X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=e9ed8aafa0c7072ae63f20a6406d075d9a7e7b5e;hp=33f58d2626bd8fdefb2322c76a873538fe6c4e0c;hb=3fabadf7d463a554e908a698c692e24ea927cb9a;hpb=30d0492aa1b4c2198e3d522dc0720a7eb7150176 diff --git a/gl_rmain.c b/gl_rmain.c index 33f58d26..e9ed8aaf 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -23,14 +23,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "polygon.h" +mempool_t *r_main_mempool; +rtexturepool_t *r_main_texturepool; + // used for dlight push checking and other things int r_framecount; mplane_t frustum[5]; -matrix4x4_t r_identitymatrix; - -int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; +renderstats_t renderstats; // true during envmap command capture qboolean envmap; @@ -47,9 +48,6 @@ 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; @@ -62,55 +60,70 @@ int r_view_z; int r_view_width; int r_view_height; int r_view_depth; -float r_view_fov_x; -float r_view_fov_y; matrix4x4_t r_view_matrix; - +float r_polygonfactor; +float r_polygonoffset; +float r_shadowpolygonfactor; +float r_shadowpolygonoffset; // // screen size info // refdef_t r_refdef; -// 8.8 fraction of base light value -unsigned short d_lightstylevalue[256]; - -cvar_t r_showtris = {0, "r_showtris", "0"}; -cvar_t r_drawentities = {0, "r_drawentities","1"}; -cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_speeds = {0, "r_speeds","0"}; -cvar_t r_fullbright = {0, "r_fullbright","0"}; -cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; -cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; -cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; - -cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; -cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {0, "gl_fogred","0.3"}; -cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; -cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; -cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; -cvar_t gl_fogend = {0, "gl_fogend","0"}; - -cvar_t r_textureunits = {0, "r_textureunits", "32"}; +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_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_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"}; +cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"}; +cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; +cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; +cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; + +cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; +cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; +cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"}; +cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"}; +cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"}; +cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"}; +cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; + +cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"}; + +cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; +cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; +cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; +cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; +cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"}; +cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"}; +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_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_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"}; + +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; + +cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing -cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; -cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; -cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; - -cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; -cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; -cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; -cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; -cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; - -cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"}; - -cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"}; - -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; - -rtexturepool_t *r_main_texturepool; rtexture_t *r_bloom_texture_screen; rtexture_t *r_bloom_texture_bloom; rtexture_t *r_texture_blanknormalmap; @@ -119,7 +132,13 @@ rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; -rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES]; +rtexture_t *r_texture_fogattenuation; +rtexture_t *r_texture_fogintensity; + +// information about each possible shader permutation +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -150,6 +169,11 @@ 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; @@ -184,6 +208,12 @@ void R_UpdateFog(void) { 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 @@ -207,6 +237,9 @@ void FOG_clear(void) // FIXME: move this to client? void FOG_registercvars(void) { + int x; + double r, alpha; + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); @@ -217,60 +250,20 @@ void FOG_registercvars(void) Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } -} -static void R_BuildDetailTextures (void) -{ - int i, x, y, light; - float vc[3], vx[3], vy[3], vn[3], lightdir[3]; -#define DETAILRESOLUTION 256 - qbyte (*data)[DETAILRESOLUTION][4]; - qbyte (*noise)[DETAILRESOLUTION]; - - // Allocate the buffers dynamically to avoid having such big guys on the stack - data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data)); - noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise)); - - lightdir[0] = 0.5; - lightdir[1] = 1; - lightdir[2] = -0.25; - VectorNormalize(lightdir); - for (i = 0;i < NUM_DETAILTEXTURES;i++) - { - fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); - for (y = 0;y < DETAILRESOLUTION;y++) - { - for (x = 0;x < DETAILRESOLUTION;x++) - { - vc[0] = x; - vc[1] = y; - vc[2] = noise[y][x] * (1.0f / 32.0f); - vx[0] = x + 1; - vx[1] = y; - vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); - vy[0] = x; - vy[1] = y + 1; - vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); - VectorSubtract(vx, vc, vx); - VectorSubtract(vy, vc, vy); - CrossProduct(vx, vy, vn); - VectorNormalize(vn); - light = 128 - DotProduct(vn, lightdir) * 128; - light = bound(0, light, 255); - data[y][x][0] = data[y][x][1] = data[y][x][2] = light; - data[y][x][3] = 255; - } - } - r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); + r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH); + for (x = 0;x < FOGTABLEWIDTH;x++) + { + alpha = exp(r / ((double)x*(double)x)); + if (x == FOGTABLEWIDTH - 1) + alpha = 1; + fogtable[x] = bound(0, alpha, 1); } - - Mem_Free(noise); - Mem_Free(data); } static void R_BuildBlankTextures(void) { - qbyte data[4]; + unsigned char data[4]; data[0] = 128; // normal X data[1] = 128; // normal Y data[2] = 255; // normal Z @@ -291,7 +284,7 @@ static void R_BuildBlankTextures(void) static void R_BuildNoTexture(void) { int x, y; - qbyte pix[16][16][4]; + unsigned char pix[16][16][4]; // this makes a light grey/dark grey checkerboard texture for (y = 0;y < 16;y++) { @@ -318,7 +311,7 @@ static void R_BuildNoTexture(void) static void R_BuildWhiteCube(void) { - qbyte data[6*1*1*4]; + unsigned char data[6*1*1*4]; data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; @@ -334,7 +327,7 @@ static void R_BuildNormalizationCube(void) vec3_t v; vec_t s, t, intensity; #define NORMSIZE 64 - qbyte data[6][NORMSIZE][NORMSIZE][4]; + unsigned char data[6][NORMSIZE][NORMSIZE][4]; for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -345,6 +338,7 @@ static void R_BuildNormalizationCube(void) t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; switch(side) { + default: case 0: v[0] = 1; v[1] = -t; @@ -387,19 +381,745 @@ static void R_BuildNormalizationCube(void) r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } +static void R_BuildFogTexture(void) +{ + int x, b; + double r, alpha; +#define FOGWIDTH 64 + unsigned char data1[FOGWIDTH][4]; + unsigned char data2[FOGWIDTH][4]; + r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); + for (x = 0;x < FOGWIDTH;x++) + { + alpha = exp(r / ((double)x*(double)x)); + if (x == FOGWIDTH - 1) + alpha = 1; + b = (int)(256.0 * alpha); + b = bound(0, b, 255); + data1[x][0] = 255 - b; + data1[x][1] = 255 - b; + data1[x][2] = 255 - b; + data1[x][3] = 255; + data2[x][0] = b; + data2[x][1] = b; + data2[x][2] = b; + data2[x][3] = 255; + } + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); +} + +static const char *builtinshaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"// use half floats if available for math performance\n" +"#ifdef GEFORCEFX\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" +"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" +"varying vec2 TexCoordLightmap;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +"varying myhvec3 CubeVector;\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"varying vec3 LightVector;\n" +"#endif\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"varying vec3 EyeVector;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" +"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" +"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform vec3 LightPosition;\n" +"#endif\n" +"\n" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +"uniform vec3 EyePosition;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform myhvec3 LightDir;\n" +"#endif\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" +" // 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" +" gl_FrontColor = gl_Color;\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" +"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" +" // transform unnormalized eye direction into tangent space\n" +" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" +"#endif\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\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"uniform myhvec3 LightColor;\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform myhalf OffsetMapping_Scale;\n" +"uniform myhalf OffsetMapping_Bias;\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n" +"uniform sampler2D Texture_Normal;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform myhvec3 AmbientColor;\n" +"uniform myhvec3 DiffuseColor;\n" +"uniform myhvec3 SpecularColor;\n" +"#endif\n" +"\n" +"uniform sampler2D Texture_Color;\n" +"\n" +"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" +"uniform sampler2D Texture_Lightmap;\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"uniform sampler2D Texture_Deluxemap;\n" +"#endif\n" +"\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_Glow;\n" +"#endif\n" +"\n" +"#ifdef USECOLORMAPPING\n" +"uniform sampler2D Texture_Pants;\n" +"uniform sampler2D Texture_Shirt;\n" +"uniform myhvec3 Color_Pants;\n" +"uniform myhvec3 Color_Shirt;\n" +"#endif\n" +"\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" +"#ifdef USESPECULAR\n" +"uniform myhalf SpecularScale;\n" +"uniform myhalf SpecularPower;\n" +"uniform sampler2D Texture_Gloss;\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +"uniform samplerCube Texture_Cube;\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +"uniform myhvec3 FogColor;\n" +"uniform myhalf FogRangeRecip;\n" +"uniform sampler2D Texture_FogMask;\n" +"#endif\n" +"\n" +"#ifdef USEEASTEREGG\n" +"void main(void)\n" +"{\n" +" gl_FragColor = myhvec4(0, 0, 0, 1);;\n" +" int i;\n" +" float o;\n" +" vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" +" vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" +" for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n" +" {\n" +" o = p.x * p.x - p.y * p.y;\n" +" p.y = 2.0 * p.x * p.y;\n" +" p.x = o;\n" +" p += c;\n" +" }\n" +" o = float(i) * 0.314;\n" +" if (i < 1000)\n" +" gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n" +"}\n" +"#else // USEEASTEREGG\n" +"\n" +"\n" +"\n" +"void main(void)\n" +"{\n" +" // apply offsetmapping\n" +"#ifdef USEOFFSETMAPPING\n" +" myhvec2 TexCoordOffset = TexCoord;\n" +"#define TexCoord TexCoordOffset\n" +"\n" +" myhvec3 eyedir = myhvec3(normalize(EyeVector));\n" +" myhalf 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" +" myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-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" +"#else\n" +" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" +" myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#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" +"#ifdef SURFACENORMALIZE\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +"#else\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" +"#endif\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +"#endif\n" +"\n" +"#ifdef USECUBEFILTER\n" +" // apply light cubemap filter\n" +" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +"#endif\n" +"\n" +" // apply light color\n" +" color.rgb = 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 *= 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" +"#ifdef SURFACENORMALIZE\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +"#else\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" +"#endif\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +"\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n" +" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" +"\n" +" // get the surface normal and light normal\n" +"#ifdef SURFACENORMALIZE\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +"#else\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" +"#endif\n" +" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" +" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" +"\n" +" // calculate directional shading\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(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(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +"#endif\n" +"\n" +" // apply lightmap color\n" +" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +" // deluxemap lightmapping using light vectors in tangentspace\n" +"\n" +" // get the surface normal and light normal\n" +"#ifdef SURFACENORMALIZE\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" +"#else\n" +" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" +" myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n" +"#endif\n" +"\n" +" // calculate directional shading\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(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(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +"#endif\n" +"\n" +" // apply lightmap color\n" +" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" +"\n" +"\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" +"#ifdef USEGLOW\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n" +" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" +"#endif\n" +"\n" +" gl_FragColor = color * gl_Color;\n" +"}\n" +"#endif // !USEEASTEREGG\n" +"\n" +"#endif\n" +; + +void R_GLSL_CompilePermutation(int permutation) +{ + r_glsl_permutation_t *p = r_glsl_permutations + permutation; + int vertstrings_count; + int fragstrings_count; + char *shaderstring; + const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; + char permutationname[256]; + if (p->compiled) + return; + p->compiled = true; + vertstrings_list[0] = "#define VERTEX_SHADER\n"; + fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; + vertstrings_count = 1; + fragstrings_count = 1; + permutationname[0] = 0; + if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + { + vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n"; + fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n"; + strlcat(permutationname, " lightsource", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE) + { + vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; + fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; + strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) + { + vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; + fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; + strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) + { + vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; + fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; + strlcat(permutationname, " lightdirection", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_GLOW) + { + vertstrings_list[vertstrings_count++] = "#define USEGLOW\n"; + fragstrings_list[fragstrings_count++] = "#define USEGLOW\n"; + strlcat(permutationname, " glow", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_COLORMAPPING) + { + vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n"; + fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n"; + strlcat(permutationname, " colormapping", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_SPECULAR) + { + vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; + fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; + strlcat(permutationname, " specular", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_FOG) + { + vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; + fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; + strlcat(permutationname, " fog", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_CUBEFILTER) + { + vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; + fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; + strlcat(permutationname, " cubefilter", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_OFFSETMAPPING) + { + vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; + fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; + strlcat(permutationname, " offsetmapping", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) + { + vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; + fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; + strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_SURFACENORMALIZE) + { + vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n"; + fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n"; + strlcat(permutationname, " surfacenormalize", sizeof(permutationname)); + } + if (permutation & SHADERPERMUTATION_GEFORCEFX) + { + vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n"; + fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n"; + strlcat(permutationname, " halffloat", sizeof(permutationname)); + } + shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL); + if (shaderstring) + { + Con_DPrintf("GLSL shader text loaded from disk\n"); + vertstrings_list[vertstrings_count++] = shaderstring; + fragstrings_list[fragstrings_count++] = shaderstring; + } + else + { + vertstrings_list[vertstrings_count++] = builtinshaderstring; + fragstrings_list[fragstrings_count++] = builtinshaderstring; + } + p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + if (p->program) + { + CHECKGLERROR + qglUseProgramObjectARB(p->program); + 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_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"); + 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); + 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)); +} + +void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, 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 + int permutation = 0; + float specularscale = texture->specularscale; + r_glsl_permutation = NULL; + if (r_shadow_rtlight) + { + permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; + specularscale *= r_shadow_rtlight->specularscale; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + permutation |= SHADERPERMUTATION_CUBEFILTER; + } + else + { + if (modellighting) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + { + if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } + else if (r_glsl_deluxemapping.integer >= 2) // fake mode + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (texture->skin.glow) + permutation |= SHADERPERMUTATION_GLOW; + } + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (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_surfacenormalize.integer) + permutation |= SHADERPERMUTATION_SURFACENORMALIZE; + if (r_glsl_usehalffloat.integer) + permutation |= SHADERPERMUTATION_GEFORCEFX; + if (!r_glsl_permutations[permutation].program) + { + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(permutation); + if (!r_glsl_permutations[permutation].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].compiled) + R_GLSL_CompilePermutation(permutation); + if (r_glsl_permutations[permutation].program) + break; + if (!i) + return; // utterly failed + } + } + } + r_glsl_permutation = r_glsl_permutations + permutation; + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + R_Mesh_TexMatrix(0, &texture->currenttexmatrix); + if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + { + R_Mesh_TexMatrix(3, &r_shadow_entitytolight); + //if (r_glsl_permutation->loc_Texture_Cube >= 0) 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 (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + if (r_glsl_permutation->loc_AmbientColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1); + if (r_glsl_permutation->loc_DiffuseColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, 0, 0, 0); + if (r_glsl_permutation->loc_SpecularColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, 0, 0, 0); + if (r_glsl_permutation->loc_LightDir >= 0) + qglUniform3fARB(r_glsl_permutation->loc_LightDir, 0, 0, -1); + } + else + { + if (r_glsl_permutation->loc_AmbientColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]); + if (r_glsl_permutation->loc_DiffuseColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]); + if (r_glsl_permutation->loc_SpecularColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale); + if (r_glsl_permutation->loc_LightDir >= 0) + qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->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_lightmapintensity * 2.0f); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f); + } + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap)); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture)); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture)); + 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(texture->skin.pants)); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow)); + if (r_glsl_permutation->loc_FogColor >= 0) + { + // additive passes are only darkened by fog, not tinted + if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD)) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]); + } + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]); + if (r_glsl_permutation->loc_Color_Pants >= 0) + { + if (texture->skin.pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + } + if (r_glsl_permutation->loc_Color_Shirt >= 0) + { + if (texture->skin.shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->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, fograngerecip); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower); + if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + CHECKGLERROR +} + void gl_main_start(void) { + // use half float math where available (speed gain on NVIDIA GFFX and GF6) + if (gl_support_half_float) + Cvar_SetValue("r_glsl_usehalffloat", 1); r_main_texturepool = R_AllocTexturePool(); r_bloom_texture_screen = NULL; r_bloom_texture_bloom = NULL; R_BuildBlankTextures(); R_BuildNoTexture(); - R_BuildDetailTextures(); if (gl_texturecubemap) { R_BuildWhiteCube(); R_BuildNormalizationCube(); } + R_BuildFogTexture(); + memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } void gl_main_shutdown(void) @@ -412,6 +1132,7 @@ void gl_main_shutdown(void) r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; + R_GLSL_Restart_f(); } extern void CL_ParseEntityLump(char *entitystring); @@ -428,7 +1149,7 @@ void gl_main_newmap(void) if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); - if ((entities = FS_LoadFile(entname, tempmempool, true))) + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); Mem_Free(entities); @@ -442,10 +1163,20 @@ void gl_main_newmap(void) void GL_Main_Init(void) { - Matrix4x4_CreateIdentity(&r_identitymatrix); -// 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_shownormals); + Cvar_RegisterVariable(&r_showlighting); + Cvar_RegisterVariable(&r_showshadowvolumes); + Cvar_RegisterVariable(&r_showcollisionbrushes); + Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_showdisabledepthtest); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); @@ -454,10 +1185,16 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); 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_usehalffloat); + Cvar_RegisterVariable(&r_glsl_surfacenormalize); + Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); - Cvar_RegisterVariable(&r_drawcollisionbrushes); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_intensity); Cvar_RegisterVariable(&r_bloom_blur); @@ -466,7 +1203,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); - if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) + Cvar_RegisterVariable(&r_test); + 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); } @@ -540,7 +1278,6 @@ void Render_Init(void) R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - UI_Init(); Sbar_Init(); R_LightningBeams_Init(); Mod_RenderInit(); @@ -613,6 +1350,26 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) //================================================================================== +static void R_UpdateEntityLighting(entity_render_t *ent) +{ + vec3_t tempdiffusenormal; + 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(ent->modellight_lightdir); + if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) + r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); + VectorNormalize(ent->modellight_lightdir); + ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity; + ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity; + ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity; + ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity; + ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity; + ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity; +} + static void R_MarkEntities (void) { int i, renderimask; @@ -629,15 +1386,14 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // 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_UpdateEntityLighting(ent); } } } @@ -647,15 +1403,14 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // 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_UpdateEntityLighting(ent); } } } @@ -697,6 +1452,7 @@ void R_DrawModels(void) ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { + renderstats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else @@ -711,62 +1467,155 @@ static void R_SetFrustum(void) Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); - // LordHavoc: note to all quake engine coders, the special case for 90 - // degrees assumed a square view (wrong), so I removed it, Quake2 has it - // disabled as well. +#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; +#endif + +#if 0 + zNear = r_nearclip.value; + 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; +#endif - // rotate R_VIEWFORWARD right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); + + +#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]; +#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) + r_nearclip.value; PlaneClassify(&frustum[0]); + PlaneClassify(&frustum[1]); + PlaneClassify(&frustum[2]); + PlaneClassify(&frustum[3]); + PlaneClassify(&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); + //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); - frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); - PlaneClassify(&frustum[1]); + //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); + //frustum[1].dist = DotProduct (r_vieworigin, 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_view_fov_y / 2)); - frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); - PlaneClassify(&frustum[2]); + //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); + //frustum[2].dist = DotProduct (r_vieworigin, 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_view_fov_y / 2)); - frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); - PlaneClassify(&frustum[3]); + //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); + //frustum[3].dist = DotProduct (r_vieworigin, 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; - PlaneClassify(&frustum[4]); + //VectorCopy(r_viewforward, frustum[4].normal); + //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; + //PlaneClassify(&frustum[4]); } static void R_BlendView(void) { + int screenwidth, screenheight; + qboolean dobloom; + qboolean doblend; rmeshstate_t m; + float vertex3f[12]; + float texcoord2f[3][8]; + + // 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); + + 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; - if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) + if (!dobloom && !doblend) return; GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_DepthMask(true); GL_DepthTest(false); - R_Mesh_Matrix(&r_identitymatrix); + 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 (r_bloom.integer && 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) + vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; + vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; + vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; + vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + if (dobloom) { - int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; + int bloomwidth, bloomheight, x, dobloomblend, range; float xoffset, yoffset, r; - c_bloom++; - // 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); + 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); @@ -778,34 +1627,33 @@ static void R_BlendView(void) 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; + texcoord2f[0][0] = 0; + texcoord2f[0][1] = (float)r_view_height / (float)screenheight; + texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; + texcoord2f[0][3] = (float)r_view_height / (float)screenheight; + texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; + texcoord2f[0][5] = 0; + texcoord2f[0][6] = 0; + 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; + texcoord2f[1][0] = 0; + texcoord2f[1][1] = (float)bloomheight / (float)screenheight; + texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; + texcoord2f[1][3] = (float)bloomheight / (float)screenheight; + texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; + texcoord2f[1][5] = 0; + texcoord2f[1][6] = 0; + texcoord2f[1][7] = 0; memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_vertex = vertex3f; + m.pointer_texcoord[0] = 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); - c_bloomcopies++; - c_bloomcopypixels += 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) @@ -814,27 +1662,24 @@ static void R_BlendView(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + 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); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = varray_texcoord2f[2]; + m.pointer_texcoord[0] = texcoord2f[2]; R_Mesh_State(&m); GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; + renderstats.bloom_copypixels += bloomwidth * bloomheight; // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; @@ -844,14 +1689,14 @@ static void R_BlendView(void) xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = x / (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; + texcoord2f[2][0] = xoffset+0; + texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][5] = yoffset+0; + texcoord2f[2][6] = xoffset+0; + 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) @@ -860,15 +1705,13 @@ static void R_BlendView(void) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * 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); - c_bloomcopies++; - c_bloomcopypixels += 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 @@ -879,14 +1722,14 @@ static void R_BlendView(void) 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; + texcoord2f[2][0] = xoffset+0; + texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + texcoord2f[2][5] = yoffset+0; + texcoord2f[2][6] = xoffset+0; + 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) @@ -895,23 +1738,21 @@ static void R_BlendView(void) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the 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); - c_bloomcopies++; - c_bloomcopypixels += 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); // 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_screen); - m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.pointer_texcoord[0] = texcoord2f[0]; #if 0 dobloomblend = false; #else @@ -921,7 +1762,7 @@ static void R_BlendView(void) dobloomblend = false; m.texcombinergb[1] = GL_ADD; m.tex[1] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[1] = varray_texcoord2f[1]; + m.pointer_texcoord[1] = texcoord2f[1]; } else dobloomblend = true; @@ -930,28 +1771,26 @@ static void R_BlendView(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + 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.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = varray_texcoord2f[1]; + m.pointer_texcoord[0] = 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); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + renderstats.bloom_drawpixels += r_view_width * r_view_height; } } - if (r_refdef.viewblend[3] >= 0.01f) + if (doblend) { // apply a color tint to the whole view memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; + m.pointer_vertex = vertex3f; R_Mesh_State(&m); 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]); @@ -979,8 +1818,6 @@ void R_RenderView(void) 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_fov_x = bound(1, r_refdef.fov_x, 170); - r_view_fov_y = bound(1, r_refdef.fov_y, 170); 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; @@ -988,6 +1825,78 @@ void R_RenderView(void) 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; + r_polygonfactor = 0; + r_polygonoffset = 0; + r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; + r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; + if (r_showsurfaces.integer) + { + r_rtworld = false; + r_rtworldshadows = false; + r_rtdlight = false; + r_rtdlightshadows = false; + r_lightmapintensity = 0; + } + + // 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"); + + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); + qglEnable(GL_POLYGON_OFFSET_FILL); + + R_RenderScene(); + + qglPolygonOffset(r_polygonfactor, r_polygonoffset); + qglDisable(GL_POLYGON_OFFSET_FILL); + + R_BlendView(); + if (r_timereport_active) + R_TimeReport("blendview"); + + GL_Scissor(0, 0, vid.width, vid.height); + GL_ScissorTest(false); +} + +//[515]: csqc +void CSQC_R_ClearScreen (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; + r_polygonfactor = 0; + r_polygonoffset = 0; + r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; + r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; + if (r_showsurfaces.integer) + { + r_rtworld = false; + r_rtworldshadows = false; + r_rtdlight = false; + r_rtdlightshadows = false; + r_lightmapintensity = 0; + } // 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); @@ -997,45 +1906,56 @@ void R_RenderView(void) R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); - R_UpdateLights(); - R_TimeReport("setup"); + if (r_timereport_active) + R_TimeReport("setup"); +} +//[515]: csqc +void CSQC_R_RenderScene (void) +{ qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); - R_TimeReport("blendview"); + if (r_timereport_active) + R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } extern void R_DrawLightningBeams (void); +extern void VM_AddPolygonsToMeshQueue (void); void R_RenderScene(void) { + float nearclip; + // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); r_framecount++; - R_MeshQueue_BeginScene(); + if (gl_support_fragment_shader) + qglUseProgramObjectARB(0); - GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + R_MeshQueue_BeginScene(); R_SetFrustum(); r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; + nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f); + if (r_rtworldshadows || r_rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip); else - GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); + GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip); GL_SetupView_Orientation_FromEntity(&r_view_matrix); @@ -1044,89 +1964,103 @@ void R_RenderScene(void) R_SkyStartFrame(); R_WorldVisibility(); - R_TimeReport("worldvis"); + if (r_timereport_active) + R_TimeReport("worldvis"); R_MarkEntities(); - R_TimeReport("markentity"); + if (r_timereport_active) + R_TimeReport("markentity"); R_Shadow_UpdateWorldLightSelection(); - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); - - GL_ShowTrisColor(0.025, 0.025, 0, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) + if (cl.csqc_vidvars.drawworld) { - r_refdef.worldmodel->DrawSky(r_refdef.worldentity); - R_TimeReport("worldsky"); - } + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) + { + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worldsky"); + } - if (R_DrawBrushModelsSky()) - R_TimeReport("bmodelsky"); + if (R_DrawBrushModelsSky() && r_timereport_active) + R_TimeReport("bmodelsky"); - GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) - { - r_refdef.worldmodel->Draw(r_refdef.worldentity); - 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 (); - GL_ShowTrisColor(0, 0.015, 0, 1); - R_DrawModels(); - R_TimeReport("models"); + if (r_timereport_active) + R_TimeReport("models"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - GL_ShowTrisColor(0, 0, 0.033, 1); R_ShadowVolumeLighting(false); - R_TimeReport("rtlights"); + if (r_timereport_active) + R_TimeReport("rtlights"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - GL_ShowTrisColor(0.1, 0, 0, 1); - - R_DrawLightningBeams(); - R_TimeReport("lightning"); + if (cl.csqc_vidvars.drawworld) + { + R_DrawLightningBeams(); + if (r_timereport_active) + R_TimeReport("lightning"); - R_DrawParticles(); - R_TimeReport("particles"); + R_DrawParticles(); + if (r_timereport_active) + R_TimeReport("particles"); - R_DrawExplosions(); - R_TimeReport("explosions"); + R_DrawExplosions(); + if (r_timereport_active) + R_TimeReport("explosions"); + } R_MeshQueue_RenderTransparent(); - R_TimeReport("drawtrans"); + if (r_timereport_active) + R_TimeReport("drawtrans"); - R_DrawCoronas(); - R_TimeReport("coronas"); + 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_DrawWorldCrosshair(); - R_TimeReport("crosshair"); + VM_AddPolygonsToMeshQueue(); R_MeshQueue_Render(); - R_MeshQueue_EndScene(); - - if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) - { - R_ShadowVolumeLighting(true); - R_TimeReport("visiblevolume"); - } - GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + R_MeshQueue_EndScene(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); + + if (gl_support_fragment_shader) + qglUseProgramObjectARB(0); } /* @@ -1138,7 +2072,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_Matrix(&identitymatrix); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; @@ -1153,8 +2087,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_vieworigin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); f1 = 1 - f2; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; @@ -1201,11 +2134,10 @@ float nomodelcolor4f[6*4] = 0.5f, 0.0f, 0.0f, 1.0f }; -void R_DrawNoModelCallback(const void *calldata1, int calldata2) +void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { - const entity_render_t *ent = calldata1; int i; - float f1, f2, *c, diff[3]; + float f1, f2, *c; float color4f[6*4]; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); @@ -1233,8 +2165,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; - VectorSubtract(ent->origin, r_vieworigin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { @@ -1260,7 +2191,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -1297,42 +2228,49 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; -void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, 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 diff[3]; + float fog = 0.0f, ifog; rmeshstate_t m; + float vertex3f[12]; if (fogenabled) - { - VectorSubtract(origin, r_vieworigin, diff); - ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); - } + fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); + ifog = 1 - fog; - R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); 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; + 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; memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture); m.pointer_texcoord[0] = spritetexcoord2f; - m.pointer_vertex = varray_vertex3f; + m.pointer_vertex = vertex3f; R_Mesh_State(&m); - GL_Color(cr, cg, cb, ca); + GL_Color(cr * ifog, cg * ifog, cb * ifog, 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); + R_Mesh_Draw(0, 4, 2, polygonelements); + } } int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) @@ -1392,7 +2330,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane { 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); + 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); w = !w; } if (tempnumpoints < 3) @@ -1402,28 +2340,78 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } +static void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 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(entity_render_t *ent, msurface_t *surface) +{ + int i; + rmeshstate_t m; + if (!surface->num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surface->data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + GL_LockArrays(0, 0); +} + +static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a) +{ + texturelayer_t *layer; + layer = t->currentlayers + t->currentnumlayers++; + layer->type = type; + layer->depthmask = depthmask; + layer->blendfunc1 = blendfunc1; + layer->blendfunc2 = blendfunc2; + layer->texture = texture; + layer->texmatrix = *matrix; + layer->color[0] = r; + layer->color[1] = g; + layer->color[2] = b; + layer->color[3] = a; +} + void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { - texture_t *texture = t; - model_t *model = ent->model; - int s = ent->skinnum; - if ((unsigned int)s >= (unsigned int)model->numskins) - s = 0; - if (s >= 1) - c_models++; - if (model->skinscenes) - { - if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; - else - s = model->skinscenes[s].firstframe; - } - if (s > 0) - t = t + s * model->num_surfaces; - if (t->animated) - 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]; - texture->currentframe = t; - t->currentmaterialflags = t->basematerialflags; + // FIXME: identify models using a better check than ent->model->brush.shadowmesh + //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + + { + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + 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]; + texture->currentframe = t; + } + + t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA) t->currentalpha *= r_wateralpha.value; @@ -1438,7 +2426,120 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; else - t->currenttexmatrix = r_identitymatrix; + t->currenttexmatrix = identitymatrix; + + t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); + t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base; + t->glosstexture = r_texture_white; + t->specularpower = 8; + t->specularscale = 0; + if (r_shadow_gloss.integer > 0) + { + if (t->skin.gloss) + { + if (r_shadow_glossintensity.value > 0) + { + t->glosstexture = t->skin.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)) + { + 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 + { + blendfunc1 = GL_ONE; + blendfunc2 = GL_ZERO; + depthmask = true; + } + if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + rtexture_t *currentbasetexture; + int layerflags = 0; + if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + 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; + if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + // fullbright is not affected by r_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); + } + else + { + float colorscale; + colorscale = 2; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture 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); + 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) + { + 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); + 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); + } + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.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); + 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); + } + } + 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 this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); + } + } + } + } } void R_UpdateAllTextureInfo(entity_render_t *ent) @@ -1449,172 +2550,265 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } +int rsurface_array_size = 0; +float *rsurface_array_vertex3f = NULL; +float *rsurface_array_svector3f = NULL; +float *rsurface_array_tvector3f = NULL; +float *rsurface_array_normal3f = NULL; +float *rsurface_array_color4f = NULL; +float *rsurface_array_texcoord3f = NULL; + +void R_Mesh_ResizeArrays(int newvertices) +{ + if (rsurface_array_size >= newvertices) + return; + if (rsurface_array_vertex3f) + Mem_Free(rsurface_array_vertex3f); + rsurface_array_size = (newvertices + 1023) & ~1023; + rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19])); + rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3; + rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6; + rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9; + rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12; + rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16; +} + float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; +qboolean rsurface_generatevertex; +qboolean rsurface_generatetangents; +qboolean rsurface_generatenormals; +qboolean rsurface_deformvertex; +qboolean rsurface_dynamicvertex; +vec3_t rsurface_modelorg; +const entity_render_t *rsurface_entity; +const model_t *rsurface_model; +const texture_t *rsurface_texture; + +void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg) +{ + VectorCopy(modelorg, rsurface_modelorg); + rsurface_entity = ent; + rsurface_model = ent->model; + rsurface_texture = texture; +} -void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) +void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents) { - int i, j; - float center[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); + if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights)) { - rsurface_vertex3f = varray_vertex3f; - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - rsurface_normal3f = NULL; - Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); + rsurface_generatevertex = true; + rsurface_generatetangents = false; + rsurface_generatenormals = false; + rsurface_vertex3f = rsurface_array_vertex3f; + if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))) + { + rsurface_generatetangents = true; + rsurface_svector3f = rsurface_array_svector3f; + rsurface_tvector3f = rsurface_array_tvector3f; + rsurface_normal3f = rsurface_array_normal3f; + } + else + { + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + if (generatenormals) + { + rsurface_generatenormals = true; + rsurface_normal3f = rsurface_array_normal3f; + } + else + rsurface_normal3f = NULL; + } } 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_generatevertex = false; + rsurface_generatetangents = false; + rsurface_generatenormals = false; + rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_svector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_normal3f = rsurface_model->surfmesh.data_normal3f; } - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { - if (!rsurface_svector3f) - { - 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); - } - // a single autosprite surface can contain multiple sprites... - VectorClear(forward); - VectorClear(right); - VectorSet(up, 0, 0, 1); - 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]); - forward[0] = modelorg[0] - center[0]; - forward[1] = modelorg[1] - center[1]; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - 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 = NULL; - rsurface_tvector3f = NULL; - rsurface_normal3f = NULL; + rsurface_deformvertex = true; + rsurface_vertex3f = rsurface_array_vertex3f; + rsurface_svector3f = rsurface_array_svector3f; + rsurface_tvector3f = rsurface_array_tvector3f; + rsurface_normal3f = rsurface_array_normal3f; + } + else + rsurface_deformvertex = false; + R_Mesh_VertexPointer(rsurface_vertex3f); + rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex; +} + +void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface) +{ + float *vertex3f, *svector3f, *tvector3f, *normal3f; + model_t *model = rsurface_entity->model; + if (!rsurface_dynamicvertex) + return; + if (rsurface_generatevertex) + { + Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f); + if (rsurface_generatetangents) + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); + else if (rsurface_generatenormals) + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); } - else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) + if (rsurface_deformvertex) { - if (!rsurface_svector3f) + int i, j; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + if (rsurface_generatevertex) { - 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); + vertex3f = rsurface_array_vertex3f; + svector3f = rsurface_array_svector3f; + tvector3f = rsurface_array_tvector3f; + normal3f = rsurface_array_normal3f; } - Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); - Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); + else + { + vertex3f = rsurface_vertex3f; + svector3f = rsurface_svector3f; + tvector3f = rsurface_tvector3f; + normal3f = rsurface_normal3f; + } + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right); + Matrix4x4_Transform(&rsurface_entity->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); + VectorAdd(center, (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_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (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]); + Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + 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); + } 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); + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3); } - rsurface_vertex3f = varray_vertex3f; - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - rsurface_normal3f = NULL; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); } - R_Mesh_VertexPointer(rsurface_vertex3f); } -void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +static void RSurf_Draw(const msurface_t *surface) +{ + 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)); + GL_LockArrays(0, 0); +} + +static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) { int i; float f; float *v, *c, *c2; - vec3_t diff; if (lightmode >= 2) { - vec4_t ambientcolor4f; + // model lighting + 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; - if (rsurface_normal3f == NULL) + 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) { - 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); + if ((f = DotProduct(c2, lightdir)) > 0) + VectorMA(ambientcolor, f, diffusecolor, c); + else + VectorCopy(ambientcolor, c); + c[3] = a; } - 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); 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) { - if (surface->lightmapinfo) + if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) { - rsurface_lightmapcolor4f = varray_color4f; - for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { - const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; - float scale = d_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 = d_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 = d_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 = d_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); } + rsurface_lightmapcolor4f = rsurface_array_color4f; } else - rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; } else rsurface_lightmapcolor4f = NULL; @@ -1622,10 +2816,9 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface { 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) + 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) { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); + f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; @@ -1634,566 +2827,410 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface } 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 (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) { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); + 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 (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { c2[0] = c[0] * r; c2[1] = c[1] * g; c2[2] = c[2] * b; c2[3] = c[3] * a; } + rsurface_lightmapcolor4f = rsurface_array_color4f; } R_Mesh_ColorPointer(rsurface_lightmapcolor4f); GL_Color(r, g, b, a); + RSurf_Draw(surface); } - static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { - int i; int texturesurfaceindex; - const float *v; - float *c; - float diff[3]; - float colorpants[3], colorshirt[3]; - float f, r, g, b, a, colorscale; + int lightmode; const msurface_t *surface; - qboolean dolightmap; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofogpass; - qboolean fogallpasses; - qboolean dopants; - qboolean doshirt; - qboolean dofullbrightpants; - qboolean dofullbrightshirt; + model_t *model = ent->model; qboolean applycolor; - qboolean lightmode = 0; - rtexture_t *basetexture; + qboolean applyfog; rmeshstate_t m; if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; - c_faces += texturenumsurfaces; - // FIXME: identify models using a better check than ent->model->shadowmesh - if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh) - lightmode = 2; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false); - 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); - } - qglEnable(GL_CULL_FACE); - return; - } + r_shadow_rtlight = NULL; + renderstats.entities_surfaces += texturenumsurfaces; + // FIXME: identify models using a better check than model->brush.shadowmesh + lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2; GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) qglDisable(GL_CULL_FACE); + RSurf_PrepareForBatch(ent, texture, modelorg); if (texture->currentmaterialflags & MATERIALFLAG_SKY) { - if (skyrendernow) + // transparent sky would be ridiculous + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - //if (!ent->model->brush.ishlbsp) - { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - 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 + if (skyrendernow) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&ent->matrix); } GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // LordHavoc: HalfLife maps have freaky skypolys... + // LordHavoc: Quake3 never did sky masking (unlike software Quake + // and Quake2), so disable the sky masking in Quake3 maps as it + // causes problems with q3map2 sky tricks + if (!model->brush.ishlbsp && model->type != mod_brushq3) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - 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); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + 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_SetPointersForPass(false, false); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_Draw(surface); + } + if (skyrendermasked) + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + else if (r_glsl.integer && gl_support_fragment_shader) { - // normal surface (wall or water) - dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); - doambient = r_ambient.value >= (1/64.0f); - dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - doglow = texture->skin.glow != NULL; - dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); - fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - if (ent->colormap >= 0) + if (texture->currentmaterialflags & MATERIALFLAG_ADD) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) { - int b; - qbyte *bcolor; - basetexture = texture->skin.base; - dopants = texture->skin.pants != NULL; - doshirt = texture->skin.shirt != NULL; - // 128-224 are backwards ranges - b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; - dofullbrightpants = b >= 224; - bcolor = (qbyte *) (&palette_complete[b]); - VectorScale(bcolor, (1.0f / 255.0f), colorpants); - // 128-224 are backwards ranges - b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; - dofullbrightshirt = b >= 224; - bcolor = (qbyte *) (&palette_complete[b]); - VectorScale(bcolor, (1.0f / 255.0f), colorshirt); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; - dopants = false; - doshirt = false; - dofullbrightshirt = false; - dofullbrightpants = false; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer) + + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha); + R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2); + if (!r_glsl_permutation) + return; + RSurf_SetPointersForPass(false, true); + if (lightmode == 2) { - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(basetexture); - m.texmatrix[1] = texture->currenttexmatrix; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale = r_lightmapintensity; - else - colorscale = 1; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - 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)); - else - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, fogallpasses); - 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_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + RSurf_Draw(surface); } } - else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode) + else { - // single texture - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - 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); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f); if (surface->lightmaptexture) { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture)); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) + R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture)); R_Mesh_ColorPointer(NULL); } else { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + 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(model->surfmesh.data_lightmapcolor4f); } - 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); - } - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = texture->currenttexmatrix; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - 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_Draw(surface); } } - else + qglUseProgramObjectARB(0); + } + else if (texture->currentnumlayers) + { + int layerindex; + texturelayer_t *layer; + for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) { - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) + 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)) { - m.texrgbscale[0] = 2; - colorscale = 1; + layertexrgbscale = 4; + VectorScale(layer->color, 0.25f, layercolor); } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (dolightmap && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (dolightmap) + else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses); - 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); - } + layertexrgbscale = 2; + VectorScale(layer->color, 0.5f, layercolor); } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses); - 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 (dopants) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.pants); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale = 1; + layertexrgbscale = 1; + VectorScale(layer->color, 1.0f, layercolor); } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (dolightmap && !dofullbrightpants && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = ent->colormod[0] * colorpants[0] * colorscale; - g = ent->colormod[1] * colorpants[1] * colorscale; - b = ent->colormod[2] * colorpants[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (dolightmap && !dofullbrightpants) + 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) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + 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 = rsurface_array_color4f; + R_Mesh_State(&m); + RSurf_SetPointersForPass(lightmode == 2, false); + if (lightmode == 2) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses); - 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); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f); + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); + } } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + else { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses); - 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); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); + } + } } - } - } - if (doshirt) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.shirt); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale *= 1; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (dolightmap && !dofullbrightshirt && ent->model->type == mod_brushq3) - colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f); - R_Mesh_State(&m); - r = ent->colormod[0] * colorshirt[0] * colorscale; - g = ent->colormod[1] * colorshirt[1] * colorscale; - b = ent->colormod[2] * colorshirt[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - if (dolightmap && !dofullbrightshirt) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + break; + case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = rsurface_array_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + RSurf_SetPointersForPass(lightmode == 2, false); + if (lightmode == 2) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses); - 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); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false); + } } - } - else - { + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false); + } + } + } + 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 = rsurface_array_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + RSurf_SetPointersForPass(false, false); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses); - 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); + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false); } - } - } - if (doambient) - { - doambient = false; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1)) - { - m.texrgbscale[0] = 4; - colorscale = 0.25f; - } - R_Mesh_State(&m); - colorscale *= r_ambient.value * (1.0f / 64.0f); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses); - 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 (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); - 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 (doglow) - { - // if glow was not already done using multitexture, do it now. - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - r = 1; - g = 1; - b = 1; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses); - 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 (dofogpass) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (fogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - m.texmatrix[0] = texture->currenttexmatrix; - R_Mesh_State(&m); - r = fogcolor[0]; - g = fogcolor[1]; - b = fogcolor[2]; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + 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 = rsurface_array_color4f; + R_Mesh_State(&m); + RSurf_SetPointersForPass(lightmode == 2, false); + if (lightmode == 2) { - 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) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } else { - 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) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); + } + } + break; + case TEXTURELAYERTYPE_TEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = rsurface_array_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + RSurf_SetPointersForPass(false, false); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_DrawLightmap(surface, 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); + RSurf_SetPointersForPass(false, false); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + int i; + float f, *v, *c; + surface = texturesurfacelist[texturesurfaceindex]; + if (layer->texture) + R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + R_Mesh_ColorPointer(rsurface_array_color4f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + 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) { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; + 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); + } + // 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) + { + 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); + RSurf_SetPointersForPass(false, false); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + for (scale = 1;scale < layertexrgbscale;scale <<= 1) + RSurf_Draw(surface); } - 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 (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) qglEnable(GL_CULL_FACE); } -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->data_surfaces + calldata2; + const msurface_t *surface = ent->model->data_surfaces + surfacenumber; vec3_t modelorg; texture_t *texture; @@ -2224,7 +3261,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex 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, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); + R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight); } } } @@ -2236,6 +3273,7 @@ extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); 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; model_t *model = ent->model; @@ -2253,9 +3291,9 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { for (i = 0;i < model->brushq1.light_styles;i++) { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; @@ -2269,7 +3307,33 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) t = NULL; texture = NULL; numsurfacelist = 0; - if (ent == r_refdef.worldentity) + if (r_showsurfaces.integer) + { + rmeshstate_t m; + GL_DepthTest(true); + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + RSurf_SetPointersForPass(false, false); + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) + continue; + texture = surface->texture->currentframe; + if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + int k = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + RSurf_Draw(surface); + renderstats.entities_triangles += surface->num_triangles; + } + renderstats.entities_surfaces++; + } + } + else if (ent == r_refdef.worldentity) { for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { @@ -2289,10 +3353,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) if (f && surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->lightmapinfo->samples) + if (surface->cached_dlight) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); @@ -2319,10 +3384,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) if (f && surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->lightmapinfo->samples) + if (surface->cached_dlight) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); @@ -2333,5 +3399,108 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } if (numsurfacelist) R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + renderstats.entities_triangles += counttriangles; + if (gl_support_fragment_shader) + qglUseProgramObjectARB(0); + + if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) + { + int i; + msurface_t *surface; + q3mbrush_t *brush; + R_Mesh_Matrix(&ent->matrix); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(!r_showdisabledepthtest.integer); + qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_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_polygonfactor, r_polygonoffset); + } + + if (r_showtris.integer || r_shownormals.integer) + { + int k, l; + const int *elements; + rmeshstate_t m; + vec3_t v; + GL_DepthTest(true); + GL_DepthMask(true); + if (r_showdisabledepthtest.integer) + qglDepthFunc(GL_ALWAYS); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) + continue; + texture = surface->texture->currentframe; + if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareForBatch(ent, texture, modelorg); + RSurf_SetPointersForPass(false, r_shownormals.integer != 0); + if (rsurface_dynamicvertex) + RSurf_PrepareDynamicSurfaceVertices(surface); + if (r_showtris.integer) + { + if (!texture->currentlayers->depthmask) + GL_Color(r_showtris.value, 0, 0, 1); + else if (ent == r_refdef.worldentity) + GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); + else + GL_Color(0, r_showtris.value, 0, 1); + elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); + 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(); + } + if (r_shownormals.integer) + { + GL_Color(r_shownormals.value, 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(); + GL_Color(0, 0, r_shownormals.value, 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(); + GL_Color(0, r_shownormals.value, 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(); + } + } + } + if (r_showdisabledepthtest.integer) + qglDepthFunc(GL_LEQUAL); + } }