow_UpdateWorldLightSelection(); - 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); @@ -2029,6 +2243,8 @@ void R_RenderScene(void) { R_DrawModelShadows(); + R_ResetViewRendering3D(); + // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); @@ -2061,7 +2277,14 @@ void R_RenderScene(void) { qglUseProgramObjectARB(0);CHECKGLERROR } - VM_AddPolygonsToMeshQueue(); + VM_CL_AddPolygonsToMeshQueue(); + + if (cl_locs_show.integer) + { + R_DrawLocs(); + if (r_timereport_active) + R_TimeReport("showlocs"); + } if (r_drawportals.integer) { @@ -2070,9 +2293,16 @@ void R_RenderScene(void) R_TimeReport("portals"); } - if (gl_support_fragment_shader) + if (r_showbboxes.value > 0) { - qglUseProgramObjectARB(0);CHECKGLERROR + R_DrawEntityBBoxes(); + if (r_timereport_active) + R_TimeReport("bboxes"); + } + + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR } R_MeshQueue_RenderTransparent(); if (r_timereport_active) @@ -2094,26 +2324,30 @@ void R_RenderScene(void) if (r_refdef.extraupdate) S_ExtraUpdate (); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + R_ResetViewRendering2D(); } -/* +static const int bboxelements[36] = +{ + 5, 1, 3, 5, 3, 7, + 6, 2, 0, 6, 0, 4, + 7, 3, 2, 7, 2, 6, + 4, 0, 1, 4, 1, 5, + 4, 5, 7, 4, 7, 6, + 1, 0, 2, 1, 2, 3, +}; + void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; - float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; + float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); - GL_DepthTest(true); + GL_DepthRange(0, 1); R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); - vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + 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]; @@ -2121,24 +2355,73 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa 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); + R_FillColors(color4f, 8, cr, cg, cb, ca); if (r_refdef.fogenabled) { - for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4) { - f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin)); - f1 = 1 - f2; + f1 = FogPoint_World(v); + f2 = 1 - f1; c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(color); + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); - R_Mesh_Draw(8, 12); + R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0); +} + +static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i; + float color[4]; + prvm_edict_t *edict; + // this function draws bounding boxes of server entities + if (!sv.active) + return; + SV_VM_Begin(); + for (i = 0;i < numsurfaces;i++) + { + edict = PRVM_EDICT_NUM(surfacelist[i]); + switch ((int)edict->fields.server->solid) + { + case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break; + case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break; + case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; + case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; + case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; + default: Vector4Set(color, 0, 0, 0, 0.50);break; + } + color[3] *= r_showbboxes.value; + color[3] = bound(0, color[3], 1); + GL_DepthTest(!r_showdisabledepthtest.integer); + GL_CullFace(GL_BACK); + R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); + } + SV_VM_End(); +} + +static void R_DrawEntityBBoxes(void) +{ + int i; + prvm_edict_t *edict; + vec3_t center; + // this function draws bounding boxes of server entities + if (!sv.active) + return; + SV_VM_Begin(); + for (i = 0;i < prog->num_edicts;i++) + { + edict = PRVM_EDICT_NUM(i); + if (edict->priv.server->free) + continue; + VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); + R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + } + SV_VM_End(); } -*/ int nomodelelements[24] = { @@ -2196,16 +2479,18 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } + GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - R_Mesh_VertexPointer(nomodelvertex3f); + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - R_Mesh_ColorPointer(color4f); + R_Mesh_ColorPointer(color4f, 0, 0); Matrix4x4_OriginFromMatrix(&ent->matrix, org); - f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin)); - f1 = 1 - f2; + f1 = FogPoint_World(org); + f2 = 1 - f1; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); @@ -2217,14 +2502,14 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - R_Mesh_ColorPointer(color4f); + R_Mesh_ColorPointer(color4f, 0, 0); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else - R_Mesh_ColorPointer(nomodelcolor4f); + R_Mesh_ColorPointer(nomodelcolor4f, 0, 0); R_Mesh_ResetTextureState(); - R_Mesh_Draw(0, 6, 8, nomodelelements); + R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0); } void R_DrawNoModel(entity_render_t *ent) @@ -2269,18 +2554,18 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo 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) +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { - float fog = 0.0f, ifog; + float fog = 1.0f; float vertex3f[12]; if (r_refdef.fogenabled) - fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin)); - ifog = 1 - fog; + fog = FogPoint_World(origin); R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); + GL_DepthRange(0, depthshort ? 0.0625 : 1); GL_DepthTest(!depthdisable); vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; @@ -2296,21 +2581,22 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ 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_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_TexBind(0, R_GetTexture(texture)); - R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); + R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); // 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); + GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); + fog = 1 - fog; GL_Color(r_refdef.fogcolor[0] * fog * r_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); + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); } } @@ -2415,11 +2701,11 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane static void R_DrawCollisionBrush(const colbrushf_t *brush) { int i; - R_Mesh_VertexPointer(brush->points->v); + R_Mesh_VertexPointer(brush->points->v, 0, 0); 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); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0); GL_LockArrays(0, 0); } @@ -2428,11 +2714,11 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t int i; if (!surface->num_collisiontriangles) return; - R_Mesh_VertexPointer(surface->data_collisionvertex3f); + R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); 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); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); GL_LockArrays(0, 0); } @@ -2454,13 +2740,11 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + model_t *model = ent->model; // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; - model_t *model = ent->model; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; @@ -2488,36 +2772,48 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *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) + 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; + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + if (ent->effects & EF_DOUBLESIDED) + t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (ent->effects & EF_NODEPTHTEST) - t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (ent->flags & RENDER_VIEWMODEL) + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; else t->currenttexmatrix = identitymatrix; + if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + 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; + // TODO: store reference values for these in the texture? t->specularscale = 0; if (r_shadow_gloss.integer > 0) { - if (t->currentskinframe->gloss) + if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss)) { if (r_shadow_glossintensity.value > 0) { - t->glosstexture = t->currentskinframe->gloss; + 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; } } @@ -2660,23 +2956,41 @@ void R_Mesh_ResizeArrays(int newvertices) } float *rsurface_modelvertex3f; +int rsurface_modelvertex3f_bufferobject; +size_t rsurface_modelvertex3f_bufferoffset; float *rsurface_modelsvector3f; +int rsurface_modelsvector3f_bufferobject; +size_t rsurface_modelsvector3f_bufferoffset; float *rsurface_modeltvector3f; +int rsurface_modeltvector3f_bufferobject; +size_t rsurface_modeltvector3f_bufferoffset; float *rsurface_modelnormal3f; +int rsurface_modelnormal3f_bufferobject; +size_t rsurface_modelnormal3f_bufferoffset; float *rsurface_vertex3f; +int rsurface_vertex3f_bufferobject; +size_t rsurface_vertex3f_bufferoffset; float *rsurface_svector3f; +int rsurface_svector3f_bufferobject; +size_t rsurface_svector3f_bufferoffset; float *rsurface_tvector3f; +int rsurface_tvector3f_bufferobject; +size_t rsurface_tvector3f_bufferoffset; float *rsurface_normal3f; +int rsurface_normal3f_bufferobject; +size_t rsurface_normal3f_bufferoffset; float *rsurface_lightmapcolor4f; +int rsurface_lightmapcolor4f_bufferobject; +size_t rsurface_lightmapcolor4f_bufferoffset; vec3_t rsurface_modelorg; qboolean rsurface_generatedvertex; const entity_render_t *rsurface_entity; const model_t *rsurface_model; texture_t *rsurface_texture; rtexture_t *rsurface_lightmaptexture; +rtexture_t *rsurface_deluxemaptexture; rsurfmode_t rsurface_mode; -texture_t *rsurface_glsl_texture; -qboolean rsurface_glsl_uselightmap; +int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model void RSurf_CleanUp(void) { @@ -2688,22 +3002,56 @@ void RSurf_CleanUp(void) GL_AlphaTest(false); rsurface_mode = RSURFMODE_NONE; rsurface_lightmaptexture = NULL; + rsurface_deluxemaptexture = NULL; rsurface_texture = NULL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; } -void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) +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_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; + rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; + rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; + rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; + rsurface_generatedvertex = false; + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; + rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; + rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; + rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; +} + +void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { RSurf_CleanUp(); - Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg); 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_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated) + if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0)) { if (wanttangents) { @@ -2729,20 +3077,44 @@ void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboole rsurface_modelnormal3f = NULL; Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); } + rsurface_modelvertex3f_bufferobject = 0; + rsurface_modelvertex3f_bufferoffset = 0; + rsurface_modelsvector3f_bufferobject = 0; + rsurface_modelsvector3f_bufferoffset = 0; + rsurface_modeltvector3f_bufferobject = 0; + rsurface_modeltvector3f_bufferoffset = 0; + rsurface_modelnormal3f_bufferobject = 0; + rsurface_modelnormal3f_bufferoffset = 0; rsurface_generatedvertex = true; } else { rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; rsurface_generatedvertex = false; } rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; } void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) @@ -2757,12 +3129,18 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta if (generatenormals && !rsurface_modelnormal3f) { rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0; Mod_BuildNormals(0, rsurface_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_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0; rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0; Mod_BuildTextureVectorsFromNormals(0, rsurface_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); } } @@ -2810,285 +3188,368 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta 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_vertex3f_bufferobject = 0; + rsurface_vertex3f_bufferoffset = 0; rsurface_svector3f = rsurface_array_deformedsvector3f; + rsurface_svector3f_bufferobject = 0; + rsurface_svector3f_bufferoffset = 0; rsurface_tvector3f = rsurface_array_deformedtvector3f; + rsurface_tvector3f_bufferobject = 0; + rsurface_tvector3f_bufferoffset = 0; rsurface_normal3f = rsurface_array_deformednormal3f; + rsurface_normal3f_bufferobject = 0; + rsurface_normal3f_bufferoffset = 0; } else { - rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_normal3f = rsurface_modelnormal3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; + rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; } - R_Mesh_VertexPointer(rsurface_vertex3f); + R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset); } void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) { - int texturesurfaceindex; + int i, j; const msurface_t *surface = texturesurfacelist[0]; - int firstvertex = surface->num_firstvertex; - int endvertex = surface->num_firstvertex + surface->num_vertices; + 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)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; int batchelements[MAXBATCHTRIANGLES*3]; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0;i < texturenumsurfaces;i = j) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces)) + 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)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); continue; } - if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES) - { - R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements); - batchtriangles = 0; - firstvertex = surface->num_firstvertex; - endvertex = surface->num_firstvertex + surface->num_vertices; - } - else + 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++) { - firstvertex = min(firstvertex, surface->num_firstvertex); - endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices); + 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); } - memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); - batchtriangles += surface->num_triangles; + surface2 = texturesurfacelist[j-1]; + numvertices = endvertex - firstvertex; + R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); } - if (batchtriangles) - R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements); } else if (r_batchmode.integer == 1) { - int firsttriangle = 0; - int endtriangle = -1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0;i < texturenumsurfaces;i = j) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->num_firsttriangle != endtriangle) - { - if (endtriangle > firsttriangle) - { - GL_LockArrays(firstvertex, endvertex - firstvertex); - R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle)); - } - firstvertex = surface->num_firstvertex; - endvertex = surface->num_firstvertex + surface->num_vertices; - firsttriangle = surface->num_firsttriangle; - } - else - { - firstvertex = min(firstvertex, surface->num_firstvertex); - endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices); - } - endtriangle = surface->num_firsttriangle + surface->num_triangles; - } - if (endtriangle > firsttriangle) - { - GL_LockArrays(firstvertex, endvertex - firstvertex); - R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle)); + 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), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0;i < texturenumsurfaces;i++) { - surface = texturesurfacelist[texturesurfaceindex]; + 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)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { + int j; int texturesurfaceindex; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (r_showsurfaces.integer == 2) { - 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, 0.2f); - 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)); + 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)), rsurface_model->surfmesh.ebo, (sizeof(int[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), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + } } } -static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; - // TODO: optimize - if (lightmode >= 2) - { - // model lighting - vec3_t ambientcolor; - vec3_t diffusecolor; - vec3_t lightdir; - 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++) + 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) { - 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; - } + f = FogPoint_Model(v); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; } - r = 1; - g = 1; - b = 1; - a = 1; - applycolor = false; - rsurface_lightmapcolor4f = rsurface_array_color4f; } - else + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - r = ambientcolor[0]; - g = ambientcolor[1]; - b = ambientcolor[2]; - rsurface_lightmapcolor4f = NULL; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + { + f = FogPoint_Model(v); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } } } - else if (lightmode >= 1 || !rsurface_lightmaptexture) + rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; +} + +static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a) +{ + int texturesurfaceindex; + int i; + float *c, *c2; + if (!rsurface_lightmapcolor4f) + return; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) + 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) { - // generate color arrays for the surfaces in this list - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; + } + } + rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; +} + +static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + // TODO: optimize + rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + GL_Color(r, g, b, a); + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + // TODO: optimize applyfog && applycolor case + // just apply fog if necessary, and tint the fog color array if necessary + rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + GL_Color(r, g, b, a); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + int texturesurfaceindex; + int i; + float *c; + // TODO: optimize + if (texturesurfacelist[0]->lightmapinfo && 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) { - 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) { - 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) { - 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) { - 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); + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[2] != 255) + if (surface->lightmapinfo->styles[3] != 255) { lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (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; } + else + VectorClear(c); + c[3] = 1; } - rsurface_lightmapcolor4f = rsurface_array_color4f; } - else - rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; + rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } else { - // just lightmap it - rsurface_lightmapcolor4f = NULL; - } - if (applyfog) - { - 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; + rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; + rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f; } - if (applycolor && rsurface_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, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + 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]; - 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) + 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) { - c2[0] = c[0] * r; - c2[1] = c[1] * g; - c2[2] = c[2] * b; - c2[3] = c[3] * a; + 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; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; + } + else + { + r = ambientcolor[0]; + g = ambientcolor[1]; + b = ambientcolor[2]; + rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } - R_Mesh_ColorPointer(rsurface_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, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { + GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + 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_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); @@ -3098,7 +3559,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous - if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) return; if (rsurface_mode != RSURFMODE_SKY) { @@ -3115,6 +3576,9 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // restore entity matrix R_Mesh_Matrix(&rsurface_entity->matrix); } + GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + 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 @@ -3125,7 +3589,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te 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_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); if (skyrendermasked) { @@ -3149,74 +3613,69 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { - int lightmode; - // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh - lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; if (rsurface_mode != RSURFMODE_GLSL) { rsurface_mode = RSURFMODE_GLSL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; R_Mesh_ResetTextureState(); } - if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL)) - { - rsurface_glsl_texture = rsurface_texture; - rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL; - 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); - R_SetupSurfaceShader(vec3_origin, lightmode == 2); - //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false); - //if (r_glsl_deluxemapping.integer) - // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); - R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f); - GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - } + + R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale); if (!r_glsl_permutation) return; - RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + + 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, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_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); + R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface_lightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); - R_Mesh_ColorPointer(NULL); + R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture)); + R_Mesh_ColorPointer(NULL, 0, 0); } 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); + R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f); + } + + if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) + R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture)); } RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + { + } } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) { // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; - int lightmode; qboolean applycolor; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; - CHECKGLERROR - // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh - lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; if (rsurface_mode != RSURFMODE_MULTIPASS) rsurface_mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -3253,23 +3712,29 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t } layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: memset(&m, 0, sizeof(m)); - if (lightmode >= 1 || !rsurface_lightmaptexture) - m.tex[0] = R_GetTexture(r_texture_white); - else - m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_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; + m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog); + if (rsurface_lightmode == 2) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + else if (rsurface_lightmaptexture) + 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)); @@ -3277,8 +3742,10 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + 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)); @@ -3288,10 +3755,12 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; } R_Mesh_TextureState(&m); // generate a color array for the fog pass - R_Mesh_ColorPointer(rsurface_array_color4f); + R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; @@ -3299,7 +3768,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t 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)); + f = 1 - FogPoint_Model(v); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; @@ -3325,14 +3794,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t { // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; - int lightmode; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; - CHECKGLERROR - // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh - lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; if (rsurface_mode != RSURFMODE_MULTIPASS) rsurface_mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -3350,7 +3815,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t } GL_DepthMask(layer->depthmask); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - R_Mesh_ColorPointer(NULL); + R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { @@ -3360,13 +3825,17 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t // two-pass lit texture with 2x rgbscale // first the lightmap pass memset(&m, 0, sizeof(m)); - if (lightmode >= 1 || !rsurface_lightmaptexture) - m.tex[0] = R_GetTexture(r_texture_white); - else - m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false); + if (rsurface_lightmode == 2) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + else if (rsurface_lightmaptexture) + 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); @@ -3374,8 +3843,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); + 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 { @@ -3384,8 +3855,13 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + 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: @@ -3394,18 +3870,22 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + 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); + R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); if (layer->texture) { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); } else @@ -3418,7 +3898,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t 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)); + f = 1 - FogPoint_Model(v); c[0] = layer->color[0]; c[1] = layer->color[1]; c[2] = layer->color[2]; @@ -3447,14 +3927,21 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur r_shadow_rtlight = NULL; r_refdef.stats.entities_surfaces += texturenumsurfaces; CHECKGLERROR - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces 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_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + 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) @@ -3466,95 +3953,298 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_LockArrays(0, 0); } -#define BATCHSIZE 256 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int surfacelistindex; - int batchcount; - texture_t *t; - msurface_t *texturesurfacelist[BATCHSIZE]; + 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->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) - RSurf_ActiveEntity(ent, false, false); + 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_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); - batchcount = 0; - t = NULL; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + 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_lightmaptexture = surface->lightmaptexture; + rsurface_deluxemaptexture = surface->deluxemaptexture; + // scan ahead until we find a different texture + endsurface = min(i + 1024, numsurfaces); + texturenumsurfaces = 0; + texturesurfacelist[texturenumsurfaces++] = surface; + for (;j < endsurface;j++) { - if (batchcount > 0) - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult - R_DrawTextureSurfaceList(batchcount, texturesurfacelist); - batchcount = 0; - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - R_UpdateTextureInfo(ent, t); - rsurface_texture = t->currentframe; + surface = rsurface_model->data_surfaces + surfacelist[j]; + if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + break; + texturesurfacelist[texturenumsurfaces++] = surface; } - - texturesurfacelist[batchcount++] = surface; + // render the range of surfaces + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } - if (batchcount > 0) - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult - R_DrawTextureSurfaceList(batchcount, texturesurfacelist); + RSurf_CleanUp(); } -void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) +void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask) { - int texturesurfaceindex; + int i, j; vec3_t tempcenter, center; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + texture_t *texture; + // break the surface list down into batches by texture and use of lightmapping + for (i = 0;i < numsurfaces;i = j) { - // drawing sky transparently would be too difficult - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) + 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_lightmaptexture = surfacelist[i]->lightmaptexture; + rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture; + if (!(rsurface_texture->currentmaterialflags & flagsmask)) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // 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 & MATERIALFLAGMASK_DEPTHSORTED) + { + // 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_lightmaptexture == surfacelist[j]->lightmaptexture;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_DepthRange(0, 1); + GL_DepthTest(true); + GL_CullFace(GL_NONE); + R_Mesh_Matrix(&identitymatrix); + + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + + 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, 0, 0); +} + +void R_DrawLocs(void) +{ + int index; + cl_locnode_t *loc, *nearestloc; + vec3_t center; + nearestloc = CL_Locs_FindNearest(cl.movement_origin); + for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) + { + VectorLerp(loc->mins, 0.5f, loc->maxs, center); + R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); + } +} + +void R_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, 0, 0); + R_Mesh_ResetTextureState(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthRange(0, 1); + 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_DepthRange(0, 1); + GL_DepthTest(!r_showdisabledepthtest.integer); + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL, 0, 0); + 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) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - 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); + 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 } } } - else - R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); + rsurface_texture = NULL; } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); -void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +void R_DrawWorldSurfaces(qboolean skysurfaces) { - int i, j, f, flagsmask; + int i, j, endj, f, flagsmask; int counttriangles = 0; + msurface_t *surface, **surfacechain; texture_t *t; - model_t *model = ent->model; + model_t *model = r_refdef.worldmodel; 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->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) - RSurf_ActiveEntity(ent, false, false); - else - RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); + RSurf_ActiveWorldEntity(); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { - msurface_t *surface, **surfacechain; for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) @@ -3567,194 +4257,129 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } - R_UpdateAllTextureInfo(ent); + R_UpdateAllTextureInfo(r_refdef.worldentity); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; rsurface_lightmaptexture = NULL; + rsurface_deluxemaptexture = NULL; rsurface_texture = NULL; numsurfacelist = 0; - if (ent == r_refdef.worldentity) + j = model->firstmodelsurface; + endj = j + model->nummodelsurfaces; + while (j < endj) { - msurface_t *surface; - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + // 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++) { - if (!r_viewcache.world_surfacevisible[j]) - continue; - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) - { - if (numsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - rsurface_texture = t->currentframe; - f = rsurface_texture->currentmaterialflags & flagsmask; - } - if (f && surface->num_triangles) + // 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(ent, surface); + R_BuildLightMap(r_refdef.worldentity, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); + 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) { - msurface_t *surface; - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + for (i = 0;i < model->brushq1.light_styles;i++) { - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { - if (numsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - rsurface_texture = t->currentframe; - f = rsurface_texture->currentmaterialflags & flagsmask; + 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; } - if (f && surface->num_triangles) + } + } + + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + rsurface_lightmaptexture = NULL; + rsurface_deluxemaptexture = NULL; + 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) { - // 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_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } + R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); + numsurfacelist = 0; } } } if (numsurfacelist) - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); + R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) - { - int i; - const msurface_t *surface; - q3mbrush_t *brush; - CHECKGLERROR - R_Mesh_Matrix(&ent->matrix); - 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 - } + if (r_showcollisionbrushes.integer && !skysurfaces) + R_DrawCollisionBrushes(ent); if (r_showtris.integer || r_shownormals.integer) - { - int k, l; - msurface_t *surface; - const int *elements; - vec3_t v; - CHECKGLERROR - GL_DepthTest(true); - GL_DepthMask(true); - if (r_showdisabledepthtest.integer) - { - qglDepthFunc(GL_ALWAYS);CHECKGLERROR - } - 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 (r_showtris.integer) - { - 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 (r_shownormals.integer) - { - 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; - if (r_showdisabledepthtest.integer) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } - } + R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); }