X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=b90a76a0d49e71bd94bed0241e3e5f0978719e65;hp=4303a2ace0951bc33f50777e232f8da6326e3734;hb=837989dcaaf9e9382aad695c216bd07c4b8f3c66;hpb=8b6955847ad5e86a626cc3156e50792288369bcd diff --git a/gl_rmain.c b/gl_rmain.c index 4303a2ac..b90a76a0 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -23,59 +23,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "polygon.h" -// used for dlight push checking and other things -int r_framecount; - -mplane_t frustum[5]; - -renderstats_t renderstats; - -// true during envmap command capture -qboolean envmap; - -// maximum visible distance (recalculated from world box each frame) -float r_farclip; -// brightness of world lightmaps and related lighting -// (often reduced when world rtlights are enabled) -float r_lightmapintensity; -// whether to draw world lights realtime, dlights realtime, and their shadows -qboolean r_rtworld; -qboolean r_rtworldshadows; -qboolean r_rtdlight; -qboolean r_rtdlightshadows; - - -// forces all rendering to draw triangle outlines -int r_showtrispass; - -// view origin -vec3_t r_vieworigin; -vec3_t r_viewforward; -vec3_t r_viewleft; -vec3_t r_viewright; -vec3_t r_viewup; -int r_view_x; -int r_view_y; -int r_view_z; -int r_view_width; -int r_view_height; -int r_view_depth; -matrix4x4_t r_view_matrix; +mempool_t *r_main_mempool; +rtexturepool_t *r_main_texturepool; // // screen size info // -refdef_t r_refdef; +r_refdef_t r_refdef; +r_view_t r_view; +r_viewcache_t r_viewcache; +cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; +cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; -cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"}; cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"}; -cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"}; +cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; @@ -83,6 +51,9 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; +cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"}; +cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; +cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -94,15 +65,28 @@ 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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; -cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"}; +cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; +cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; -cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"}; +cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; +cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0", "reduces bloom colors by a certain amount"}; + +cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; +cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; +cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; +cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; @@ -111,10 +95,37 @@ 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_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; + +typedef struct r_glsl_bloomshader_s +{ + int program; + int loc_Texture_Bloom; +} +r_glsl_bloomshader_t; + +static struct r_bloomstate_s +{ + qboolean enabled; + qboolean hdr; + + int bloomwidth, bloomheight; + + int screentexturewidth, screentextureheight; + rtexture_t *texture_screen; + + int bloomtexturewidth, bloomtextureheight; + rtexture_t *texture_bloom; + + r_glsl_bloomshader_t *shader; + + // arrays for rendering the screen passes + float screentexcoord2f[8]; + float bloomtexcoord2f[8]; + float offsettexcoord2f[8]; +} +r_bloomstate; -rtexturepool_t *r_main_texturepool; -rtexture_t *r_bloom_texture_screen; -rtexture_t *r_bloom_texture_bloom; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_black; @@ -122,7 +133,26 @@ rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; -rtexture_t *r_texture_fogintensity; +//rtexture_t *r_texture_fogintensity; + +// information about each possible shader permutation +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; + +// temporary variable used by a macro +int fogtableindex; + +// vertex coordinates for a quad that covers the screen exactly +const static float r_screenvertex3f[12] = +{ + 0, 0, 0, + 1, 0, 0, + 1, 1, 0, + 0, 1, 0 +}; + +extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -151,59 +181,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) } } -vec3_t fogcolor; -vec_t fogdensity; -vec_t fogrange; -vec_t fograngerecip; -int fogtableindex; -vec_t fogtabledistmultiplier; -float fogtable[FOGTABLEWIDTH]; -float fog_density, fog_red, fog_green, fog_blue; -qboolean fogenabled; -qboolean oldgl_fogenable; -void R_UpdateFog(void) -{ - if (gamemode == GAME_NEHAHRA) - { - if (gl_fogenable.integer) - { - oldgl_fogenable = true; - fog_density = gl_fogdensity.value; - fog_red = gl_fogred.value; - fog_green = gl_foggreen.value; - fog_blue = gl_fogblue.value; - } - else if (oldgl_fogenable) - { - oldgl_fogenable = false; - fog_density = 0; - fog_red = 0; - fog_green = 0; - fog_blue = 0; - } - } - if (fog_density) - { - fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); - fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); - fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); - } - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - // this is the point where the fog reaches 0.9986 alpha, which we - // consider a good enough cutoff point for the texture - // (0.9986 * 256 == 255.6) - fogrange = 400 / fog_density; - fograngerecip = 1.0f / fogrange; - fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip; - // fog color was already set - } - else - fogenabled = false; -} - // FIXME: move this to client? void FOG_clear(void) { @@ -215,7 +192,7 @@ void FOG_clear(void) Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } - fog_density = fog_red = fog_green = fog_blue = 0.0f; + r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f; } // FIXME: move this to client? @@ -241,7 +218,7 @@ void FOG_registercvars(void) alpha = exp(r / ((double)x*(double)x)); if (x == FOGTABLEWIDTH - 1) alpha = 1; - fogtable[x] = bound(0, alpha, 1); + r_refdef.fogtable[x] = bound(0, alpha, 1); } } @@ -355,9 +332,9 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][0] = 128.0f + intensity * v[0]; - data[side][y][x][1] = 128.0f + intensity * v[1]; - data[side][y][x][2] = 128.0f + intensity * v[2]; + data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]); + data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); + data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } @@ -371,7 +348,7 @@ static void R_BuildFogTexture(void) double r, alpha; #define FOGWIDTH 64 unsigned char data1[FOGWIDTH][4]; - unsigned char data2[FOGWIDTH][4]; + //unsigned char data2[FOGWIDTH][4]; r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); for (x = 0;x < FOGWIDTH;x++) { @@ -384,20 +361,702 @@ static void R_BuildFogTexture(void) data1[x][1] = 255 - b; data1[x][2] = 255 - b; data1[x][3] = 255; - data2[x][0] = b; - data2[x][1] = b; - data2[x][2] = b; - data2[x][3] = 255; + //data2[x][0] = b; + //data2[x][1] = b; + //data2[x][2] = b; + //data2[x][3] = 255; } r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); - r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); +} + +static const char *builtinshaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"#ifdef __GLSL_CG_DATA_TYPES\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" +"#endif\n" +"\n" +"varying vec2 TexCoord;\n" +"varying vec2 TexCoordLightmap;\n" +"\n" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"varying vec3 EyeVector;\n" +"#ifdef USEFOG\n" +"varying vec3 EyeVectorModelSpace;\n" +"#endif\n" +"\n" +"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" +"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" +"varying vec3 VectorR; // direction of R texcoord (surface normal)\n" +"\n" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"uniform vec3 LightPosition;\n" +"uniform vec3 EyePosition;\n" +"uniform vec3 LightDir;\n" +"\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" +"\n" +"void main(void)\n" +"{\n" +" gl_FrontColor = gl_Color;\n" +" // copy the surface texcoord\n" +" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" +"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" +" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" +"\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifndef USEFOG\n" +" vec3 EyeVectorModelSpace;\n" +"#endif\n" +" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +"\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Color;\n" +"uniform sampler2D Texture_Gloss;\n" +"uniform samplerCube Texture_Cube;\n" +"uniform sampler2D Texture_FogMask;\n" +"uniform sampler2D Texture_Pants;\n" +"uniform sampler2D Texture_Shirt;\n" +"uniform sampler2D Texture_Lightmap;\n" +"uniform sampler2D Texture_Deluxemap;\n" +"uniform sampler2D Texture_Glow;\n" +"\n" +"uniform myhvec3 LightColor;\n" +"uniform myhvec3 AmbientColor;\n" +"uniform myhvec3 DiffuseColor;\n" +"uniform myhvec3 SpecularColor;\n" +"uniform myhvec3 Color_Pants;\n" +"uniform myhvec3 Color_Shirt;\n" +"uniform myhvec3 FogColor;\n" +"\n" +"uniform myhalf GlowScale;\n" +"uniform myhalf SceneBrightness;\n" +"\n" +"uniform float OffsetMapping_Scale;\n" +"uniform float OffsetMapping_Bias;\n" +"uniform float FogRangeRecip;\n" +"\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" +"uniform myhalf SpecularScale;\n" +"uniform myhalf SpecularPower;\n" +"\n" +"void main(void)\n" +"{\n" +" // apply offsetmapping\n" +"#ifdef USEOFFSETMAPPING\n" +" vec2 TexCoordOffset = TexCoord;\n" +"#define TexCoord TexCoordOffset\n" +"\n" +" vec3 eyedir = vec3(normalize(EyeVector));\n" +" float depthbias = 1.0 - eyedir.z; // should this be a -?\n" +" depthbias = 1.0 - depthbias * depthbias;\n" +"\n" +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" // 14 sample relief mapping: linear search and then binary search\n" +" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" +" TexCoord = RT.xy;\n" +"#elif 1\n" +" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //TexCoord += OffsetVector * 3.0;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 0\n" +" // 10 sample offset mapping\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n" +" //TexCoord += OffsetVector * 3.0;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 1\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" // LordHavoc: removed bias and simplified to one line\n" +" // LordHavoc: this is just a single sample offsetmapping...\n" +" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n" +"#else\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" float height = texture2D(Texture_Normal, TexCoord).a;\n" +" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n" +" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n" +"#endif\n" +"#endif\n" +"\n" +" // combine the diffuse textures (base, pants, shirt)\n" +" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" +"#ifdef USECOLORMAPPING\n" +" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // light source\n" +"\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +" // apply light cubemap filter\n" +" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +"#endif\n" +"\n" +" // apply light color\n" +" color.rgb *= LightColor;\n" +"\n" +" // apply attenuation\n" +" //\n" +" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" +" // center and sharp falloff at the edge, this is about the most efficient\n" +" // we can get away with as far as providing illumination.\n" +" //\n" +" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" +" // provide significant illumination, large = slow = pain.\n" +" color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTION)\n" +" // directional model lighting\n" +"\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" +"\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" +" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" +"#else\n" +" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" +"#endif\n" +" // calculate directional shading\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +"\n" +" // apply lightmap color\n" +" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n" +"\n" +"\n" +"#else // MODE none (lightmap)\n" +" // apply lightmap color\n" +" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" +"#endif // MODE\n" +"\n" +" color *= myhvec4(gl_Color);\n" +"\n" +"#ifdef USEGLOW\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n" +" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" +"#endif\n" +"\n" +" color.rgb *= SceneBrightness;\n" +"\n" +" gl_FragColor = vec4(color);\n" +"}\n" +"\n" +"#endif // FRAGMENT_SHADER\n" +; + +// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! +const char *permutationinfo[][2] = +{ + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEFOG\n", " fog"}, + {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEOFFSETMAPPING\n", " offsetmapping"}, + {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, + {NULL, NULL} +}; + +void R_GLSL_CompilePermutation(const char *filename, int permutation) +{ + int i; + qboolean shaderfound; + r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + int vertstrings_count; + int geomstrings_count; + int fragstrings_count; + char *shaderstring; + const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *geomstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; + char permutationname[256]; + if (p->compiled) + return; + p->compiled = true; + p->program = 0; + vertstrings_list[0] = "#define VERTEX_SHADER\n"; + geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; + vertstrings_count = 1; + geomstrings_count = 1; + fragstrings_count = 1; + permutationname[0] = 0; + for (i = 0;permutationinfo[i][0];i++) + { + if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); + if (p->program) + { + CHECKGLERROR + qglUseProgramObjectARB(p->program);CHECKGLERROR + // look up all the uniform variable names we care about, so we don't + // have to look them up every time we set them + p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); + p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); + p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); + p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); + p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); + p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); + p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); + p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); + p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); + p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); + p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); + p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); + p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); + p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); + p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); + p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); + p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); + p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); + p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); + p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); + p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); + // initialize the samplers to refer to the texture units we use + if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); + if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); + if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); + if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); + if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); + if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); + if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); + if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); + if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); + if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); + CHECKGLERROR + qglUseProgramObjectARB(0);CHECKGLERROR + } + else + Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl"); + if (shaderstring) + Mem_Free(shaderstring); +} + +void R_GLSL_Restart_f(void) +{ + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + if (r_glsl_permutations[i].program) + GL_Backend_FreeProgram(r_glsl_permutations[i].program); + memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); +} + +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) +{ + // select a permutation of the lighting shader appropriate to this + // combination of texture, entity, light source, and fogging, only use the + // minimum features necessary to avoid wasting rendering time in the + // fragment shader on features that are not being used + const char *shaderfilename = NULL; + int permutation = 0; + float specularscale = rsurface_texture->specularscale; + r_glsl_permutation = NULL; + // TODO: implement geometry-shader based shadow volumes someday + if (r_shadow_rtlight) + { + // light source + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + specularscale *= r_shadow_rtlight->specularscale; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + permutation |= SHADERPERMUTATION_CUBEFILTER; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface_texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + } + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + // bright unshaded geometry + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (rsurface_texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface_texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + } + else if (modellighting) + { + // directional model lighting + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + if (rsurface_texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface_texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + } + else + { + // lightmapped wall + shaderfilename = "glsl/default.glsl"; + permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + if (r_glsl_deluxemapping.integer >= 1 && rsurface_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 & SHADERPERMUTATION_COUNTMASK].program) + { + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) + { + // remove features until we find a valid permutation + int i; + for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) + { + // reduce i more quickly whenever it would not remove any bits + if (permutation < i) + continue; + permutation &= i; + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation); + if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) + break; + if (!i) + return 0; // utterly failed + } + } + } + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); + if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + { + if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); + } + else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) + { + if (r_glsl_permutation->loc_AmbientColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); + if (r_glsl_permutation->loc_DiffuseColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]); + if (r_glsl_permutation->loc_SpecularColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale); + if (r_glsl_permutation->loc_LightDir >= 0) + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]); + } + else + { + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); + } + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap)); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); + //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); + if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants)); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt)); + //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow)); + if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); + if (r_glsl_permutation->loc_FogColor >= 0) + { + // additive passes are only darkened by fog, not tinted + if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + } + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); + if (r_glsl_permutation->loc_Color_Pants >= 0) + { + if (rsurface_texture->currentskinframe->pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + } + if (r_glsl_permutation->loc_Color_Shirt >= 0) + { + if (rsurface_texture->currentskinframe->shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + } + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); + if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + CHECKGLERROR + return permutation; +} + +void R_SwitchSurfaceShader(int permutation) +{ + if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK)) + { + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program); + CHECKGLERROR + } } void gl_main_start(void) { r_main_texturepool = R_AllocTexturePool(); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) @@ -406,18 +1065,20 @@ void gl_main_start(void) R_BuildNormalizationCube(); } R_BuildFogTexture(); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } void gl_main_shutdown(void) { R_FreeTexturePool(&r_main_texturepool); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + R_GLSL_Restart_f(); } extern void CL_ParseEntityLump(char *entitystring); @@ -426,14 +1087,13 @@ void gl_main_newmap(void) // FIXME: move this code to client int l; char *entities, entname[MAX_QPATH]; - r_framecount = 1; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { - strcpy(entname + l, ".ent"); + memcpy(entname + l, ".ent", 5); if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); @@ -448,10 +1108,13 @@ void gl_main_newmap(void) void GL_Main_Init(void) { -// FIXME: move this to client? - FOG_registercvars(); + 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? + Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); - Cvar_RegisterVariable(&r_showtris_polygonoffset); Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_showlighting); Cvar_RegisterVariable(&r_showshadowvolumes); @@ -459,6 +1122,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); + Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); @@ -466,71 +1130,45 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_shadows); + Cvar_RegisterVariable(&r_shadows_throwdistance); + Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_textureunits); + Cvar_RegisterVariable(&r_glsl); + Cvar_RegisterVariable(&r_glsl_offsetmapping); + Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); + Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); + Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); - Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_colorscale); + Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); - Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_bloom_colorexponent); + Cvar_RegisterVariable(&r_bloom_colorsubtract); + Cvar_RegisterVariable(&r_hdr); + Cvar_RegisterVariable(&r_hdr_scenebrightness); + Cvar_RegisterVariable(&r_hdr_glowintensity); + Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); + Cvar_RegisterVariable(&r_batchmode); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -static vec3_t r_farclip_origin; -static vec3_t r_farclip_direction; -static vec_t r_farclip_directiondist; -static vec_t r_farclip_meshfarclip; -static int r_farclip_directionbit0; -static int r_farclip_directionbit1; -static int r_farclip_directionbit2; - -// enlarge farclip to accomodate box -static void R_FarClip_Box(vec3_t mins, vec3_t maxs) -{ - float d; - d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] - + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] - + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; - if (r_farclip_meshfarclip < d) - r_farclip_meshfarclip = d; -} - -// return farclip value -static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) -{ - int i; - - VectorCopy(origin, r_farclip_origin); - VectorCopy(direction, r_farclip_direction); - r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); - r_farclip_directionbit0 = r_farclip_direction[0] < 0; - r_farclip_directionbit1 = r_farclip_direction[1] < 0; - r_farclip_directionbit2 = r_farclip_direction[2] < 0; - r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; - - if (r_refdef.worldmodel) - R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); - for (i = 0;i < r_refdef.numentities;i++) - R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); - - return r_farclip_meshfarclip - r_farclip_directiondist; -} - extern void R_Textures_Init(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); @@ -543,18 +1181,15 @@ void Render_Init(void) { gl_backend_init(); R_Textures_Init(); - R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); - R_Crosshairs_Init(); + Sbar_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - UI_Init(); - Sbar_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } @@ -573,8 +1208,9 @@ void GL_Init (void) Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) - qglClearColor(0,0,0,1); - qglClear(GL_COLOR_BUFFER_BIT); + CHECKGLERROR + qglClearColor(0,0,0,1);CHECKGLERROR + qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -583,7 +1219,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) mplane_t *p; for (i = 0;i < 4;i++) { - p = frustum + i; + p = r_view.frustum + i; switch(p->signbits) { default: @@ -626,7 +1262,37 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) //================================================================================== -static void R_MarkEntities (void) +static void R_UpdateEntityLighting(entity_render_t *ent) +{ + vec3_t tempdiffusenormal; + + // fetch the lighting from the worldmodel data + VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); + VectorClear(ent->modellight_diffuse); + VectorClear(tempdiffusenormal); + if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) + { + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + } + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); + + // move the light direction into modelspace coordinates for lighting code + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); + VectorNormalize(ent->modellight_lightdir); + + // scale ambient and directional light contributions according to rendering variables + ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; + ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; +} + +static void R_View_UpdateEntityVisible (void) { int i, renderimask; entity_render_t *ent; @@ -634,23 +1300,14 @@ static void R_MarkEntities (void) if (!r_drawentities.integer) return; - r_refdef.worldentity->visframe = r_framecount; - renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); - if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) - { - R_UpdateEntLights(ent); - ent->visframe = r_framecount; - } + 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)); } } else @@ -659,17 +1316,13 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); - if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) - { - R_UpdateEntLights(ent); - ent->visframe = r_framecount; - } + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); } } + + // update entity lighting (even on hidden entities for r_shadows) + for (i = 0;i < r_refdef.numentities;i++) + R_UpdateEntityLighting(r_refdef.entities[i]); } // only used if skyrendermasked, and normally returns false @@ -684,12 +1337,13 @@ int R_DrawBrushModelsSky (void) sky = false; for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) - { - ent->model->DrawSky(ent); - sky = true; - } + if (!ent->model || !ent->model->DrawSky) + continue; + ent->model->DrawSky(ent); + sky = true; } return sky; } @@ -705,347 +1359,624 @@ void R_DrawModels(void) for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount) - { - renderstats.entities++; - if (ent->model && ent->model->Draw != NULL) - ent->model->Draw(ent); - else - R_DrawNoModel(ent); - } + r_refdef.stats.entities++; + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); } } -static void R_SetFrustum(void) +static void R_View_SetFrustum(void) { // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); - VectorNegate(r_viewleft, r_viewright); + Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); + VectorNegate(r_view.left, r_view.right); #if 0 - frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x; - frustum[0].normal[1] = 0 - 0; - frustum[0].normal[2] = -1 - 0; - frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x; - frustum[1].normal[1] = 0 + 0; - frustum[1].normal[2] = -1 + 0; - frustum[2].normal[0] = 0 - 0; - frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y; - frustum[2].normal[2] = -1 - 0; - frustum[3].normal[0] = 0 + 0; - frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y; - frustum[3].normal[2] = -1 + 0; + r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; + r_view.frustum[0].normal[1] = 0 - 0; + r_view.frustum[0].normal[2] = -1 - 0; + r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; + r_view.frustum[1].normal[1] = 0 + 0; + r_view.frustum[1].normal[2] = -1 + 0; + r_view.frustum[2].normal[0] = 0 - 0; + r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; + r_view.frustum[2].normal[2] = -1 - 0; + r_view.frustum[3].normal[0] = 0 + 0; + r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; + r_view.frustum[3].normal[2] = -1 + 0; #endif #if 0 - zNear = 1.0; + zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); - frustum[4].normal[0] = 0 - 0; - frustum[4].normal[1] = 0 - 0; - frustum[4].normal[2] = -1 - -nudge; - frustum[4].dist = 0 - -2 * zNear * nudge; - frustum[5].normal[0] = 0 + 0; - frustum[5].normal[1] = 0 + 0; - frustum[5].normal[2] = -1 + -nudge; - frustum[5].dist = 0 + -2 * zNear * nudge; + r_view.frustum[4].normal[0] = 0 - 0; + r_view.frustum[4].normal[1] = 0 - 0; + r_view.frustum[4].normal[2] = -1 - -nudge; + r_view.frustum[4].dist = 0 - -2 * zNear * nudge; + r_view.frustum[5].normal[0] = 0 + 0; + r_view.frustum[5].normal[1] = 0 + 0; + r_view.frustum[5].normal[2] = -1 + -nudge; + r_view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 - frustum[0].normal[0] = m[3] - m[0]; - frustum[0].normal[1] = m[7] - m[4]; - frustum[0].normal[2] = m[11] - m[8]; - frustum[0].dist = m[15] - m[12]; - - frustum[1].normal[0] = m[3] + m[0]; - frustum[1].normal[1] = m[7] + m[4]; - frustum[1].normal[2] = m[11] + m[8]; - frustum[1].dist = m[15] + m[12]; - - frustum[2].normal[0] = m[3] - m[1]; - frustum[2].normal[1] = m[7] - m[5]; - frustum[2].normal[2] = m[11] - m[9]; - frustum[2].dist = m[15] - m[13]; - - frustum[3].normal[0] = m[3] + m[1]; - frustum[3].normal[1] = m[7] + m[5]; - frustum[3].normal[2] = m[11] + m[9]; - frustum[3].dist = m[15] + m[13]; - - frustum[4].normal[0] = m[3] - m[2]; - frustum[4].normal[1] = m[7] - m[6]; - frustum[4].normal[2] = m[11] - m[10]; - frustum[4].dist = m[15] - m[14]; - - frustum[5].normal[0] = m[3] + m[2]; - frustum[5].normal[1] = m[7] + m[6]; - frustum[5].normal[2] = m[11] + m[10]; - frustum[5].dist = m[15] + m[14]; + r_view.frustum[0].normal[0] = m[3] - m[0]; + r_view.frustum[0].normal[1] = m[7] - m[4]; + r_view.frustum[0].normal[2] = m[11] - m[8]; + r_view.frustum[0].dist = m[15] - m[12]; + + r_view.frustum[1].normal[0] = m[3] + m[0]; + r_view.frustum[1].normal[1] = m[7] + m[4]; + r_view.frustum[1].normal[2] = m[11] + m[8]; + r_view.frustum[1].dist = m[15] + m[12]; + + r_view.frustum[2].normal[0] = m[3] - m[1]; + r_view.frustum[2].normal[1] = m[7] - m[5]; + r_view.frustum[2].normal[2] = m[11] - m[9]; + r_view.frustum[2].dist = m[15] - m[13]; + + r_view.frustum[3].normal[0] = m[3] + m[1]; + r_view.frustum[3].normal[1] = m[7] + m[5]; + r_view.frustum[3].normal[2] = m[11] + m[9]; + r_view.frustum[3].dist = m[15] + m[13]; + + r_view.frustum[4].normal[0] = m[3] - m[2]; + r_view.frustum[4].normal[1] = m[7] - m[6]; + r_view.frustum[4].normal[2] = m[11] - m[10]; + r_view.frustum[4].dist = m[15] - m[14]; + + r_view.frustum[5].normal[0] = m[3] + m[2]; + r_view.frustum[5].normal[1] = m[7] + m[6]; + r_view.frustum[5].normal[2] = m[11] + m[10]; + r_view.frustum[5].dist = m[15] + m[14]; #endif - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal); - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal); - VectorCopy(r_viewforward, frustum[4].normal); - VectorNormalize(frustum[0].normal); - VectorNormalize(frustum[1].normal); - VectorNormalize(frustum[2].normal); - VectorNormalize(frustum[3].normal); - frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); - frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); - frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); - frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); - frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; - PlaneClassify(&frustum[0]); - PlaneClassify(&frustum[1]); - PlaneClassify(&frustum[2]); - PlaneClassify(&frustum[3]); - PlaneClassify(&frustum[4]); + 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); + VectorCopy(r_view.forward, r_view.frustum[4].normal); + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); + r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); + r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); + r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); + r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); + r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + PlaneClassify(&r_view.frustum[0]); + PlaneClassify(&r_view.frustum[1]); + PlaneClassify(&r_view.frustum[2]); + PlaneClassify(&r_view.frustum[3]); + PlaneClassify(&r_view.frustum[4]); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); - //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); + //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); - //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); + //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); - //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); + //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); - //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); + //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_viewforward, frustum[4].normal); - //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; + //VectorCopy(r_view.forward, r_view.frustum[4].normal); + //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } -static void R_BlendView(void) +void R_View_Update(void) { - int screenwidth, screenheight; - qboolean dobloom; - qboolean doblend; - rmeshstate_t m; + R_View_SetFrustum(); + R_View_WorldVisibility(); + R_View_UpdateEntityVisible(); +} + +void R_SetupView(const matrix4x4_t *matrix) +{ + if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); + else + GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - // set the (poorly named) screenwidth and screenheight variables to - // a power of 2 at least as large as the screen, these will define the - // size of the texture to allocate - for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + GL_SetupView_Orientation_FromEntity(matrix); +} - doblend = r_refdef.viewblend[3] >= 0.01f; - dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; +void R_ResetViewRendering2D(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } - if (!dobloom && !doblend) - return; + 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_DepthMask(true); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); + GL_ScissorTest(false); + GL_DepthMask(false); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); - // vertex coordinates for a quad that covers the screen exactly - varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0; - varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; - varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; - varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0; - if (dobloom) - { - int bloomwidth, bloomheight, x, dobloomblend, range; - float xoffset, yoffset, r; - renderstats.bloom++; - // allocate textures as needed - if (!r_bloom_texture_screen) - r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - if (!r_bloom_texture_bloom) - r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - // set bloomwidth and bloomheight to the bloom resolution that will be - // used (often less than the screen resolution for faster rendering) - bloomwidth = min(r_view_width, r_bloom_resolution.integer); - bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); - // set up a texcoord array for the full resolution screen image - // (we have to keep this around to copy back during final render) - varray_texcoord2f[0][0] = 0; - varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight; - varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; - varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight; - varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; - varray_texcoord2f[0][5] = 0; - varray_texcoord2f[0][6] = 0; - varray_texcoord2f[0][7] = 0; - // set up a texcoord array for the reduced resolution bloom image - // (which will be additive blended over the screen image) - varray_texcoord2f[1][0] = 0; - varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight; - varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; - varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight; - varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; - varray_texcoord2f[1][5] = 0; - varray_texcoord2f[1][6] = 0; - varray_texcoord2f[1][7] = 0; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.tex[0] = R_GetTexture(r_bloom_texture_screen); - R_Mesh_State(&m); - // copy view into the full resolution screen image texture - GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); - renderstats.bloom_copypixels += r_view_width * r_view_height; - // now scale it down to the bloom size and raise to a power of itself - // to darken it (this leaves the really bright stuff bright, and - // everything else becomes very dark) - // TODO: optimize with multitexture or GLSL - qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1, 1, 1, 1); + R_Mesh_ResetTextureState(); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces +} + +void R_ResetViewRendering3D(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + + DrawQ_Finish(); + + // GL is weird because it's bottom to top, r_view.y is top to bottom + qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + R_SetupView(&r_view.matrix); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); + GL_ScissorTest(true); + GL_DepthMask(true); + GL_DepthTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces +} + +/* + R_Bloom_SetupShader( +"// bloom shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"#ifdef __GLSL_CG_DATA_TYPES\n" +"#define myhalf half\n" +"#define myhvec2 hvec2\n" +"#define myhvec3 hvec3\n" +"#define myhvec4 hvec4\n" +"#else\n" +"#define myhalf float\n" +"#define myhvec2 vec2\n" +"#define myhvec3 vec3\n" +"#define myhvec4 vec4\n" +"#endif\n" +"\n" +"varying vec2 ScreenTexCoord;\n" +"varying vec2 BloomTexCoord;\n" +"\n" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" +" BloomTexCoord = vec2(gl_MultiTexCoord1);\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +"\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" int x, y; +" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" +" for (x = -BLUR_X;x <= BLUR_X;x++) +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" + +" gl_FragColor = vec4(color);\n" +"}\n" +"\n" +"#endif // FRAGMENT_SHADER\n" +*/ + +void R_RenderScene(void); + +void R_Bloom_StartFrame(void) +{ + int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; + + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); + r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; + r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); + + // calculate desired texture sizes + if (gl_support_arb_texture_non_power_of_two) + { + screentexturewidth = r_view.width; + screentextureheight = r_view.height; + bloomtexturewidth = r_bloomstate.bloomwidth; + bloomtextureheight = r_bloomstate.bloomheight; + } + else + { + for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); + for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); + for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); + for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); + } + + if (r_hdr.integer) + { + screentexturewidth = screentextureheight = 0; + } + else if (r_bloom.integer) + { + } + else + { + screentexturewidth = screentextureheight = 0; + bloomtexturewidth = bloomtextureheight = 0; + } + + if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) + { + // can't use bloom if the parameters are too weird + // can't use bloom if the card does not support the texture size + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + return; + } + + r_bloomstate.enabled = true; + r_bloomstate.hdr = r_hdr.integer != 0; + + // allocate textures as needed + if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) + { + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + r_bloomstate.texture_screen = NULL; + r_bloomstate.screentexturewidth = screentexturewidth; + r_bloomstate.screentextureheight = screentextureheight; + if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) + { + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + r_bloomstate.texture_bloom = NULL; + r_bloomstate.bloomtexturewidth = bloomtexturewidth; + r_bloomstate.bloomtextureheight = bloomtextureheight; + if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + r_bloomstate.screentexcoord2f[0] = 0; + r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[5] = 0; + r_bloomstate.screentexcoord2f[6] = 0; + r_bloomstate.screentexcoord2f[7] = 0; + + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + r_bloomstate.bloomtexcoord2f[0] = 0; + r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[5] = 0; + r_bloomstate.bloomtexcoord2f[6] = 0; + r_bloomstate.bloomtexcoord2f[7] = 0; +} + +void R_Bloom_CopyScreenTexture(float colorscale) +{ + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + + // copy view into the screen texture + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; + + // now scale it down to the bloom texture size + CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(colorscale, colorscale, colorscale, 1); + // TODO: optimize with multitexture or GLSL + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + + // we now have a bloom image in the framebuffer + // copy it into the bloom image texture for later processing + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; +} + +void R_Bloom_CopyHDRTexture(void) +{ + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; +} + +void R_Bloom_MakeTexture(void) +{ + int x, range, dir; + float xoffset, yoffset, r, brighten; + + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f); + R_Mesh_ColorPointer(NULL); + + // we have a bloom image in the framebuffer + CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + + for (x = 1;x < r_bloom_colorexponent.value;) + { + x *= 2; + r = bound(0, r_bloom_colorexponent.value / x, 1); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_Color(r, r, r, 1); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - // render multiple times with a multiply blendfunc to raise to a power - GL_BlendFunc(GL_DST_COLOR, GL_ZERO); - for (x = 1;x < r_bloom_power.integer;x++) - { - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - } - // we now have a darkened bloom image in the framebuffer, copy it into - // the bloom image texture for more processing - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = varray_texcoord2f[2]; - R_Mesh_State(&m); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + + // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - renderstats.bloom_copypixels += bloomwidth * bloomheight; + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } + + range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; + brighten = r_bloom_brighten.value; + if (r_hdr.integer) + brighten *= r_hdr_range.value; + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f); + + for (dir = 0;dir < 2;dir++) + { // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { - xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + if (!dir){xoffset = 0;yoffset = x;} + else {xoffset = x;yoffset = 0;} + xoffset /= (float)r_bloomstate.bloomtexturewidth; + yoffset /= (float)r_bloomstate.bloomtextureheight; // compute a texcoord array with the specified x and y offset - varray_texcoord2f[2][0] = xoffset+0; - varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - varray_texcoord2f[2][5] = yoffset+0; - varray_texcoord2f[2][6] = xoffset+0; - varray_texcoord2f[2][7] = yoffset+0; + r_bloomstate.offsettexcoord2f[0] = xoffset+0; + r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[5] = yoffset+0; + r_bloomstate.offsettexcoord2f[6] = xoffset+0; + r_bloomstate.offsettexcoord2f[7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; + //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1); + //r = (dir ? 1.0f : brighten)/(range*2+1); + r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range)); GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } + // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // blend the vertically blurred image at multiple offsets horizontally - // to finish the blur effect - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } + + // apply subtract last + // (just like it would be in a GLSL shader) + if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract) + { GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; - // compute a texcoord array with the specified x and y offset - varray_texcoord2f[2][0] = xoffset+0; - varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; - varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; - varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; - varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; - varray_texcoord2f[2][5] = yoffset+0; - varray_texcoord2f[2][6] = xoffset+0; - varray_texcoord2f[2][7] = yoffset+0; - // this r value looks like a 'dot' particle, fading sharply to - // black at the edges - // (probably not realistic but looks good enough) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; - GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); - } - // copy the blurred bloom view to a texture + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + GL_Color(1, 1, 1, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + + GL_BlendFunc(GL_ONE, GL_ONE); + qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + qglBlendEquationEXT(GL_FUNC_ADD_EXT); + + // copy the darkened bloom view to a texture + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // go back to full view area - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } +} + +void R_HDR_RenderBloomTexture(void) +{ + int oldwidth, oldheight; + + oldwidth = r_view.width; + oldheight = r_view.height; + r_view.width = r_bloomstate.bloomwidth; + r_view.height = r_bloomstate.bloomheight; + + // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. + // TODO: add exposure compensation features + // TODO: add fp16 framebuffer support + + r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; + if (r_hdr.integer) + r_view.colorscale /= r_hdr_range.value; + R_RenderScene(); + + R_ResetViewRendering2D(); + + R_Bloom_CopyHDRTexture(); + R_Bloom_MakeTexture(); + + R_ResetViewRendering3D(); + + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("clear"); + + + // restore the view settings + r_view.width = oldwidth; + r_view.height = oldheight; +} + +static void R_BlendView(void) +{ + if (r_bloomstate.enabled && r_bloomstate.hdr) + { + // render high dynamic range bloom effect + // the bloom texture was made earlier this render, so we just need to + // blend it onto the screen... + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f); + R_Mesh_ColorPointer(NULL); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ONE); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + } + else if (r_bloomstate.enabled) + { + // render simple bloom effect + // copy the screen and shrink it and darken it for the bloom process + R_Bloom_CopyScreenTexture(r_bloom_colorscale.value); + // make the bloom texture + R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_screen); - m.pointer_texcoord[0] = varray_texcoord2f[0]; -#if 0 - dobloomblend = false; -#else + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f); + R_Mesh_ColorPointer(NULL); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f); if (r_textureunits.integer >= 2 && gl_combine.integer) { - dobloomblend = false; - m.texcombinergb[1] = GL_ADD; - m.tex[1] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[1] = varray_texcoord2f[1]; + R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1); + R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); + R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f); } else - dobloomblend = true; -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; - // now blend on the bloom texture if multipass - if (dobloomblend) { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = varray_texcoord2f[1]; - R_Mesh_State(&m); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + // now blend on the bloom texture + GL_BlendFunc(GL_ONE, GL_ONE); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f); } + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } - if (doblend) + if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { // apply a color tint to the whole view - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f); + R_Mesh_ColorPointer(NULL); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 2, polygonelements); @@ -1056,6 +1987,74 @@ void R_RenderScene(void); matrix4x4_t r_waterscrollmatrix; +void R_UpdateVariables(void) +{ + R_Textures_Frame(); + + r_refdef.farclip = 4096; + if (r_refdef.worldmodel) + r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); + + r_refdef.polygonfactor = 0; + r_refdef.polygonoffset = 0; + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value; + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value; + + r_refdef.rtworld = r_shadow_realtime_world.integer; + r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; + r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; + r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; + r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + if (r_showsurfaces.integer) + { + r_refdef.rtworld = false; + r_refdef.rtworldshadows = false; + r_refdef.rtdlight = false; + r_refdef.rtdlightshadows = false; + r_refdef.lightmapintensity = 0; + } + + if (gamemode == GAME_NEHAHRA) + { + if (gl_fogenable.integer) + { + r_refdef.oldgl_fogenable = true; + r_refdef.fog_density = gl_fogdensity.value; + r_refdef.fog_red = gl_fogred.value; + r_refdef.fog_green = gl_foggreen.value; + r_refdef.fog_blue = gl_fogblue.value; + } + else if (r_refdef.oldgl_fogenable) + { + r_refdef.oldgl_fogenable = false; + r_refdef.fog_density = 0; + r_refdef.fog_red = 0; + r_refdef.fog_green = 0; + r_refdef.fog_blue = 0; + } + } + if (r_refdef.fog_density) + { + r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f); + r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f); + r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f); + } + if (r_refdef.fog_density) + { + r_refdef.fogenabled = true; + // this is the point where the fog reaches 0.9986 alpha, which we + // consider a good enough cutoff point for the texture + // (0.9986 * 256 == 255.6) + r_refdef.fogrange = 400 / r_refdef.fog_density; + r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; + r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip; + // fog color was already set + } + else + r_refdef.fogenabled = false; +} + /* ================ R_RenderView @@ -1066,91 +2065,30 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - - // 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); - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - GL_ScissorTest(true); - GL_DepthMask(true); - R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); + R_Shadow_UpdateWorldLightSelection(); + + CHECKGLERROR if (r_timereport_active) R_TimeReport("setup"); - qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL); - - R_RenderScene(); - - qglPolygonOffset(0, 0); - qglDisable(GL_POLYGON_OFFSET_FILL); - - R_BlendView(); + R_View_Update(); if (r_timereport_active) - R_TimeReport("blendview"); - - GL_Scissor(0, 0, vid.width, vid.height); - GL_ScissorTest(false); -} + R_TimeReport("visibility"); -//[515]: csqc -void CSQC_R_ClearScreen (void) -{ - if (!r_refdef.entities/* || !r_refdef.worldmodel*/) - return; //Host_Error ("R_RenderView: NULL worldmodel"); + R_ResetViewRendering3D(); - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - - // 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); - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - GL_ScissorTest(true); - GL_DepthMask(true); R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); if (r_timereport_active) - R_TimeReport("setup"); -} + R_TimeReport("clear"); -//[515]: csqc -void CSQC_R_RenderScene (void) -{ - qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL); + R_Bloom_StartFrame(); - R_RenderScene(); + // this produces a bloom texture to be used in R_BlendView() later + if (r_hdr.integer) + R_HDR_RenderBloomTexture(); - qglPolygonOffset(0, 0); - qglDisable(GL_POLYGON_OFFSET_FILL); + r_view.colorscale = r_hdr_scenebrightness.value; + R_RenderScene(); R_BlendView(); if (r_timereport_active) @@ -1158,167 +2096,134 @@ void CSQC_R_RenderScene (void) GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); + CHECKGLERROR } extern void R_DrawLightningBeams (void); extern void VM_AddPolygonsToMeshQueue (void); +extern void R_DrawPortals (void); void R_RenderScene(void) { // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - r_framecount++; + R_ResetViewRendering3D(); R_MeshQueue_BeginScene(); - R_SetFrustum(); - - r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; - if (r_rtworldshadows || r_rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f); - else - GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip); - - GL_SetupView_Orientation_FromEntity(&r_view_matrix); - - 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); - R_SkyStartFrame(); - R_WorldVisibility(); - if (r_timereport_active) - R_TimeReport("worldvis"); - - R_MarkEntities(); - if (r_timereport_active) - R_TimeReport("markentity"); - - R_Shadow_UpdateWorldLightSelection(); + 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); - for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) + if (cl.csqc_vidvars.drawworld) { - if (r_showtrispass) - { - rmeshstate_t m; - r_showtrispass = 0; - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_DepthMask(GL_FALSE); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - //qglEnable(GL_LINE_SMOOTH); - qglEnable(GL_POLYGON_OFFSET_LINE); - qglPolygonOffset(0, r_showtris_polygonoffset.value); - r_showtrispass = 1; - } + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (cl.csqc_vidvars.drawworld) + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); - - if (r_showtrispass) - GL_ShowTrisColor(0.025, 0.025, 0, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) - { - r_refdef.worldmodel->DrawSky(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("worldsky"); - } + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worldsky"); + } - if (R_DrawBrushModelsSky() && r_timereport_active) - R_TimeReport("bmodelsky"); + if (R_DrawBrushModelsSky() && r_timereport_active) + R_TimeReport("bmodelsky"); - if (r_showtrispass) - GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) - { - r_refdef.worldmodel->Draw(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("world"); - } + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("world"); } + } - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_showtrispass) - GL_ShowTrisColor(0, 0.015, 0, 1); + R_DrawModels(); + if (r_timereport_active) + R_TimeReport("models"); - R_DrawModels(); - if (r_timereport_active) - R_TimeReport("models"); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); + if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) + { + R_DrawModelShadows(); - if (r_showtrispass) - GL_ShowTrisColor(0, 0, 0.033, 1); - R_ShadowVolumeLighting(false); - if (r_timereport_active) - R_TimeReport("rtlights"); + R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); + } - if (r_showtrispass) - GL_ShowTrisColor(0.1, 0, 0, 1); - - if (cl.csqc_vidvars.drawworld) - { - R_DrawLightningBeams(); - if (r_timereport_active) - R_TimeReport("lightning"); + R_ShadowVolumeLighting(false); + if (r_timereport_active) + R_TimeReport("rtlights"); - R_DrawParticles(); - if (r_timereport_active) - R_TimeReport("particles"); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - R_DrawExplosions(); - if (r_timereport_active) - R_TimeReport("explosions"); - } + if (cl.csqc_vidvars.drawworld) + { + R_DrawLightningBeams(); + if (r_timereport_active) + R_TimeReport("lightning"); - R_MeshQueue_RenderTransparent(); + R_DrawParticles(); if (r_timereport_active) - R_TimeReport("drawtrans"); + R_TimeReport("particles"); - if (cl.csqc_vidvars.drawworld) - { - R_DrawCoronas(); - if (r_timereport_active) - R_TimeReport("coronas"); - } - if(cl.csqc_vidvars.drawcrosshair) - { - R_DrawWorldCrosshair(); - if (r_timereport_active) - R_TimeReport("crosshair"); - } + R_DrawExplosions(); + if (r_timereport_active) + R_TimeReport("explosions"); + } - VM_AddPolygonsToMeshQueue(); + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + VM_AddPolygonsToMeshQueue(); - R_MeshQueue_Render(); + if (r_drawportals.integer) + { + R_DrawPortals(); + if (r_timereport_active) + R_TimeReport("portals"); + } - if (r_showtrispass) - { - //qglDisable(GL_LINE_SMOOTH); - qglDisable(GL_POLYGON_OFFSET_LINE); - } + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR } + R_MeshQueue_RenderTransparent(); + if (r_timereport_active) + R_TimeReport("drawtrans"); - r_showtrispass = 0; + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } - R_MeshQueue_EndScene(); + if (cl.csqc_vidvars.drawworld) + { + R_DrawCoronas(); + if (r_timereport_active) + R_TimeReport("coronas"); + } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); + + R_ResetViewRendering2D(); } /* @@ -1326,7 +2231,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; - rmeshstate_t m; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); @@ -1341,21 +2245,20 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color, 8, cr, cg, cb, ca); - if (fogenabled) + if (r_refdef.fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); + f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin)); f1 = 1 - f2; - c[0] = c[0] * f1 + fogcolor[0] * f2; - c[1] = c[1] * f1 + fogcolor[1] * f2; - c[2] = c[2] * f1 + fogcolor[2] * f2; + c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; + c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; + c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_color = color; - R_Mesh_State(&m); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(color); + R_Mesh_ResetTextureState(); R_Mesh_Draw(8, 12); } */ @@ -1392,17 +2295,15 @@ float nomodelcolor4f[6*4] = 0.5f, 0.0f, 0.0f, 1.0f }; -void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float f1, f2, *c; float color4f[6*4]; - rmeshstate_t m; + // this is only called once per entity so numsurfaces is always 1, and + // surfacelist is always {0}, so this code does not handle batches R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = nomodelvertex3f; - if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); @@ -1419,37 +2320,43 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - if (fogenabled) + GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + R_Mesh_VertexPointer(nomodelvertex3f); + if (r_refdef.fogenabled) { + vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - m.pointer_color = color4f; - f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); + R_Mesh_ColorPointer(color4f); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2); - c[1] = (c[1] * f1 + fogcolor[1] * f2); - c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); + c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); + c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - m.pointer_color = color4f; + R_Mesh_ColorPointer(color4f); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else - m.pointer_color = nomodelcolor4f; - R_Mesh_State(&m); + R_Mesh_ColorPointer(nomodelcolor4f); + R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -1461,12 +2368,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorSubtract (org2, org1, normal); // calculate 'right' vector for start - VectorSubtract (r_vieworigin, org1, diff); + VectorSubtract (r_view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_vieworigin, org2, diff); + VectorSubtract (r_view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); @@ -1489,10 +2396,10 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { float fog = 0.0f, ifog; - rmeshstate_t m; + float vertex3f[12]; - if (fogenabled) - fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); + if (r_refdef.fogenabled) + fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin)); ifog = 1 - fog; R_Mesh_Matrix(&identitymatrix); @@ -1500,40 +2407,43 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ GL_DepthMask(false); GL_DepthTest(!depthdisable); - varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; - varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; - varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; - varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; - varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; - varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; - varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; - varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; - varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; - varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; - varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; - varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; - - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture); - m.pointer_texcoord[0] = spritetexcoord2f; - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); + vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; + vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; + vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; + vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; + vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; + vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; + vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; + vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; + vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; + vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; + vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; + vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; + + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + R_Mesh_TexBind(0, R_GetTexture(texture)); + R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); + // FIXME: fixed function path can't properly handle r_view.colorscale > 1 + GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); - GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca); + GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements); } } -int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; + float v[3]; + VectorSet(v, x, y, z); for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; @@ -1554,12 +2464,33 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) { int i; int *e, element[3]; - element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; - element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { - element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} + +void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3d += 3) + { + element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; @@ -1571,32 +2502,64 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) } } +#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0) void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; - float temppoints[2][256*3]; + double maxdist; + double temppoints[2][256*3]; + // figure out how large a bounding box we need to properly compute this brush + maxdist = 0; + for (w = 0;w < numplanes;w++) + maxdist = max(maxdist, planes[w].dist); + // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 + maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; - PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; - PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL); + PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon - R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]); } } +static void R_DrawCollisionBrush(const colbrushf_t *brush) +{ + int i; + R_Mesh_VertexPointer(brush->points->v); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) +{ + int i; + if (!surface->num_collisiontriangles) + return; + R_Mesh_VertexPointer(surface->data_collisionvertex3f); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + GL_LockArrays(0, 0); +} + static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a) { texturelayer_t *layer; @@ -1607,20 +2570,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; - layer->color[0] = r; - layer->color[1] = g; - layer->color[2] = b; + layer->color[0] = r * r_view.colorscale; + layer->color[1] = g * r_view.colorscale; + layer->color[2] = b * r_view.colorscale; layer->color[3] = a; } void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { + model_t *model = ent->model; + // FIXME: identify models using a better check than ent->model->brush.shadowmesh //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + // 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; @@ -1634,108 +2599,131 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (s > 0) t = t + s * model->num_surfaces; if (t->animated) - t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + { + // use an alternate animation if the entity's frame is not 0, + // and only if the texture has an alternate animation + if (ent->frame != 0 && t->anim_total[1]) + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0]; + else + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0]; + } texture->currentframe = t; } + // pick a new currentskinframe if the material is animated + if (t->numskinframes >= 2) + t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes); + 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_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; else t->currenttexmatrix = identitymatrix; + + 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->specularpower = r_shadow_glossexponent.value; + t->specularscale = 0; + if (r_shadow_gloss.integer > 0) + { + if (t->currentskinframe->gloss) + { + if (r_shadow_glossintensity.value > 0) + { + t->glosstexture = t->currentskinframe->gloss; + t->specularscale = r_shadow_glossintensity.value; + } + } + else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) + t->specularscale = r_shadow_gloss2intensity.value; + } + t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) { if (gl_lightmaps.integer) - R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1); - else if (t->currentmaterialflags & MATERIALFLAG_SKY) - { - // transparent sky would be ridiculous - if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1); - } - else + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1); + else if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) { int blendfunc1, blendfunc2, depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE; - depthmask = false; } else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - depthmask = false; + } + else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) + { + blendfunc1 = t->customblendfunc[0]; + blendfunc2 = t->customblendfunc[1]; } else { blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; - depthmask = true; } + depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { rtexture_t *currentbasetexture; int layerflags = 0; - if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; - currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base; + currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - // fullbright is not affected by r_lightmapintensity + // fullbright is not affected by r_refdef.lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); - if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); - if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); + if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); } else { float colorscale; colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be + // would normally be baked into the lightmap must be // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); - colorscale *= r_lightmapintensity; - if (r_textureunits.integer >= 2 && gl_combine.integer) - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); - else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0) - R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha); - else - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); + colorscale *= r_refdef.lightmapintensity; + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); - if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) + if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } - if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } } - if (t->skin.glow != NULL) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha); - if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) + if (t->currentskinframe->glow != NULL) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha); + if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier // passes cheaply. @@ -1748,7 +2736,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha); } } } @@ -1763,559 +2751,908 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } +int rsurface_array_size = 0; +float *rsurface_array_modelvertex3f = NULL; +float *rsurface_array_modelsvector3f = NULL; +float *rsurface_array_modeltvector3f = NULL; +float *rsurface_array_modelnormal3f = NULL; +float *rsurface_array_deformedvertex3f = NULL; +float *rsurface_array_deformedsvector3f = NULL; +float *rsurface_array_deformedtvector3f = NULL; +float *rsurface_array_deformednormal3f = NULL; +float *rsurface_array_color4f = NULL; +float *rsurface_array_texcoord3f = NULL; + +void R_Mesh_ResizeArrays(int newvertices) +{ + float *base; + if (rsurface_array_size >= newvertices) + return; + if (rsurface_array_modelvertex3f) + Mem_Free(rsurface_array_modelvertex3f); + rsurface_array_size = (newvertices + 1023) & ~1023; + base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); + rsurface_array_modelvertex3f = base + rsurface_array_size * 0; + rsurface_array_modelsvector3f = base + rsurface_array_size * 3; + rsurface_array_modeltvector3f = base + rsurface_array_size * 6; + rsurface_array_modelnormal3f = base + rsurface_array_size * 9; + rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; + rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; + rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; + rsurface_array_deformednormal3f = base + rsurface_array_size * 21; + rsurface_array_texcoord3f = base + rsurface_array_size * 24; + rsurface_array_color4f = base + rsurface_array_size * 27; +} + +float *rsurface_modelvertex3f; +float *rsurface_modelsvector3f; +float *rsurface_modeltvector3f; +float *rsurface_modelnormal3f; float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; +vec3_t rsurface_modelorg; +qboolean rsurface_generatedvertex; +const entity_render_t *rsurface_entity; +const model_t *rsurface_model; +texture_t *rsurface_texture; +rtexture_t *rsurface_lightmaptexture; +rsurfmode_t rsurface_mode; +texture_t *rsurface_glsl_texture; +qboolean rsurface_glsl_uselightmap; + +void RSurf_CleanUp(void) +{ + CHECKGLERROR + if (rsurface_mode == RSURFMODE_GLSL) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + GL_AlphaTest(false); + rsurface_mode = RSURFMODE_NONE; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; + rsurface_glsl_texture = NULL; + rsurface_glsl_uselightmap = false; +} -void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents) +void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { - if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + 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) { - rsurface_vertex3f = varray_vertex3f; - Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); - if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))) + if (wanttangents) + { + rsurface_modelvertex3f = rsurface_array_modelvertex3f; + rsurface_modelsvector3f = rsurface_array_modelsvector3f; + rsurface_modeltvector3f = rsurface_array_modeltvector3f; + rsurface_modelnormal3f = rsurface_array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f); + } + else if (wantnormals) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + rsurface_modelvertex3f = rsurface_array_modelvertex3f; + rsurface_modelsvector3f = NULL; + rsurface_modeltvector3f = NULL; + rsurface_modelnormal3f = rsurface_array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL); } else { - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - if (generatenormals) - { - rsurface_normal3f = varray_normal3f; - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); - } - else - rsurface_normal3f = NULL; + rsurface_modelvertex3f = rsurface_array_modelvertex3f; + rsurface_modelsvector3f = NULL; + rsurface_modeltvector3f = NULL; + rsurface_modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); } + rsurface_generatedvertex = true; } else { - rsurface_vertex3f = surface->groupmesh->data_vertex3f; - rsurface_svector3f = surface->groupmesh->data_svector3f; - rsurface_tvector3f = surface->groupmesh->data_tvector3f; - rsurface_normal3f = surface->groupmesh->data_normal3f; + rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_generatedvertex = false; } - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - int i, j; - float center[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); - Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = modelorg[0] - center[0]; - forward[1] = modelorg[1] - center[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - VectorSet(up, 0, 0, 1); - } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); - } - rsurface_vertex3f = varray_vertex3f; - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); - } - R_Mesh_VertexPointer(rsurface_vertex3f); + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_svector3f = rsurface_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_normal3f = rsurface_modelnormal3f; } -static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { + // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself + if (rsurface_generatedvertex) + { + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + generatetangents = true; + if (generatetangents) + generatenormals = true; + if (generatenormals && !rsurface_modelnormal3f) + { + rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; + Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); + } + if (generatetangents && !rsurface_modelsvector3f) + { + rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; + Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); + } + } + // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model) + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + int texturesurfaceindex; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up); + // make deformed versions of only the model vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + int i, j; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + forward[0] = rsurface_modelorg[0] - center[0]; + forward[1] = rsurface_modelorg[1] - center[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + VectorSet(up, 0, 0, 1); + } + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + } + rsurface_vertex3f = rsurface_array_deformedvertex3f; + rsurface_svector3f = rsurface_array_deformedsvector3f; + rsurface_tvector3f = rsurface_array_deformedtvector3f; + rsurface_normal3f = rsurface_array_deformednormal3f; + } + else + { + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_svector3f = rsurface_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_normal3f = rsurface_modelnormal3f; + } + R_Mesh_VertexPointer(rsurface_vertex3f); +} + +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + const msurface_t *surface = texturesurfacelist[0]; + int firstvertex = surface->num_firstvertex; + int endvertex = surface->num_firstvertex + surface->num_vertices; + if (texturenumsurfaces == 1) + { + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + } + else if (r_batchmode.integer == 2) + { + #define MAXBATCHTRIANGLES 4096 + int batchtriangles = 0; + int batchelements[MAXBATCHTRIANGLES*3]; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces)) + { + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 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 + { + firstvertex = min(firstvertex, surface->num_firstvertex); + endvertex = max(endvertex, surface->num_firstvertex + surface->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; + } + 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++) + { + 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)); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + } + } +} + +static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + 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, 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)); + } +} + +static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +{ + int texturesurfaceindex; int i; float f; float *v, *c, *c2; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode == 2, false); + // TODO: optimize if (lightmode >= 2) { // model lighting - vec4_t ambientcolor4f; + vec3_t ambientcolor; vec3_t diffusecolor; - vec3_t diffusenormal; - if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false)) + 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) { - rsurface_lightmapcolor4f = varray_color4f; - R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + int numverts = surface->num_vertices; + v = rsurface_vertex3f + 3 * surface->num_firstvertex; + c2 = rsurface_normal3f + 3 * surface->num_firstvertex; + c = rsurface_array_color4f + 4 * surface->num_firstvertex; + // q3-style directional shading + for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4) + { + if ((f = DotProduct(c2, lightdir)) > 0) + VectorMA(ambientcolor, f, diffusecolor, c); + else + VectorCopy(ambientcolor, c); + c[3] = a; + } + } r = 1; g = 1; b = 1; a = 1; applycolor = false; + rsurface_lightmapcolor4f = rsurface_array_color4f; } else { - r = ambientcolor4f[0]; - g = ambientcolor4f[1]; - b = ambientcolor4f[2]; - a = ambientcolor4f[3]; + r = ambientcolor[0]; + g = ambientcolor[1]; + b = ambientcolor[2]; rsurface_lightmapcolor4f = NULL; } } - else if (lightmode >= 1) + else if (lightmode >= 1 || !rsurface_lightmaptexture) { - if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) + if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) { - for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - if (surface->lightmapinfo->samples) + 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 unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->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) + if (surface->lightmapinfo->samples) { - 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) + 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[2]] * (1.0f / 32768.0f); + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[3] != 255) + if (surface->lightmapinfo->styles[2] != 255) { lm += size3; - scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (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[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); } - rsurface_lightmapcolor4f = varray_color4f; + rsurface_lightmapcolor4f = rsurface_array_color4f; } else - rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; } else + { + // just lightmap it rsurface_lightmapcolor4f = NULL; + } if (applyfog) { if (rsurface_lightmapcolor4f) { - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); - c2[0] = c[0] * f; - c2[1] = c[1] * f; - c2[2] = c[2] * f; - c2[3] = c[3]; + 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 (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; + 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 = varray_color4f; + rsurface_lightmapcolor4f = rsurface_array_color4f; } if (applycolor && rsurface_lightmapcolor4f) { - for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + 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; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + { + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; + } } - rsurface_lightmapcolor4f = varray_color4f; + rsurface_lightmapcolor4f = rsurface_array_color4f; } R_Mesh_ColorPointer(rsurface_lightmapcolor4f); GL_Color(r, g, b, a); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void RSurf_Draw(const msurface_t *surface) +static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); + if (rsurface_mode != RSURFMODE_SHOWSURFACES) + { + rsurface_mode = RSURFMODE_SHOWSURFACES; + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); +} + +static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // transparent sky would be ridiculous + if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + return; + if (rsurface_mode != RSURFMODE_SKY) + { + if (rsurface_mode == RSURFMODE_GLSL) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + rsurface_mode = RSURFMODE_SKY; + } + if (skyrendernow) + { + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&rsurface_entity->matrix); + } + GL_DepthMask(true); + // LordHavoc: HalfLife maps have freaky skypolys so don't use + // skymasking on them, and Quake3 never did sky masking (unlike + // software Quake and software Quake2), so disable the sky masking + // in Quake3 maps as it causes problems with q3map2 sky tricks, + // and skymasking also looks very bad when noclipping outside the + // level, so don't use it then either. + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) + { + GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw + // anything despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + if (skyrendermasked) + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + } +} + +static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + 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); + } + 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_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(NULL); + } + else if (rsurface_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); + } + 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); + } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) { + // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; int lightmode; - const msurface_t *surface; qboolean applycolor; qboolean applyfog; rmeshstate_t m; - if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) - return; - renderstats.entities_surfaces += texturenumsurfaces; - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) - qglDisable(GL_CULL_FACE); - if (texture->currentnumlayers) - { - int layerindex; - texturelayer_t *layer; - for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) - { - vec4_t layercolor; - int layertexrgbscale; - GL_DepthMask(layer->depthmask); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) - { - layertexrgbscale = 4; - VectorScale(layer->color, 0.25f, layercolor); - } - else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + 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); + for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + { + vec4_t layercolor; + int layertexrgbscale; + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + if (layerindex == 0) + GL_AlphaTest(true); + else { - layertexrgbscale = 2; - VectorScale(layer->color, 0.5f, layercolor); + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL);CHECKGLERROR } + } + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) + { + layertexrgbscale = 4; + VectorScale(layer->color, 0.25f, layercolor); + } + else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + { + layertexrgbscale = 2; + VectorScale(layer->color, 0.5f, layercolor); + } + else + { + layertexrgbscale = 1; + VectorScale(layer->color, 1.0f, layercolor); + } + layercolor[3] = layer->color[3]; + applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; + R_Mesh_ColorPointer(NULL); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + memset(&m, 0, sizeof(m)); + if (lightmode >= 1 || !rsurface_lightmaptexture) + m.tex[0] = R_GetTexture(r_texture_white); else + m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.tex[1] = R_GetTexture(layer->texture); + m.texmatrix[1] = layer->texmatrix; + m.texrgbscale[1] = layertexrgbscale; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog); + break; + case TEXTURELAYERTYPE_TEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.texrgbscale[0] = layertexrgbscale; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + break; + case TEXTURELAYERTYPE_FOG: + memset(&m, 0, sizeof(m)); + m.texrgbscale[0] = layertexrgbscale; + if (layer->texture) { - layertexrgbscale = 1; - VectorScale(layer->color, 1.0f, layercolor); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; } - layercolor[3] = layer->color[3]; - GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); - applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; - applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; - switch (layer->type) + R_Mesh_TextureState(&m); + // generate a color array for the fog pass + R_Mesh_ColorPointer(rsurface_array_color4f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - case TEXTURELAYERTYPE_SKY: - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - { - R_Sky(); - // restore entity matrix and GL_Color - R_Mesh_Matrix(&ent->matrix); - GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); - } - } - // LordHavoc: HalfLife maps have freaky skypolys... - //if (!ent->model->brush.ishlbsp) + int i; + float f, *v, *c; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); - RSurf_Draw(surface); - } - if (skyrendermasked) - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - break; - case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(layer->texture); - m.texmatrix[1] = layer->texmatrix; - m.texrgbscale[1] = layertexrgbscale; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); - } - } + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + c[0] = layercolor[0]; + c[1] = layercolor[1]; + c[2] = layercolor[2]; + c[3] = f * layercolor[3]; } - break; - case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: + } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); + } + GL_LockArrays(0, 0); + } + CHECKGLERROR + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_AlphaTest(false); + } +} + +static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // OpenGL 1.1 - crusty old voodoo path + int texturesurfaceindex; + 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); + for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + if (layerindex == 0) + GL_AlphaTest(true); + else + { + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + } + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + R_Mesh_ColorPointer(NULL); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) + { + // two-pass lit texture with 2x rgbscale + // first the lightmap pass memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_color = varray_color4f; - m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false); - } - } + if (lightmode >= 1 || !rsurface_lightmaptexture) + m.tex[0] = R_GetTexture(r_texture_white); else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false); - } - } - } + m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false); + GL_LockArrays(0, 0); + // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_color = varray_color4f; - m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - break; - case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); - } - } - break; - case TEXTURELAYERTYPE_TEXTURE: + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_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); + } + else + { + // single pass vertex-lighting-only texture with 1x rgbscale and transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_color = varray_color4f; - m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - break; - case TEXTURELAYERTYPE_FOG: - memset(&m, 0, sizeof(m)); - if (layer->texture) - { - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - } - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - int i; - float f, *v, *c; - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); - if (layer->texture) - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); - c[0] = layercolor[0]; - c[1] = layercolor[1]; - c[2] = layercolor[2]; - c[3] = f * layercolor[3]; - } - RSurf_Draw(surface); - } - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_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 trying to do overbright on first pass of an opaque surface - // when combine is not supported, brighten as a post process - if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) + break; + case TEXTURELAYERTYPE_TEXTURE: + // singletexture unlit texture with transparency support + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_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); + break; + case TEXTURELAYERTYPE_FOG: + // singletexture fogging + R_Mesh_ColorPointer(rsurface_array_color4f); + if (layer->texture) { - int scale; - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); - for (scale = 1;scale < layertexrgbscale;scale <<= 1) - RSurf_Draw(surface); - } + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); } - } - if (r_shownormals.integer && !r_showtrispass) - { - int j, k; - float v[3]; - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_DepthMask(texture->currentlayers->depthmask); - GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + else + R_Mesh_ResetTextureState(); + // generate a color array for the fog pass for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); - GL_Color(1, 0, 0, 1); - qglBegin(GL_LINES); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) - { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_svector3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - GL_Color(0, 0, 1, 1); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) - { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_tvector3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - GL_Color(0, 1, 0, 1); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) + int i; + float f, *v, *c; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_normal3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + c[0] = layer->color[0]; + c[1] = layer->color[1]; + c[2] = layer->color[2]; + c[3] = f * layer->color[3]; } - qglEnd(); } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } + GL_LockArrays(0, 0); + } + CHECKGLERROR + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_AlphaTest(false); } - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) - qglEnable(GL_CULL_FACE); } -static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { - const msurface_t *surface = ent->model->data_surfaces + surfacenumber; - vec3_t modelorg; - texture_t *texture; + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + 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) + { + if (r_glsl.integer && gl_support_fragment_shader) + R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); + else if (gl_combine.integer && r_textureunits.integer >= 2) + R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); + else + R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); + } + CHECKGLERROR + GL_LockArrays(0, 0); +} + +#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]; + // 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); + batchcount = 0; + t = NULL; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture; - if (texture->basematerialflags & MATERIALFLAG_SKY) - return; // transparent sky is too difficult - R_UpdateTextureInfo(ent, texture); + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + { + 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; + } - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); + texturesurfacelist[batchcount++] = surface; + } + if (batchcount > 0) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult + R_DrawTextureSurfaceList(batchcount, texturesurfacelist); + RSurf_CleanUp(); } -void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; - const msurface_t *surface; vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) { // drawing sky transparently would be too difficult - if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + 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(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight); + 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 - R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); @@ -2323,21 +3660,26 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; int counttriangles = 0; - msurface_t *surface, **surfacechain; - texture_t *t, *texture; + texture_t *t; model_t *model = ent->model; - vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; - const msurface_t *surfacelist[1024]; + msurface_t *surfacelist[1024]; if (model == NULL) return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + // 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); // 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]]) @@ -2354,24 +3696,27 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - texture = NULL; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; numsurfacelist = 0; if (ent == r_refdef.worldentity) { + msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (!r_worldsurfacevisible[j]) + if (!r_viewcache.world_surfacevisible[j]) continue; - if (t != surface->texture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -2383,7 +3728,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } @@ -2391,18 +3736,20 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } else { + msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (t != surface->texture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -2414,15 +3761,117 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } } } if (numsurfacelist) - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - if (!r_showtrispass) - renderstats.entities_triangles += counttriangles; -} + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); + 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_showtris.integer || r_shownormals.integer) + { + int k, l; + msurface_t *surface; + const int *elements; + vec3_t v; + CHECKGLERROR + GL_DepthTest(!r_showdisabledepthtest.integer); + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) + continue; + rsurface_texture = surface->texture->currentframe; + if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + if (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; + } +}