2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 r_viewcache_t r_viewcache;
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
41 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 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"};
45 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"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 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"};
48 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"};
49 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"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
111 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"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250 r_refdef.fog_start = 0;
251 r_refdef.fog_end = 1000000000;
254 float FogForDistance(vec_t dist)
256 unsigned int fogmasktableindex = (unsigned int)(bound(0, dist - r_refdef.fog_start, r_refdef.fog_end - r_refdef.fog_start) * r_refdef.fogmasktabledistmultiplier);
257 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
260 float FogPoint_World(const vec3_t p)
262 return FogForDistance(VectorDistance((p), r_view.origin));
265 float FogPoint_Model(const vec3_t p)
267 return FogForDistance(VectorDistance((p), rsurface.modelorg));
270 static void R_BuildBlankTextures(void)
272 unsigned char data[4];
273 data[2] = 128; // normal X
274 data[1] = 128; // normal Y
275 data[0] = 255; // normal Z
276 data[3] = 128; // height
277 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
295 static void R_BuildNoTexture(void)
298 unsigned char pix[16][16][4];
299 // this makes a light grey/dark grey checkerboard texture
300 for (y = 0;y < 16;y++)
302 for (x = 0;x < 16;x++)
304 if ((y < 8) ^ (x < 8))
320 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
323 static void R_BuildWhiteCube(void)
325 unsigned char data[6*1*1*4];
326 memset(data, 255, sizeof(data));
327 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
330 static void R_BuildNormalizationCube(void)
334 vec_t s, t, intensity;
336 unsigned char data[6][NORMSIZE][NORMSIZE][4];
337 for (side = 0;side < 6;side++)
339 for (y = 0;y < NORMSIZE;y++)
341 for (x = 0;x < NORMSIZE;x++)
343 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
344 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
379 intensity = 127.0f / sqrt(DotProduct(v, v));
380 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
381 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
382 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
383 data[side][y][x][3] = 255;
387 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
390 static void R_BuildFogTexture(void)
394 unsigned char data1[FOGWIDTH][4];
395 //unsigned char data2[FOGWIDTH][4];
396 for (x = 0;x < FOGWIDTH;x++)
398 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
403 //data2[x][0] = 255 - b;
404 //data2[x][1] = 255 - b;
405 //data2[x][2] = 255 - b;
408 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
409 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
412 static const char *builtinshaderstring =
413 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
414 "// written by Forest 'LordHavoc' Hale\n"
416 "// common definitions between vertex shader and fragment shader:\n"
418 "#ifdef __GLSL_CG_DATA_TYPES\n"
419 "# define myhalf half\n"
420 "# define myhvec2 hvec2\n"
421 "# define myhvec3 hvec3\n"
422 "# define myhvec4 hvec4\n"
424 "# define myhalf float\n"
425 "# define myhvec2 vec2\n"
426 "# define myhvec3 vec3\n"
427 "# define myhvec4 vec4\n"
430 "varying vec2 TexCoord;\n"
431 "varying vec2 TexCoordLightmap;\n"
433 "//#ifdef MODE_LIGHTSOURCE\n"
434 "varying vec3 CubeVector;\n"
437 "//#ifdef MODE_LIGHTSOURCE\n"
438 "varying vec3 LightVector;\n"
440 "//# ifdef MODE_LIGHTDIRECTION\n"
441 "//varying vec3 LightVector;\n"
445 "varying vec3 EyeVector;\n"
447 "varying vec3 EyeVectorModelSpace;\n"
450 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
451 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
452 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
454 "//#ifdef MODE_WATER\n"
455 "varying vec4 ModelViewProjectionPosition;\n"
457 "//# ifdef MODE_REFRACTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
460 "//# ifdef USEREFLECTION\n"
461 "//varying vec4 ModelViewProjectionPosition;\n"
470 "// vertex shader specific:\n"
471 "#ifdef VERTEX_SHADER\n"
473 "uniform vec3 LightPosition;\n"
474 "uniform vec3 EyePosition;\n"
475 "uniform vec3 LightDir;\n"
477 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
481 " gl_FrontColor = gl_Color;\n"
482 " // copy the surface texcoord\n"
483 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
484 "#ifndef MODE_LIGHTSOURCE\n"
485 "# ifndef MODE_LIGHTDIRECTION\n"
486 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
490 "#ifdef MODE_LIGHTSOURCE\n"
491 " // transform vertex position into light attenuation/cubemap space\n"
492 " // (-1 to +1 across the light box)\n"
493 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
495 " // transform unnormalized light direction into tangent space\n"
496 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
497 " // normalize it per pixel)\n"
498 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
499 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
500 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
501 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
504 "#ifdef MODE_LIGHTDIRECTION\n"
505 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
506 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
507 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
510 " // transform unnormalized eye direction into tangent space\n"
512 " vec3 EyeVectorModelSpace;\n"
514 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
515 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
516 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
517 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
519 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
520 " VectorS = gl_MultiTexCoord1.xyz;\n"
521 " VectorT = gl_MultiTexCoord2.xyz;\n"
522 " VectorR = gl_MultiTexCoord3.xyz;\n"
525 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
526 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
527 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
528 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
531 "// transform vertex to camera space, using ftransform to match non-VS\n"
533 " gl_Position = ftransform();\n"
535 "#ifdef MODE_WATER\n"
536 " ModelViewProjectionPosition = gl_Position;\n"
538 "#ifdef MODE_REFRACTION\n"
539 " ModelViewProjectionPosition = gl_Position;\n"
541 "#ifdef USEREFLECTION\n"
542 " ModelViewProjectionPosition = gl_Position;\n"
546 "#endif // VERTEX_SHADER\n"
551 "// fragment shader specific:\n"
552 "#ifdef FRAGMENT_SHADER\n"
554 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
555 "uniform sampler2D Texture_Normal;\n"
556 "uniform sampler2D Texture_Color;\n"
557 "uniform sampler2D Texture_Gloss;\n"
558 "uniform samplerCube Texture_Cube;\n"
559 "uniform sampler2D Texture_Attenuation;\n"
560 "uniform sampler2D Texture_FogMask;\n"
561 "uniform sampler2D Texture_Pants;\n"
562 "uniform sampler2D Texture_Shirt;\n"
563 "uniform sampler2D Texture_Lightmap;\n"
564 "uniform sampler2D Texture_Deluxemap;\n"
565 "uniform sampler2D Texture_Glow;\n"
566 "uniform sampler2D Texture_Reflection;\n"
567 "uniform sampler2D Texture_Refraction;\n"
569 "uniform myhvec3 LightColor;\n"
570 "uniform myhvec3 AmbientColor;\n"
571 "uniform myhvec3 DiffuseColor;\n"
572 "uniform myhvec3 SpecularColor;\n"
573 "uniform myhvec3 Color_Pants;\n"
574 "uniform myhvec3 Color_Shirt;\n"
575 "uniform myhvec3 FogColor;\n"
577 "//#ifdef MODE_WATER\n"
578 "uniform vec4 DistortScaleRefractReflect;\n"
579 "uniform vec4 ScreenScaleRefractReflect;\n"
580 "uniform vec4 ScreenCenterRefractReflect;\n"
581 "uniform myhvec4 RefractColor;\n"
582 "uniform myhvec4 ReflectColor;\n"
583 "uniform myhalf ReflectFactor;\n"
584 "uniform myhalf ReflectOffset;\n"
586 "//# ifdef MODE_REFRACTION\n"
587 "//uniform vec4 DistortScaleRefractReflect;\n"
588 "//uniform vec4 ScreenScaleRefractReflect;\n"
589 "//uniform vec4 ScreenCenterRefractReflect;\n"
590 "//uniform myhvec4 RefractColor;\n"
591 "//# ifdef USEREFLECTION\n"
592 "//uniform myhvec4 ReflectColor;\n"
595 "//# ifdef USEREFLECTION\n"
596 "//uniform vec4 DistortScaleRefractReflect;\n"
597 "//uniform vec4 ScreenScaleRefractReflect;\n"
598 "//uniform vec4 ScreenCenterRefractReflect;\n"
599 "//uniform myhvec4 ReflectColor;\n"
604 "uniform myhalf GlowScale;\n"
605 "uniform myhalf SceneBrightness;\n"
606 "#ifdef USECONTRASTBOOST\n"
607 "uniform myhalf ContrastBoostCoeff;\n"
610 "uniform float OffsetMapping_Scale;\n"
611 "uniform float OffsetMapping_Bias;\n"
612 "uniform float FogRangeRecip;\n"
613 "uniform float FogStart;\n"
614 "uniform float FogLength;\n"
616 "uniform myhalf AmbientScale;\n"
617 "uniform myhalf DiffuseScale;\n"
618 "uniform myhalf SpecularScale;\n"
619 "uniform myhalf SpecularPower;\n"
621 "#ifdef USEOFFSETMAPPING\n"
622 "vec2 OffsetMapping(vec2 TexCoord)\n"
624 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
625 " // 14 sample relief mapping: linear search and then binary search\n"
626 " // this basically steps forward a small amount repeatedly until it finds\n"
627 " // itself inside solid, then jitters forward and back using decreasing\n"
628 " // amounts to find the impact\n"
629 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
630 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
631 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
632 " vec3 RT = vec3(TexCoord, 1);\n"
633 " OffsetVector *= 0.1;\n"
634 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
639 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
640 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
641 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
642 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
643 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
644 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
645 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
646 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
647 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
650 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
651 " // this basically moves forward the full distance, and then backs up based\n"
652 " // on height of samples\n"
653 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
654 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
655 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
656 " TexCoord += OffsetVector;\n"
657 " OffsetVector *= 0.333;\n"
658 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
659 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
660 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
661 " return TexCoord;\n"
664 "#endif // USEOFFSETMAPPING\n"
666 "#ifdef MODE_WATER\n"
671 "#ifdef USEOFFSETMAPPING\n"
672 " // apply offsetmapping\n"
673 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
674 "#define TexCoord TexCoordOffset\n"
677 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
678 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
679 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
680 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
681 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
684 "#else // MODE_WATER\n"
685 "#ifdef MODE_REFRACTION\n"
687 "// refraction pass\n"
690 "#ifdef USEOFFSETMAPPING\n"
691 " // apply offsetmapping\n"
692 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
693 "#define TexCoord TexCoordOffset\n"
696 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
697 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
698 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
699 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
702 "#else // MODE_REFRACTION\n"
705 "#ifdef USEOFFSETMAPPING\n"
706 " // apply offsetmapping\n"
707 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
708 "#define TexCoord TexCoordOffset\n"
711 " // combine the diffuse textures (base, pants, shirt)\n"
712 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
713 "#ifdef USECOLORMAPPING\n"
714 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
720 "#ifdef MODE_LIGHTSOURCE\n"
723 " // calculate surface normal, light normal, and specular normal\n"
724 " // compute color intensity for the two textures (colormap and glossmap)\n"
725 " // scale by light color and attenuation as efficiently as possible\n"
726 " // (do as much scalar math as possible rather than vector math)\n"
727 "# ifdef USESPECULAR\n"
728 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
729 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
730 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
732 " // calculate directional shading\n"
733 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
735 "# ifdef USEDIFFUSE\n"
736 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
737 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
739 " // calculate directional shading\n"
740 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
742 " // calculate directionless shading\n"
743 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
747 "# ifdef USECUBEFILTER\n"
748 " // apply light cubemap filter\n"
749 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
750 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
752 " color *= myhvec4(gl_Color);\n"
753 "#endif // MODE_LIGHTSOURCE\n"
758 "#ifdef MODE_LIGHTDIRECTION\n"
759 " // directional model lighting\n"
760 "# ifdef USESPECULAR\n"
761 " // get the surface normal and light normal\n"
762 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
763 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
765 " // calculate directional shading\n"
766 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
767 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
768 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
770 "# ifdef USEDIFFUSE\n"
771 " // get the surface normal and light normal\n"
772 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
773 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
775 " // calculate directional shading\n"
776 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
778 " color.rgb *= AmbientColor;\n"
782 " color *= myhvec4(gl_Color);\n"
783 "#endif // MODE_LIGHTDIRECTION\n"
788 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
789 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
791 " // get the surface normal and light normal\n"
792 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
794 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
795 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
796 " // calculate directional shading\n"
797 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
798 "# ifdef USESPECULAR\n"
799 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
800 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
803 " // apply lightmap color\n"
804 " color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
805 " color.a *= myhalf(gl_Color.a);\n"
806 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
811 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
812 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
814 " // get the surface normal and light normal\n"
815 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
817 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
818 " // calculate directional shading\n"
819 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
820 "# ifdef USESPECULAR\n"
821 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
822 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
825 " // apply lightmap color\n"
826 " color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
827 " color.a *= myhalf(gl_Color.a);\n"
828 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
833 "#ifdef MODE_LIGHTMAP\n"
834 " // apply lightmap color\n"
835 " color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
836 "#endif // MODE_LIGHTMAP\n"
846 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
849 "#ifndef MODE_LIGHTSOURCE\n"
850 "# ifdef USEREFLECTION\n"
851 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
852 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
853 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
854 " color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
858 "#ifdef USECONTRASTBOOST\n"
859 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
862 " color.rgb *= SceneBrightness;\n"
866 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(max(0.0, min(length(EyeVectorModelSpace) - FogStart, FogLength))*FogRangeRecip, 0.0))));\n"
867 //" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
870 " gl_FragColor = vec4(color);\n"
872 "#endif // MODE_REFRACTION\n"
873 "#endif // MODE_WATER\n"
875 "#endif // FRAGMENT_SHADER\n"
878 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
879 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
880 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
881 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
882 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
883 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
884 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
885 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
886 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
887 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
888 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
890 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
891 const char *shaderpermutationinfo[][2] =
893 {"#define USECOLORMAPPING\n", " colormapping"},
894 {"#define USECONTRASTBOOST\n", " contrastboost"},
895 {"#define USEFOG\n", " fog"},
896 {"#define USECUBEFILTER\n", " cubefilter"},
897 {"#define USEGLOW\n", " glow"},
898 {"#define USEDIFFUSE\n", " diffuse"},
899 {"#define USESPECULAR\n", " specular"},
900 {"#define USEREFLECTION\n", " reflection"},
901 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
902 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
906 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
907 typedef enum shadermode_e
909 SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
910 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
911 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
912 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
913 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
914 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
915 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
920 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
921 const char *shadermodeinfo[][2] =
923 {"#define MODE_LIGHTMAP\n", " lightmap"},
924 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
925 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
926 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
927 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
928 {"#define MODE_REFRACTION\n", " refraction"},
929 {"#define MODE_WATER\n", " water"},
933 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
935 typedef struct r_glsl_permutation_s
937 // indicates if we have tried compiling this permutation already
939 // 0 if compilation failed
941 // locations of detected uniforms in program object, or -1 if not found
942 int loc_Texture_Normal;
943 int loc_Texture_Color;
944 int loc_Texture_Gloss;
945 int loc_Texture_Cube;
946 int loc_Texture_Attenuation;
947 int loc_Texture_FogMask;
948 int loc_Texture_Pants;
949 int loc_Texture_Shirt;
950 int loc_Texture_Lightmap;
951 int loc_Texture_Deluxemap;
952 int loc_Texture_Glow;
953 int loc_Texture_Refraction;
954 int loc_Texture_Reflection;
956 int loc_LightPosition;
961 int loc_FogRangeRecip;
964 int loc_AmbientScale;
965 int loc_DiffuseScale;
966 int loc_SpecularScale;
967 int loc_SpecularPower;
969 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
970 int loc_OffsetMapping_Scale;
971 int loc_AmbientColor;
972 int loc_DiffuseColor;
973 int loc_SpecularColor;
975 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
976 int loc_DistortScaleRefractReflect;
977 int loc_ScreenScaleRefractReflect;
978 int loc_ScreenCenterRefractReflect;
979 int loc_RefractColor;
980 int loc_ReflectColor;
981 int loc_ReflectFactor;
982 int loc_ReflectOffset;
984 r_glsl_permutation_t;
986 // information about each possible shader permutation
987 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
988 // currently selected permutation
989 r_glsl_permutation_t *r_glsl_permutation;
991 // these are additional flags used only by R_GLSL_CompilePermutation
992 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
993 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
994 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
996 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
999 qboolean shaderfound;
1000 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1001 int vertstrings_count;
1002 int geomstrings_count;
1003 int fragstrings_count;
1005 const char *vertstrings_list[32+1];
1006 const char *geomstrings_list[32+1];
1007 const char *fragstrings_list[32+1];
1008 char permutationname[256];
1013 vertstrings_list[0] = "#define VERTEX_SHADER\n";
1014 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1015 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1016 vertstrings_count = 1;
1017 geomstrings_count = 1;
1018 fragstrings_count = 1;
1019 permutationname[0] = 0;
1020 i = permutation / SHADERPERMUTATION_MODEBASE;
1021 vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1022 geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1023 fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1024 strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1025 for (i = 0;shaderpermutationinfo[i][0];i++)
1027 if (permutation & (1<<i))
1029 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1030 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1031 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1032 strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1036 // keep line numbers correct
1037 vertstrings_list[vertstrings_count++] = "\n";
1038 geomstrings_list[geomstrings_count++] = "\n";
1039 fragstrings_list[fragstrings_count++] = "\n";
1042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 shaderfound = false;
1046 Con_DPrint("from disk... ");
1047 vertstrings_list[vertstrings_count++] = shaderstring;
1048 geomstrings_list[geomstrings_count++] = shaderstring;
1049 fragstrings_list[fragstrings_count++] = shaderstring;
1052 else if (!strcmp(filename, "glsl/default.glsl"))
1054 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1055 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1056 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1059 // clear any lists that are not needed by this shader
1060 if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1061 vertstrings_count = 0;
1062 if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1063 geomstrings_count = 0;
1064 if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1065 fragstrings_count = 0;
1066 // compile the shader program
1067 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1068 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1072 qglUseProgramObjectARB(p->program);CHECKGLERROR
1073 // look up all the uniform variable names we care about, so we don't
1074 // have to look them up every time we set them
1075 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1076 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1077 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1078 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1079 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1080 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1081 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1082 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1083 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1084 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1085 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1086 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1087 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1088 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1089 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1090 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1091 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
1092 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1093 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1094 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1095 p->loc_FogStart = qglGetUniformLocationARB(p->program, "FogStart");
1096 p->loc_FogLength = qglGetUniformLocationARB(p->program, "FogLength");
1097 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1098 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1099 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1100 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1101 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1102 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1103 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1104 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1105 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1106 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1107 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1108 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1109 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1110 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1111 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1112 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1113 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1114 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1115 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1116 // initialize the samplers to refer to the texture units we use
1117 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
1118 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
1119 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
1120 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
1121 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
1122 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
1123 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
1124 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1125 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1126 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
1127 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1128 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1129 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1131 qglUseProgramObjectARB(0);CHECKGLERROR
1132 if (developer.integer)
1133 Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1137 if (developer.integer)
1138 Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1140 Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename);
1143 Mem_Free(shaderstring);
1146 void R_GLSL_Restart_f(void)
1149 for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1150 if (r_glsl_permutations[i].program)
1151 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1152 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1155 void R_GLSL_DumpShader_f(void)
1159 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1162 Con_Printf("failed to write to glsl/default.glsl\n");
1166 FS_Print(file, "// The engine may define the following macros:\n");
1167 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1168 for (i = 0;shadermodeinfo[i][0];i++)
1169 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1170 for (i = 0;shaderpermutationinfo[i][0];i++)
1171 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1172 FS_Print(file, "\n");
1173 FS_Print(file, builtinshaderstring);
1176 Con_Printf("glsl/default.glsl written\n");
1179 extern rtexture_t *r_shadow_attenuationgradienttexture;
1180 extern rtexture_t *r_shadow_attenuation2dtexture;
1181 extern rtexture_t *r_shadow_attenuation3dtexture;
1182 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1184 // select a permutation of the lighting shader appropriate to this
1185 // combination of texture, entity, light source, and fogging, only use the
1186 // minimum features necessary to avoid wasting rendering time in the
1187 // fragment shader on features that are not being used
1188 const char *shaderfilename = NULL;
1189 unsigned int permutation = 0;
1190 unsigned int shadertype = 0;
1191 shadermode_t mode = 0;
1192 r_glsl_permutation = NULL;
1193 shaderfilename = "glsl/default.glsl";
1194 shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1195 // TODO: implement geometry-shader based shadow volumes someday
1196 if (r_glsl_offsetmapping.integer)
1198 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1199 if (r_glsl_offsetmapping_reliefmapping.integer)
1200 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1202 if (rsurfacepass == RSURFPASS_BACKGROUND)
1204 // distorted background
1205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1206 mode = SHADERMODE_WATER;
1208 mode = SHADERMODE_REFRACTION;
1210 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1213 mode = SHADERMODE_LIGHTSOURCE;
1214 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1215 permutation |= SHADERPERMUTATION_CUBEFILTER;
1216 if (diffusescale > 0)
1217 permutation |= SHADERPERMUTATION_DIFFUSE;
1218 if (specularscale > 0)
1219 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1220 if (r_refdef.fogenabled)
1221 permutation |= SHADERPERMUTATION_FOG;
1222 if (rsurface.texture->colormapping)
1223 permutation |= SHADERPERMUTATION_COLORMAPPING;
1224 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1225 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1227 permutation |= SHADERPERMUTATION_REFLECTION;
1229 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1231 // unshaded geometry (fullbright or ambient model lighting)
1232 mode = SHADERMODE_LIGHTMAP;
1233 if (rsurface.texture->currentskinframe->glow)
1234 permutation |= SHADERPERMUTATION_GLOW;
1235 if (r_refdef.fogenabled)
1236 permutation |= SHADERPERMUTATION_FOG;
1237 if (rsurface.texture->colormapping)
1238 permutation |= SHADERPERMUTATION_COLORMAPPING;
1239 if (r_glsl_offsetmapping.integer)
1241 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1242 if (r_glsl_offsetmapping_reliefmapping.integer)
1243 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1245 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1246 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1248 permutation |= SHADERPERMUTATION_REFLECTION;
1250 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1252 // directional model lighting
1253 mode = SHADERMODE_LIGHTDIRECTION;
1254 if (rsurface.texture->currentskinframe->glow)
1255 permutation |= SHADERPERMUTATION_GLOW;
1256 permutation |= SHADERPERMUTATION_DIFFUSE;
1257 if (specularscale > 0)
1258 permutation |= SHADERPERMUTATION_SPECULAR;
1259 if (r_refdef.fogenabled)
1260 permutation |= SHADERPERMUTATION_FOG;
1261 if (rsurface.texture->colormapping)
1262 permutation |= SHADERPERMUTATION_COLORMAPPING;
1263 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1264 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1266 permutation |= SHADERPERMUTATION_REFLECTION;
1268 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1270 // ambient model lighting
1271 mode = SHADERMODE_LIGHTDIRECTION;
1272 if (rsurface.texture->currentskinframe->glow)
1273 permutation |= SHADERPERMUTATION_GLOW;
1274 if (r_refdef.fogenabled)
1275 permutation |= SHADERPERMUTATION_FOG;
1276 if (rsurface.texture->colormapping)
1277 permutation |= SHADERPERMUTATION_COLORMAPPING;
1278 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1279 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1281 permutation |= SHADERPERMUTATION_REFLECTION;
1286 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1288 // deluxemapping (light direction texture)
1289 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1290 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1292 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1293 if (specularscale > 0)
1294 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1296 else if (r_glsl_deluxemapping.integer >= 2)
1298 // fake deluxemapping (uniform light direction in tangentspace)
1299 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1300 if (specularscale > 0)
1301 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1305 // ordinary lightmapping
1306 mode = SHADERMODE_LIGHTMAP;
1308 if (rsurface.texture->currentskinframe->glow)
1309 permutation |= SHADERPERMUTATION_GLOW;
1310 if (r_refdef.fogenabled)
1311 permutation |= SHADERPERMUTATION_FOG;
1312 if (rsurface.texture->colormapping)
1313 permutation |= SHADERPERMUTATION_COLORMAPPING;
1314 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1315 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1316 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1317 permutation |= SHADERPERMUTATION_REFLECTION;
1319 permutation |= mode * SHADERPERMUTATION_MODEBASE;
1320 if (!r_glsl_permutations[permutation].program)
1322 if (!r_glsl_permutations[permutation].compiled)
1323 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1324 if (!r_glsl_permutations[permutation].program)
1326 // remove features until we find a valid permutation
1328 for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1332 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1333 Cvar_SetValueQuick(&r_glsl, 0);
1334 return 0; // no bit left to clear
1336 // reduce i more quickly whenever it would not remove any bits
1337 if (!(permutation & i))
1340 if (!r_glsl_permutations[permutation].compiled)
1341 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1342 if (r_glsl_permutations[permutation].program)
1347 r_glsl_permutation = r_glsl_permutations + permutation;
1349 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1350 if (mode == SHADERMODE_LIGHTSOURCE)
1352 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1353 if (permutation & SHADERPERMUTATION_DIFFUSE)
1355 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1356 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1357 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1358 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1362 // ambient only is simpler
1363 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1364 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1365 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1366 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1369 else if (mode == SHADERMODE_LIGHTDIRECTION)
1371 if (r_glsl_permutation->loc_AmbientColor >= 0)
1372 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1373 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1374 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1375 if (r_glsl_permutation->loc_SpecularColor >= 0)
1376 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1377 if (r_glsl_permutation->loc_LightDir >= 0)
1378 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1382 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1383 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1384 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1386 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1387 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1389 // The formula used is actually:
1390 // color.rgb *= SceneBrightness;
1391 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1392 // I simplify that to
1393 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1394 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1396 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1397 // and do [[calculations]] here in the engine
1398 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1399 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1402 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1403 if (r_glsl_permutation->loc_FogColor >= 0)
1405 // additive passes are only darkened by fog, not tinted
1406 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1407 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1409 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1411 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1412 if (r_glsl_permutation->loc_Color_Pants >= 0)
1414 if (rsurface.texture->currentskinframe->pants)
1415 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1417 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1419 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1421 if (rsurface.texture->currentskinframe->shirt)
1422 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1424 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1426 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1427 if (r_glsl_permutation->loc_FogStart >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogStart, r_refdef.fog_start);
1428 if (r_glsl_permutation->loc_FogLength >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogLength, r_refdef.fog_end - r_refdef.fog_start);
1429 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1430 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1431 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1432 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1433 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1434 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1435 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1436 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1437 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1442 #define SKINFRAME_HASH 1024
1446 int loadsequence; // incremented each level change
1447 memexpandablearray_t array;
1448 skinframe_t *hash[SKINFRAME_HASH];
1452 void R_SkinFrame_PrepareForPurge(void)
1454 r_skinframe.loadsequence++;
1455 // wrap it without hitting zero
1456 if (r_skinframe.loadsequence >= 200)
1457 r_skinframe.loadsequence = 1;
1460 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1464 // mark the skinframe as used for the purging code
1465 skinframe->loadsequence = r_skinframe.loadsequence;
1468 void R_SkinFrame_Purge(void)
1472 for (i = 0;i < SKINFRAME_HASH;i++)
1474 for (s = r_skinframe.hash[i];s;s = s->next)
1476 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1478 if (s->merged == s->base)
1480 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1481 R_PurgeTexture(s->stain );s->stain = NULL;
1482 R_PurgeTexture(s->merged);s->merged = NULL;
1483 R_PurgeTexture(s->base );s->base = NULL;
1484 R_PurgeTexture(s->pants );s->pants = NULL;
1485 R_PurgeTexture(s->shirt );s->shirt = NULL;
1486 R_PurgeTexture(s->nmap );s->nmap = NULL;
1487 R_PurgeTexture(s->gloss );s->gloss = NULL;
1488 R_PurgeTexture(s->glow );s->glow = NULL;
1489 R_PurgeTexture(s->fog );s->fog = NULL;
1490 s->loadsequence = 0;
1496 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1498 char basename[MAX_QPATH];
1500 Image_StripImageExtension(name, basename, sizeof(basename));
1502 if( last == NULL ) {
1504 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1505 item = r_skinframe.hash[hashindex];
1510 // linearly search through the hash bucket
1511 for( ; item ; item = item->next ) {
1512 if( !strcmp( item->basename, basename ) ) {
1519 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1523 char basename[MAX_QPATH];
1525 Image_StripImageExtension(name, basename, sizeof(basename));
1527 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1528 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1529 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1533 rtexture_t *dyntexture;
1534 // check whether its a dynamic texture
1535 dyntexture = CL_GetDynTexture( basename );
1536 if (!add && !dyntexture)
1538 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1539 memset(item, 0, sizeof(*item));
1540 strlcpy(item->basename, basename, sizeof(item->basename));
1541 item->base = dyntexture; // either NULL or dyntexture handle
1542 item->textureflags = textureflags;
1543 item->comparewidth = comparewidth;
1544 item->compareheight = compareheight;
1545 item->comparecrc = comparecrc;
1546 item->next = r_skinframe.hash[hashindex];
1547 r_skinframe.hash[hashindex] = item;
1549 else if( item->base == NULL )
1551 rtexture_t *dyntexture;
1552 // check whether its a dynamic texture
1553 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1554 dyntexture = CL_GetDynTexture( basename );
1555 item->base = dyntexture; // either NULL or dyntexture handle
1558 R_SkinFrame_MarkUsed(item);
1562 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1564 // FIXME: it should be possible to disable loading various layers using
1565 // cvars, to prevent wasted loading time and memory usage if the user does
1567 qboolean loadnormalmap = true;
1568 qboolean loadgloss = true;
1569 qboolean loadpantsandshirt = true;
1570 qboolean loadglow = true;
1572 unsigned char *pixels;
1573 unsigned char *bumppixels;
1574 unsigned char *basepixels = NULL;
1575 int basepixels_width;
1576 int basepixels_height;
1577 skinframe_t *skinframe;
1579 if (cls.state == ca_dedicated)
1582 // return an existing skinframe if already loaded
1583 // if loading of the first image fails, don't make a new skinframe as it
1584 // would cause all future lookups of this to be missing
1585 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1586 if (skinframe && skinframe->base)
1589 basepixels = loadimagepixelsbgra(name, complain, true);
1590 if (basepixels == NULL)
1593 // we've got some pixels to store, so really allocate this new texture now
1595 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1596 skinframe->stain = NULL;
1597 skinframe->merged = NULL;
1598 skinframe->base = r_texture_notexture;
1599 skinframe->pants = NULL;
1600 skinframe->shirt = NULL;
1601 skinframe->nmap = r_texture_blanknormalmap;
1602 skinframe->gloss = NULL;
1603 skinframe->glow = NULL;
1604 skinframe->fog = NULL;
1606 basepixels_width = image_width;
1607 basepixels_height = image_height;
1608 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1610 if (textureflags & TEXF_ALPHA)
1612 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1613 if (basepixels[j] < 255)
1615 if (j < basepixels_width * basepixels_height * 4)
1617 // has transparent pixels
1618 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1619 for (j = 0;j < image_width * image_height * 4;j += 4)
1624 pixels[j+3] = basepixels[j+3];
1626 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1631 // _norm is the name used by tenebrae and has been adopted as standard
1634 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1636 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1640 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1642 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1643 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1644 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1646 Mem_Free(bumppixels);
1648 else if (r_shadow_bumpscale_basetexture.value > 0)
1650 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1651 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1652 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1656 // _luma is supported for tenebrae compatibility
1657 // (I think it's a very stupid name, but oh well)
1658 // _glow is the preferred name
1659 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1660 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1661 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1662 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1665 Mem_Free(basepixels);
1670 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1675 for (i = 0;i < width*height;i++)
1676 if (((unsigned char *)&palette[in[i]])[3] > 0)
1678 if (i == width*height)
1681 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1684 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1685 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1688 unsigned char *temp1, *temp2;
1689 skinframe_t *skinframe;
1691 if (cls.state == ca_dedicated)
1694 // if already loaded just return it, otherwise make a new skinframe
1695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1696 if (skinframe && skinframe->base)
1699 skinframe->stain = NULL;
1700 skinframe->merged = NULL;
1701 skinframe->base = r_texture_notexture;
1702 skinframe->pants = NULL;
1703 skinframe->shirt = NULL;
1704 skinframe->nmap = r_texture_blanknormalmap;
1705 skinframe->gloss = NULL;
1706 skinframe->glow = NULL;
1707 skinframe->fog = NULL;
1709 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1713 if (r_shadow_bumpscale_basetexture.value > 0)
1715 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1716 temp2 = temp1 + width * height * 4;
1717 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1718 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1722 if (textureflags & TEXF_ALPHA)
1724 for (i = 3;i < width * height * 4;i += 4)
1725 if (skindata[i] < 255)
1727 if (i < width * height * 4)
1729 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1730 memcpy(fogpixels, skindata, width * height * 4);
1731 for (i = 0;i < width * height * 4;i += 4)
1732 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1734 Mem_Free(fogpixels);
1741 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1744 unsigned char *temp1, *temp2;
1745 skinframe_t *skinframe;
1747 if (cls.state == ca_dedicated)
1750 // if already loaded just return it, otherwise make a new skinframe
1751 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1752 if (skinframe && skinframe->base)
1755 skinframe->stain = NULL;
1756 skinframe->merged = NULL;
1757 skinframe->base = r_texture_notexture;
1758 skinframe->pants = NULL;
1759 skinframe->shirt = NULL;
1760 skinframe->nmap = r_texture_blanknormalmap;
1761 skinframe->gloss = NULL;
1762 skinframe->glow = NULL;
1763 skinframe->fog = NULL;
1765 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1769 if (r_shadow_bumpscale_basetexture.value > 0)
1771 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1772 temp2 = temp1 + width * height * 4;
1773 // use either a custom palette or the quake palette
1774 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1775 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779 // use either a custom palette, or the quake palette
1780 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1781 if (loadglowtexture)
1782 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1783 if (loadpantsandshirt)
1785 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1786 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1788 if (skinframe->pants || skinframe->shirt)
1789 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1790 if (textureflags & TEXF_ALPHA)
1792 for (i = 0;i < width * height;i++)
1793 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1795 if (i < width * height)
1796 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1802 skinframe_t *R_SkinFrame_LoadMissing(void)
1804 skinframe_t *skinframe;
1806 if (cls.state == ca_dedicated)
1809 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1810 skinframe->stain = NULL;
1811 skinframe->merged = NULL;
1812 skinframe->base = r_texture_notexture;
1813 skinframe->pants = NULL;
1814 skinframe->shirt = NULL;
1815 skinframe->nmap = r_texture_blanknormalmap;
1816 skinframe->gloss = NULL;
1817 skinframe->glow = NULL;
1818 skinframe->fog = NULL;
1823 void gl_main_start(void)
1828 r = -16.0 / (1.0 * FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1829 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1831 alpha = exp(r * ((double)x*(double)x));
1832 if (x == FOGMASKTABLEWIDTH - 1)
1834 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1837 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1838 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1840 // set up r_skinframe loading system for textures
1841 memset(&r_skinframe, 0, sizeof(r_skinframe));
1842 r_skinframe.loadsequence = 1;
1843 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1845 r_main_texturepool = R_AllocTexturePool();
1846 R_BuildBlankTextures();
1848 if (gl_texturecubemap)
1851 R_BuildNormalizationCube();
1853 R_BuildFogTexture();
1854 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1855 memset(&r_waterstate, 0, sizeof(r_waterstate));
1856 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1857 memset(&r_svbsp, 0, sizeof (r_svbsp));
1860 void gl_main_shutdown(void)
1862 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1863 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1865 // clear out the r_skinframe state
1866 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1867 memset(&r_skinframe, 0, sizeof(r_skinframe));
1870 Mem_Free(r_svbsp.nodes);
1871 memset(&r_svbsp, 0, sizeof (r_svbsp));
1872 R_FreeTexturePool(&r_main_texturepool);
1873 r_texture_blanknormalmap = NULL;
1874 r_texture_white = NULL;
1875 r_texture_grey128 = NULL;
1876 r_texture_black = NULL;
1877 r_texture_whitecube = NULL;
1878 r_texture_normalizationcube = NULL;
1879 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1880 memset(&r_waterstate, 0, sizeof(r_waterstate));
1884 extern void CL_ParseEntityLump(char *entitystring);
1885 void gl_main_newmap(void)
1887 // FIXME: move this code to client
1889 char *entities, entname[MAX_QPATH];
1892 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1893 l = (int)strlen(entname) - 4;
1894 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1896 memcpy(entname + l, ".ent", 5);
1897 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1899 CL_ParseEntityLump(entities);
1904 if (cl.worldmodel->brush.entities)
1905 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1909 void GL_Main_Init(void)
1911 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1913 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1914 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1915 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1916 if (gamemode == GAME_NEHAHRA)
1918 Cvar_RegisterVariable (&gl_fogenable);
1919 Cvar_RegisterVariable (&gl_fogdensity);
1920 Cvar_RegisterVariable (&gl_fogred);
1921 Cvar_RegisterVariable (&gl_foggreen);
1922 Cvar_RegisterVariable (&gl_fogblue);
1923 Cvar_RegisterVariable (&gl_fogstart);
1924 Cvar_RegisterVariable (&gl_fogend);
1926 Cvar_RegisterVariable(&r_depthfirst);
1927 Cvar_RegisterVariable(&r_nearclip);
1928 Cvar_RegisterVariable(&r_showbboxes);
1929 Cvar_RegisterVariable(&r_showsurfaces);
1930 Cvar_RegisterVariable(&r_showtris);
1931 Cvar_RegisterVariable(&r_shownormals);
1932 Cvar_RegisterVariable(&r_showlighting);
1933 Cvar_RegisterVariable(&r_showshadowvolumes);
1934 Cvar_RegisterVariable(&r_showcollisionbrushes);
1935 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1936 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1937 Cvar_RegisterVariable(&r_showdisabledepthtest);
1938 Cvar_RegisterVariable(&r_drawportals);
1939 Cvar_RegisterVariable(&r_drawentities);
1940 Cvar_RegisterVariable(&r_cullentities_trace);
1941 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1942 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1943 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1944 Cvar_RegisterVariable(&r_drawviewmodel);
1945 Cvar_RegisterVariable(&r_speeds);
1946 Cvar_RegisterVariable(&r_fullbrights);
1947 Cvar_RegisterVariable(&r_wateralpha);
1948 Cvar_RegisterVariable(&r_dynamic);
1949 Cvar_RegisterVariable(&r_fullbright);
1950 Cvar_RegisterVariable(&r_shadows);
1951 Cvar_RegisterVariable(&r_shadows_throwdistance);
1952 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1953 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1954 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1955 Cvar_RegisterVariable(&r_textureunits);
1956 Cvar_RegisterVariable(&r_glsl);
1957 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1958 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1959 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1960 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1961 Cvar_RegisterVariable(&r_water);
1962 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1963 Cvar_RegisterVariable(&r_water_clippingplanebias);
1964 Cvar_RegisterVariable(&r_water_refractdistort);
1965 Cvar_RegisterVariable(&r_water_reflectdistort);
1966 Cvar_RegisterVariable(&r_lerpsprites);
1967 Cvar_RegisterVariable(&r_lerpmodels);
1968 Cvar_RegisterVariable(&r_lerplightstyles);
1969 Cvar_RegisterVariable(&r_waterscroll);
1970 Cvar_RegisterVariable(&r_bloom);
1971 Cvar_RegisterVariable(&r_bloom_colorscale);
1972 Cvar_RegisterVariable(&r_bloom_brighten);
1973 Cvar_RegisterVariable(&r_bloom_blur);
1974 Cvar_RegisterVariable(&r_bloom_resolution);
1975 Cvar_RegisterVariable(&r_bloom_colorexponent);
1976 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1977 Cvar_RegisterVariable(&r_hdr);
1978 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1979 Cvar_RegisterVariable(&r_glsl_contrastboost);
1980 Cvar_RegisterVariable(&r_hdr_glowintensity);
1981 Cvar_RegisterVariable(&r_hdr_range);
1982 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1983 Cvar_RegisterVariable(&developer_texturelogging);
1984 Cvar_RegisterVariable(&gl_lightmaps);
1985 Cvar_RegisterVariable(&r_test);
1986 Cvar_RegisterVariable(&r_batchmode);
1987 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1988 Cvar_SetValue("r_fullbrights", 0);
1989 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1991 Cvar_RegisterVariable(&r_track_sprites);
1992 Cvar_RegisterVariable(&r_track_sprites_flags);
1993 Cvar_RegisterVariable(&r_track_sprites_scalew);
1994 Cvar_RegisterVariable(&r_track_sprites_scaleh);
1997 extern void R_Textures_Init(void);
1998 extern void GL_Draw_Init(void);
1999 extern void GL_Main_Init(void);
2000 extern void R_Shadow_Init(void);
2001 extern void R_Sky_Init(void);
2002 extern void GL_Surf_Init(void);
2003 extern void R_Particles_Init(void);
2004 extern void R_Explosion_Init(void);
2005 extern void gl_backend_init(void);
2006 extern void Sbar_Init(void);
2007 extern void R_LightningBeams_Init(void);
2008 extern void Mod_RenderInit(void);
2010 void Render_Init(void)
2022 R_LightningBeams_Init();
2031 extern char *ENGINE_EXTENSIONS;
2034 VID_CheckExtensions();
2036 // LordHavoc: report supported extensions
2037 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2039 // clear to black (loading plaque will be seen over this)
2041 qglClearColor(0,0,0,1);CHECKGLERROR
2042 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2045 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2049 for (i = 0;i < r_view.numfrustumplanes;i++)
2051 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2054 p = r_view.frustum + i;
2059 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2063 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2067 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2071 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2075 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2079 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2083 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2087 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2095 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2099 for (i = 0;i < numplanes;i++)
2106 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2110 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2114 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2118 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2122 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2126 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2130 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2134 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2142 //==================================================================================
2144 static void R_UpdateEntityLighting(entity_render_t *ent)
2146 vec3_t tempdiffusenormal;
2148 // fetch the lighting from the worldmodel data
2149 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));
2150 VectorClear(ent->modellight_diffuse);
2151 VectorClear(tempdiffusenormal);
2152 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2155 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2156 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2159 VectorSet(ent->modellight_ambient, 1, 1, 1);
2161 // move the light direction into modelspace coordinates for lighting code
2162 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2163 if(VectorLength2(ent->modellight_lightdir) > 0)
2165 VectorNormalize(ent->modellight_lightdir);
2169 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2172 // scale ambient and directional light contributions according to rendering variables
2173 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2174 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2175 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2176 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2177 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2178 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2181 static void R_View_UpdateEntityVisible (void)
2184 entity_render_t *ent;
2186 if (!r_drawentities.integer)
2189 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2190 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2192 // worldmodel can check visibility
2193 for (i = 0;i < r_refdef.numentities;i++)
2195 ent = r_refdef.entities[i];
2196 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2199 if(r_cullentities_trace.integer)
2201 for (i = 0;i < r_refdef.numentities;i++)
2203 ent = r_refdef.entities[i];
2204 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2206 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2207 ent->last_trace_visibility = realtime;
2208 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2209 r_viewcache.entityvisible[i] = 0;
2216 // no worldmodel or it can't check visibility
2217 for (i = 0;i < r_refdef.numentities;i++)
2219 ent = r_refdef.entities[i];
2220 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2224 // update entity lighting (even on hidden entities for r_shadows)
2225 for (i = 0;i < r_refdef.numentities;i++)
2226 R_UpdateEntityLighting(r_refdef.entities[i]);
2229 // only used if skyrendermasked, and normally returns false
2230 int R_DrawBrushModelsSky (void)
2233 entity_render_t *ent;
2235 if (!r_drawentities.integer)
2239 for (i = 0;i < r_refdef.numentities;i++)
2241 if (!r_viewcache.entityvisible[i])
2243 ent = r_refdef.entities[i];
2244 if (!ent->model || !ent->model->DrawSky)
2246 ent->model->DrawSky(ent);
2252 static void R_DrawNoModel(entity_render_t *ent);
2253 static void R_DrawModels(void)
2256 entity_render_t *ent;
2258 if (!r_drawentities.integer)
2261 for (i = 0;i < r_refdef.numentities;i++)
2263 if (!r_viewcache.entityvisible[i])
2265 ent = r_refdef.entities[i];
2266 r_refdef.stats.entities++;
2267 if (ent->model && ent->model->Draw != NULL)
2268 ent->model->Draw(ent);
2274 static void R_DrawModelsDepth(void)
2277 entity_render_t *ent;
2279 if (!r_drawentities.integer)
2282 for (i = 0;i < r_refdef.numentities;i++)
2284 if (!r_viewcache.entityvisible[i])
2286 ent = r_refdef.entities[i];
2287 if (ent->model && ent->model->DrawDepth != NULL)
2288 ent->model->DrawDepth(ent);
2292 static void R_DrawModelsDebug(void)
2295 entity_render_t *ent;
2297 if (!r_drawentities.integer)
2300 for (i = 0;i < r_refdef.numentities;i++)
2302 if (!r_viewcache.entityvisible[i])
2304 ent = r_refdef.entities[i];
2305 if (ent->model && ent->model->DrawDebug != NULL)
2306 ent->model->DrawDebug(ent);
2310 static void R_DrawModelsAddWaterPlanes(void)
2313 entity_render_t *ent;
2315 if (!r_drawentities.integer)
2318 for (i = 0;i < r_refdef.numentities;i++)
2320 if (!r_viewcache.entityvisible[i])
2322 ent = r_refdef.entities[i];
2323 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2324 ent->model->DrawAddWaterPlanes(ent);
2328 static void R_View_SetFrustum(void)
2331 double slopex, slopey;
2333 // break apart the view matrix into vectors for various purposes
2334 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2335 VectorNegate(r_view.left, r_view.right);
2338 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2339 r_view.frustum[0].normal[1] = 0 - 0;
2340 r_view.frustum[0].normal[2] = -1 - 0;
2341 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2342 r_view.frustum[1].normal[1] = 0 + 0;
2343 r_view.frustum[1].normal[2] = -1 + 0;
2344 r_view.frustum[2].normal[0] = 0 - 0;
2345 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2346 r_view.frustum[2].normal[2] = -1 - 0;
2347 r_view.frustum[3].normal[0] = 0 + 0;
2348 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2349 r_view.frustum[3].normal[2] = -1 + 0;
2353 zNear = r_refdef.nearclip;
2354 nudge = 1.0 - 1.0 / (1<<23);
2355 r_view.frustum[4].normal[0] = 0 - 0;
2356 r_view.frustum[4].normal[1] = 0 - 0;
2357 r_view.frustum[4].normal[2] = -1 - -nudge;
2358 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2359 r_view.frustum[5].normal[0] = 0 + 0;
2360 r_view.frustum[5].normal[1] = 0 + 0;
2361 r_view.frustum[5].normal[2] = -1 + -nudge;
2362 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2368 r_view.frustum[0].normal[0] = m[3] - m[0];
2369 r_view.frustum[0].normal[1] = m[7] - m[4];
2370 r_view.frustum[0].normal[2] = m[11] - m[8];
2371 r_view.frustum[0].dist = m[15] - m[12];
2373 r_view.frustum[1].normal[0] = m[3] + m[0];
2374 r_view.frustum[1].normal[1] = m[7] + m[4];
2375 r_view.frustum[1].normal[2] = m[11] + m[8];
2376 r_view.frustum[1].dist = m[15] + m[12];
2378 r_view.frustum[2].normal[0] = m[3] - m[1];
2379 r_view.frustum[2].normal[1] = m[7] - m[5];
2380 r_view.frustum[2].normal[2] = m[11] - m[9];
2381 r_view.frustum[2].dist = m[15] - m[13];
2383 r_view.frustum[3].normal[0] = m[3] + m[1];
2384 r_view.frustum[3].normal[1] = m[7] + m[5];
2385 r_view.frustum[3].normal[2] = m[11] + m[9];
2386 r_view.frustum[3].dist = m[15] + m[13];
2388 r_view.frustum[4].normal[0] = m[3] - m[2];
2389 r_view.frustum[4].normal[1] = m[7] - m[6];
2390 r_view.frustum[4].normal[2] = m[11] - m[10];
2391 r_view.frustum[4].dist = m[15] - m[14];
2393 r_view.frustum[5].normal[0] = m[3] + m[2];
2394 r_view.frustum[5].normal[1] = m[7] + m[6];
2395 r_view.frustum[5].normal[2] = m[11] + m[10];
2396 r_view.frustum[5].dist = m[15] + m[14];
2399 if (r_view.useperspective)
2401 slopex = 1.0 / r_view.frustum_x;
2402 slopey = 1.0 / r_view.frustum_y;
2403 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2404 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
2405 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
2406 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
2407 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2409 // Leaving those out was a mistake, those were in the old code, and they
2410 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2411 // I couldn't reproduce it after adding those normalizations. --blub
2412 VectorNormalize(r_view.frustum[0].normal);
2413 VectorNormalize(r_view.frustum[1].normal);
2414 VectorNormalize(r_view.frustum[2].normal);
2415 VectorNormalize(r_view.frustum[3].normal);
2417 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2418 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2419 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2420 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2421 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2423 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2424 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2425 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2426 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2427 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2431 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2432 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
2433 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2434 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
2435 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2436 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2437 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2438 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2439 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2440 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2442 r_view.numfrustumplanes = 5;
2444 if (r_view.useclipplane)
2446 r_view.numfrustumplanes = 6;
2447 r_view.frustum[5] = r_view.clipplane;
2450 for (i = 0;i < r_view.numfrustumplanes;i++)
2451 PlaneClassify(r_view.frustum + i);
2453 // LordHavoc: note to all quake engine coders, Quake had a special case
2454 // for 90 degrees which assumed a square view (wrong), so I removed it,
2455 // Quake2 has it disabled as well.
2457 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2458 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2459 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2460 //PlaneClassify(&frustum[0]);
2462 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2463 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2464 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2465 //PlaneClassify(&frustum[1]);
2467 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2468 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2469 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2470 //PlaneClassify(&frustum[2]);
2472 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2473 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2474 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2475 //PlaneClassify(&frustum[3]);
2478 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2479 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2480 //PlaneClassify(&frustum[4]);
2483 void R_View_Update(void)
2485 R_View_SetFrustum();
2486 R_View_WorldVisibility(r_view.useclipplane);
2487 R_View_UpdateEntityVisible();
2490 void R_SetupView(void)
2492 if (!r_view.useperspective)
2493 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2494 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2495 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2497 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2499 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2501 if (r_view.useclipplane)
2503 // LordHavoc: couldn't figure out how to make this approach the
2504 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2505 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2506 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2507 dist = r_view.clipplane.dist;
2508 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2512 void R_ResetViewRendering2D(void)
2514 if (gl_support_fragment_shader)
2516 qglUseProgramObjectARB(0);CHECKGLERROR
2521 // GL is weird because it's bottom to top, r_view.y is top to bottom
2522 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2523 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2524 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2525 GL_Color(1, 1, 1, 1);
2526 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2527 GL_BlendFunc(GL_ONE, GL_ZERO);
2528 GL_AlphaTest(false);
2529 GL_ScissorTest(false);
2530 GL_DepthMask(false);
2531 GL_DepthRange(0, 1);
2532 GL_DepthTest(false);
2533 R_Mesh_Matrix(&identitymatrix);
2534 R_Mesh_ResetTextureState();
2535 GL_PolygonOffset(0, 0);
2536 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2537 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2538 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2539 qglStencilMask(~0);CHECKGLERROR
2540 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2541 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2542 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2545 void R_ResetViewRendering3D(void)
2547 if (gl_support_fragment_shader)
2549 qglUseProgramObjectARB(0);CHECKGLERROR
2554 // GL is weird because it's bottom to top, r_view.y is top to bottom
2555 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2557 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2558 GL_Color(1, 1, 1, 1);
2559 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2560 GL_BlendFunc(GL_ONE, GL_ZERO);
2561 GL_AlphaTest(false);
2562 GL_ScissorTest(true);
2564 GL_DepthRange(0, 1);
2566 R_Mesh_Matrix(&identitymatrix);
2567 R_Mesh_ResetTextureState();
2568 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2569 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2570 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2571 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2572 qglStencilMask(~0);CHECKGLERROR
2573 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2574 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2575 GL_CullFace(r_view.cullface_back);
2579 R_Bloom_SetupShader(
2581 "// written by Forest 'LordHavoc' Hale\n"
2583 "// common definitions between vertex shader and fragment shader:\n"
2585 "#ifdef __GLSL_CG_DATA_TYPES\n"
2586 "#define myhalf half\n"
2587 "#define myhvec2 hvec2\n"
2588 "#define myhvec3 hvec3\n"
2589 "#define myhvec4 hvec4\n"
2591 "#define myhalf float\n"
2592 "#define myhvec2 vec2\n"
2593 "#define myhvec3 vec3\n"
2594 "#define myhvec4 vec4\n"
2597 "varying vec2 ScreenTexCoord;\n"
2598 "varying vec2 BloomTexCoord;\n"
2603 "// vertex shader specific:\n"
2604 "#ifdef VERTEX_SHADER\n"
2608 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2609 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2610 " // transform vertex to camera space, using ftransform to match non-VS\n"
2612 " gl_Position = ftransform();\n"
2615 "#endif // VERTEX_SHADER\n"
2620 "// fragment shader specific:\n"
2621 "#ifdef FRAGMENT_SHADER\n"
2626 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2627 " for (x = -BLUR_X;x <= BLUR_X;x++)
2628 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2629 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2630 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2631 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2633 " gl_FragColor = vec4(color);\n"
2636 "#endif // FRAGMENT_SHADER\n"
2639 void R_RenderScene(qboolean addwaterplanes);
2641 static void R_Water_StartFrame(void)
2644 int waterwidth, waterheight, texturewidth, textureheight;
2645 r_waterstate_waterplane_t *p;
2647 // set waterwidth and waterheight to the water resolution that will be
2648 // used (often less than the screen resolution for faster rendering)
2649 waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2650 waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2652 // calculate desired texture sizes
2653 // can't use water if the card does not support the texture size
2654 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2655 texturewidth = textureheight = waterwidth = waterheight = 0;
2656 else if (gl_support_arb_texture_non_power_of_two)
2658 texturewidth = waterwidth;
2659 textureheight = waterheight;
2663 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2664 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2667 // allocate textures as needed
2668 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2670 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2671 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2673 if (p->texture_refraction)
2674 R_FreeTexture(p->texture_refraction);
2675 p->texture_refraction = NULL;
2676 if (p->texture_reflection)
2677 R_FreeTexture(p->texture_reflection);
2678 p->texture_reflection = NULL;
2680 memset(&r_waterstate, 0, sizeof(r_waterstate));
2681 r_waterstate.waterwidth = waterwidth;
2682 r_waterstate.waterheight = waterheight;
2683 r_waterstate.texturewidth = texturewidth;
2684 r_waterstate.textureheight = textureheight;
2687 if (r_waterstate.waterwidth)
2689 r_waterstate.enabled = true;
2691 // set up variables that will be used in shader setup
2692 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2693 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2694 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2695 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2698 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2699 r_waterstate.numwaterplanes = 0;
2702 static void R_Water_AddWaterPlane(msurface_t *surface)
2704 int triangleindex, planeindex;
2709 r_waterstate_waterplane_t *p;
2710 // just use the first triangle with a valid normal for any decisions
2711 VectorClear(normal);
2712 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2714 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2715 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2716 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2717 TriangleNormal(vert[0], vert[1], vert[2], normal);
2718 if (VectorLength2(normal) >= 0.001)
2722 // find a matching plane if there is one
2723 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2724 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2726 if (planeindex >= r_waterstate.maxwaterplanes)
2727 return; // nothing we can do, out of planes
2729 // if this triangle does not fit any known plane rendered this frame, add one
2730 if (planeindex >= r_waterstate.numwaterplanes)
2732 // store the new plane
2733 r_waterstate.numwaterplanes++;
2734 VectorCopy(normal, p->plane.normal);
2735 VectorNormalize(p->plane.normal);
2736 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2737 PlaneClassify(&p->plane);
2738 // flip the plane if it does not face the viewer
2739 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2741 VectorNegate(p->plane.normal, p->plane.normal);
2742 p->plane.dist *= -1;
2743 PlaneClassify(&p->plane);
2745 // clear materialflags and pvs
2746 p->materialflags = 0;
2747 p->pvsvalid = false;
2749 // merge this surface's materialflags into the waterplane
2750 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2751 // merge this surface's PVS into the waterplane
2752 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2753 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2754 && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2756 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2761 static void R_Water_ProcessPlanes(void)
2763 r_view_t originalview;
2765 r_waterstate_waterplane_t *p;
2767 originalview = r_view;
2769 // make sure enough textures are allocated
2770 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2772 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2774 if (!p->texture_refraction)
2775 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2776 if (!p->texture_refraction)
2780 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2782 if (!p->texture_reflection)
2783 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2784 if (!p->texture_reflection)
2790 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2792 r_view.showdebug = false;
2793 r_view.width = r_waterstate.waterwidth;
2794 r_view.height = r_waterstate.waterheight;
2795 r_view.useclipplane = true;
2796 r_waterstate.renderingscene = true;
2798 // render the normal view scene and copy into texture
2799 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2800 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2802 r_view.clipplane = p->plane;
2803 VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2804 r_view.clipplane.dist = -r_view.clipplane.dist;
2805 PlaneClassify(&r_view.clipplane);
2807 R_RenderScene(false);
2809 // copy view into the screen texture
2810 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2811 GL_ActiveTexture(0);
2813 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2816 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2818 // render reflected scene and copy into texture
2819 Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2820 r_view.clipplane = p->plane;
2821 // reverse the cullface settings for this render
2822 r_view.cullface_front = GL_FRONT;
2823 r_view.cullface_back = GL_BACK;
2824 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2826 r_view.usecustompvs = true;
2828 memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2830 memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2833 R_ResetViewRendering3D();
2835 if (r_timereport_active)
2836 R_TimeReport("viewclear");
2838 R_RenderScene(false);
2840 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2841 GL_ActiveTexture(0);
2843 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2845 R_ResetViewRendering3D();
2847 if (r_timereport_active)
2848 R_TimeReport("viewclear");
2851 r_view = originalview;
2852 r_view.clear = true;
2853 r_waterstate.renderingscene = false;
2857 r_view = originalview;
2858 r_waterstate.renderingscene = false;
2859 Cvar_SetValueQuick(&r_water, 0);
2860 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2864 void R_Bloom_StartFrame(void)
2866 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2868 // set bloomwidth and bloomheight to the bloom resolution that will be
2869 // used (often less than the screen resolution for faster rendering)
2870 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2871 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2872 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2874 // calculate desired texture sizes
2875 if (gl_support_arb_texture_non_power_of_two)
2877 screentexturewidth = r_view.width;
2878 screentextureheight = r_view.height;
2879 bloomtexturewidth = r_bloomstate.bloomwidth;
2880 bloomtextureheight = r_bloomstate.bloomheight;
2884 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2885 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2886 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2887 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2892 screentexturewidth = screentextureheight = 0;
2894 else if (r_bloom.integer)
2899 screentexturewidth = screentextureheight = 0;
2900 bloomtexturewidth = bloomtextureheight = 0;
2903 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2905 // can't use bloom if the parameters are too weird
2906 // can't use bloom if the card does not support the texture size
2907 if (r_bloomstate.texture_screen)
2908 R_FreeTexture(r_bloomstate.texture_screen);
2909 if (r_bloomstate.texture_bloom)
2910 R_FreeTexture(r_bloomstate.texture_bloom);
2911 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2915 r_bloomstate.enabled = true;
2916 r_bloomstate.hdr = r_hdr.integer != 0;
2918 // allocate textures as needed
2919 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2921 if (r_bloomstate.texture_screen)
2922 R_FreeTexture(r_bloomstate.texture_screen);
2923 r_bloomstate.texture_screen = NULL;
2924 r_bloomstate.screentexturewidth = screentexturewidth;
2925 r_bloomstate.screentextureheight = screentextureheight;
2926 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2927 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2929 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2931 if (r_bloomstate.texture_bloom)
2932 R_FreeTexture(r_bloomstate.texture_bloom);
2933 r_bloomstate.texture_bloom = NULL;
2934 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2935 r_bloomstate.bloomtextureheight = bloomtextureheight;
2936 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2937 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2940 // set up a texcoord array for the full resolution screen image
2941 // (we have to keep this around to copy back during final render)
2942 r_bloomstate.screentexcoord2f[0] = 0;
2943 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2944 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2945 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2946 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2947 r_bloomstate.screentexcoord2f[5] = 0;
2948 r_bloomstate.screentexcoord2f[6] = 0;
2949 r_bloomstate.screentexcoord2f[7] = 0;
2951 // set up a texcoord array for the reduced resolution bloom image
2952 // (which will be additive blended over the screen image)
2953 r_bloomstate.bloomtexcoord2f[0] = 0;
2954 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2955 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2956 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2957 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2958 r_bloomstate.bloomtexcoord2f[5] = 0;
2959 r_bloomstate.bloomtexcoord2f[6] = 0;
2960 r_bloomstate.bloomtexcoord2f[7] = 0;
2963 void R_Bloom_CopyScreenTexture(float colorscale)
2965 r_refdef.stats.bloom++;
2967 R_ResetViewRendering2D();
2968 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2969 R_Mesh_ColorPointer(NULL, 0, 0);
2970 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2971 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2973 // copy view into the screen texture
2974 GL_ActiveTexture(0);
2976 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2977 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2979 // now scale it down to the bloom texture size
2981 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2982 GL_BlendFunc(GL_ONE, GL_ZERO);
2983 GL_Color(colorscale, colorscale, colorscale, 1);
2984 // TODO: optimize with multitexture or GLSL
2985 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2988 // we now have a bloom image in the framebuffer
2989 // copy it into the bloom image texture for later processing
2990 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2991 GL_ActiveTexture(0);
2993 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2994 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2997 void R_Bloom_CopyHDRTexture(void)
2999 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3000 GL_ActiveTexture(0);
3002 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3003 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3006 void R_Bloom_MakeTexture(void)
3009 float xoffset, yoffset, r, brighten;
3011 r_refdef.stats.bloom++;
3013 R_ResetViewRendering2D();
3014 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3015 R_Mesh_ColorPointer(NULL, 0, 0);
3017 // we have a bloom image in the framebuffer
3019 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3021 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3024 r = bound(0, r_bloom_colorexponent.value / x, 1);
3025 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3026 GL_Color(r, r, r, 1);
3027 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3028 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3029 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3030 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3032 // copy the vertically blurred bloom view to a texture
3033 GL_ActiveTexture(0);
3035 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3036 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3039 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3040 brighten = r_bloom_brighten.value;
3042 brighten *= r_hdr_range.value;
3043 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3044 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3046 for (dir = 0;dir < 2;dir++)
3048 // blend on at multiple vertical offsets to achieve a vertical blur
3049 // TODO: do offset blends using GLSL
3050 GL_BlendFunc(GL_ONE, GL_ZERO);
3051 for (x = -range;x <= range;x++)
3053 if (!dir){xoffset = 0;yoffset = x;}
3054 else {xoffset = x;yoffset = 0;}
3055 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3056 yoffset /= (float)r_bloomstate.bloomtextureheight;
3057 // compute a texcoord array with the specified x and y offset
3058 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3059 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3060 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3061 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3062 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3063 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3064 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3065 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3066 // this r value looks like a 'dot' particle, fading sharply to
3067 // black at the edges
3068 // (probably not realistic but looks good enough)
3069 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3070 //r = (dir ? 1.0f : brighten)/(range*2+1);
3071 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3072 GL_Color(r, r, r, 1);
3073 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3074 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 GL_BlendFunc(GL_ONE, GL_ONE);
3078 // copy the vertically blurred bloom view to a texture
3079 GL_ActiveTexture(0);
3081 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3082 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3085 // apply subtract last
3086 // (just like it would be in a GLSL shader)
3087 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3089 GL_BlendFunc(GL_ONE, GL_ZERO);
3090 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3092 GL_Color(1, 1, 1, 1);
3093 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3094 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3096 GL_BlendFunc(GL_ONE, GL_ONE);
3097 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3098 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3099 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3100 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3101 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3102 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3103 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3105 // copy the darkened bloom view to a texture
3106 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3107 GL_ActiveTexture(0);
3109 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3110 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3114 static void R_UpdateFogColor(void); // needs to be called before HDR subrender too, as that changes colorscale!
3116 void R_HDR_RenderBloomTexture(void)
3118 int oldwidth, oldheight;
3120 oldwidth = r_view.width;
3121 oldheight = r_view.height;
3122 r_view.width = r_bloomstate.bloomwidth;
3123 r_view.height = r_bloomstate.bloomheight;
3125 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3126 // TODO: add exposure compensation features
3127 // TODO: add fp16 framebuffer support
3129 r_view.showdebug = false;
3130 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3132 r_view.colorscale /= r_hdr_range.value;
3136 r_waterstate.numwaterplanes = 0;
3137 R_RenderScene(r_waterstate.enabled);
3138 r_view.showdebug = true;
3140 R_ResetViewRendering2D();
3142 R_Bloom_CopyHDRTexture();
3143 R_Bloom_MakeTexture();
3145 R_ResetViewRendering3D();
3148 if (r_timereport_active)
3149 R_TimeReport("viewclear");
3151 // restore the view settings
3152 r_view.width = oldwidth;
3153 r_view.height = oldheight;
3156 static void R_BlendView(void)
3158 if (r_bloomstate.enabled && r_bloomstate.hdr)
3160 // render high dynamic range bloom effect
3161 // the bloom texture was made earlier this render, so we just need to
3162 // blend it onto the screen...
3163 R_ResetViewRendering2D();
3164 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3165 R_Mesh_ColorPointer(NULL, 0, 0);
3166 GL_Color(1, 1, 1, 1);
3167 GL_BlendFunc(GL_ONE, GL_ONE);
3168 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3169 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3170 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3171 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3173 else if (r_bloomstate.enabled)
3175 // render simple bloom effect
3176 // copy the screen and shrink it and darken it for the bloom process
3177 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3178 // make the bloom texture
3179 R_Bloom_MakeTexture();
3180 // put the original screen image back in place and blend the bloom
3182 R_ResetViewRendering2D();
3183 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3184 R_Mesh_ColorPointer(NULL, 0, 0);
3185 GL_Color(1, 1, 1, 1);
3186 GL_BlendFunc(GL_ONE, GL_ZERO);
3187 // do both in one pass if possible
3188 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3189 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3190 if (r_textureunits.integer >= 2 && gl_combine.integer)
3192 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3193 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3194 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3198 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3199 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3200 // now blend on the bloom texture
3201 GL_BlendFunc(GL_ONE, GL_ONE);
3202 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3203 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3205 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3206 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3208 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3210 // apply a color tint to the whole view
3211 R_ResetViewRendering2D();
3212 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3213 R_Mesh_ColorPointer(NULL, 0, 0);
3214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3215 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3216 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3220 void R_RenderScene(qboolean addwaterplanes);
3222 matrix4x4_t r_waterscrollmatrix;
3224 static void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3226 if (r_refdef.fog_density)
3228 r_refdef.fogcolor[0] = r_refdef.fog_red;
3229 r_refdef.fogcolor[1] = r_refdef.fog_green;
3230 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3234 // color.rgb *= SceneBrightness;
3235 VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
3236 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3238 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
3239 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3240 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3241 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3243 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3244 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3245 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3250 void R_UpdateVariables(void)
3254 r_refdef.farclip = 4096;
3255 if (r_refdef.worldmodel)
3256 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3257 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3259 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3260 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3261 r_refdef.polygonfactor = 0;
3262 r_refdef.polygonoffset = 0;
3263 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3264 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3266 r_refdef.rtworld = r_shadow_realtime_world.integer;
3267 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3268 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3269 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3270 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3271 if (r_showsurfaces.integer)
3273 r_refdef.rtworld = false;
3274 r_refdef.rtworldshadows = false;
3275 r_refdef.rtdlight = false;
3276 r_refdef.rtdlightshadows = false;
3277 r_refdef.lightmapintensity = 0;
3280 if (gamemode == GAME_NEHAHRA)
3282 if (gl_fogenable.integer)
3284 r_refdef.oldgl_fogenable = true;
3285 r_refdef.fog_density = gl_fogdensity.value;
3286 r_refdef.fog_red = gl_fogred.value;
3287 r_refdef.fog_green = gl_foggreen.value;
3288 r_refdef.fog_blue = gl_fogblue.value;
3290 else if (r_refdef.oldgl_fogenable)
3292 r_refdef.oldgl_fogenable = false;
3293 r_refdef.fog_density = 0;
3294 r_refdef.fog_red = 0;
3295 r_refdef.fog_green = 0;
3296 r_refdef.fog_blue = 0;
3300 if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
3302 r_refdef.fog_start = 0;
3303 r_refdef.fog_end = 1000000000;
3304 // TODO update fog cvars here too
3309 if (r_refdef.fog_density)
3311 r_refdef.fogenabled = true;
3312 // this is the point where the fog reaches 0.9986 alpha, which we
3313 // consider a good enough cutoff point for the texture
3314 // (0.9986 * 256 == 255.6)
3315 r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density);
3316 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3317 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3318 // fog color was already set
3321 r_refdef.fogenabled = false;
3329 void R_RenderView(void)
3331 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3332 return; //Host_Error ("R_RenderView: NULL worldmodel");
3334 R_Shadow_UpdateWorldLightSelection();
3336 R_Bloom_StartFrame();
3337 R_Water_StartFrame();
3340 if (r_timereport_active)
3341 R_TimeReport("viewsetup");
3343 R_ResetViewRendering3D();
3348 if (r_timereport_active)
3349 R_TimeReport("viewclear");
3351 r_view.clear = true;
3353 r_view.showdebug = true;
3355 // this produces a bloom texture to be used in R_BlendView() later
3357 R_HDR_RenderBloomTexture();
3359 r_view.colorscale = r_hdr_scenebrightness.value;
3360 r_waterstate.numwaterplanes = 0;
3361 R_RenderScene(r_waterstate.enabled);
3364 if (r_timereport_active)
3365 R_TimeReport("blendview");
3367 GL_Scissor(0, 0, vid.width, vid.height);
3368 GL_ScissorTest(false);
3372 extern void R_DrawLightningBeams (void);
3373 extern void VM_CL_AddPolygonsToMeshQueue (void);
3374 extern void R_DrawPortals (void);
3375 extern cvar_t cl_locs_show;
3376 static void R_DrawLocs(void);
3377 static void R_DrawEntityBBoxes(void);
3378 void R_RenderScene(qboolean addwaterplanes)
3382 R_ResetViewRendering3D();
3385 if (r_timereport_active)
3386 R_TimeReport("watervis");
3388 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3390 r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3391 if (r_timereport_active)
3392 R_TimeReport("waterworld");
3395 // don't let sound skip if going slow
3396 if (r_refdef.extraupdate)
3399 R_DrawModelsAddWaterPlanes();
3400 if (r_timereport_active)
3401 R_TimeReport("watermodels");
3403 R_Water_ProcessPlanes();
3404 if (r_timereport_active)
3405 R_TimeReport("waterscenes");
3408 R_ResetViewRendering3D();
3410 // don't let sound skip if going slow
3411 if (r_refdef.extraupdate)
3414 R_MeshQueue_BeginScene();
3419 if (r_timereport_active)
3420 R_TimeReport("visibility");
3422 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3424 if (cl.csqc_vidvars.drawworld)
3426 // don't let sound skip if going slow
3427 if (r_refdef.extraupdate)
3430 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3432 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3433 if (r_timereport_active)
3434 R_TimeReport("worldsky");
3437 if (R_DrawBrushModelsSky() && r_timereport_active)
3438 R_TimeReport("bmodelsky");
3441 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3443 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3444 if (r_timereport_active)
3445 R_TimeReport("worlddepth");
3447 if (r_depthfirst.integer >= 2)
3449 R_DrawModelsDepth();
3450 if (r_timereport_active)
3451 R_TimeReport("modeldepth");
3454 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3456 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3457 if (r_timereport_active)
3458 R_TimeReport("world");
3461 // don't let sound skip if going slow
3462 if (r_refdef.extraupdate)
3466 if (r_timereport_active)
3467 R_TimeReport("models");
3469 // don't let sound skip if going slow
3470 if (r_refdef.extraupdate)
3473 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3475 R_DrawModelShadows();
3477 R_ResetViewRendering3D();
3479 // don't let sound skip if going slow
3480 if (r_refdef.extraupdate)
3484 R_ShadowVolumeLighting(false);
3485 if (r_timereport_active)
3486 R_TimeReport("rtlights");
3488 // don't let sound skip if going slow
3489 if (r_refdef.extraupdate)
3492 if (cl.csqc_vidvars.drawworld)
3494 R_DrawLightningBeams();
3495 if (r_timereport_active)
3496 R_TimeReport("lightning");
3499 if (r_timereport_active)
3500 R_TimeReport("decals");
3503 if (r_timereport_active)
3504 R_TimeReport("particles");
3507 if (r_timereport_active)
3508 R_TimeReport("explosions");
3511 if (gl_support_fragment_shader)
3513 qglUseProgramObjectARB(0);CHECKGLERROR
3515 VM_CL_AddPolygonsToMeshQueue();
3517 if (r_view.showdebug)
3519 if (cl_locs_show.integer)
3522 if (r_timereport_active)
3523 R_TimeReport("showlocs");
3526 if (r_drawportals.integer)
3529 if (r_timereport_active)
3530 R_TimeReport("portals");
3533 if (r_showbboxes.value > 0)
3535 R_DrawEntityBBoxes();
3536 if (r_timereport_active)
3537 R_TimeReport("bboxes");
3541 if (gl_support_fragment_shader)
3543 qglUseProgramObjectARB(0);CHECKGLERROR
3545 R_MeshQueue_RenderTransparent();
3546 if (r_timereport_active)
3547 R_TimeReport("drawtrans");
3549 if (gl_support_fragment_shader)
3551 qglUseProgramObjectARB(0);CHECKGLERROR
3554 if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3556 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3557 if (r_timereport_active)
3558 R_TimeReport("worlddebug");
3559 R_DrawModelsDebug();
3560 if (r_timereport_active)
3561 R_TimeReport("modeldebug");
3564 if (gl_support_fragment_shader)
3566 qglUseProgramObjectARB(0);CHECKGLERROR
3569 if (cl.csqc_vidvars.drawworld)
3572 if (r_timereport_active)
3573 R_TimeReport("coronas");
3576 // don't let sound skip if going slow
3577 if (r_refdef.extraupdate)
3580 R_ResetViewRendering2D();
3583 static const int bboxelements[36] =
3593 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3596 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3597 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3598 GL_DepthMask(false);
3599 GL_DepthRange(0, 1);
3600 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3601 R_Mesh_Matrix(&identitymatrix);
3602 R_Mesh_ResetTextureState();
3604 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3605 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3606 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3607 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3608 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3609 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3610 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3611 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3612 R_FillColors(color4f, 8, cr, cg, cb, ca);
3613 if (r_refdef.fogenabled)
3615 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3617 f1 = FogPoint_World(v);
3619 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3620 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3621 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3624 R_Mesh_VertexPointer(vertex3f, 0, 0);
3625 R_Mesh_ColorPointer(color4f, 0, 0);
3626 R_Mesh_ResetTextureState();
3627 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3630 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3634 prvm_edict_t *edict;
3635 // this function draws bounding boxes of server entities
3639 for (i = 0;i < numsurfaces;i++)
3641 edict = PRVM_EDICT_NUM(surfacelist[i]);
3642 switch ((int)edict->fields.server->solid)
3644 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3645 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3646 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3647 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3648 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3649 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3651 color[3] *= r_showbboxes.value;
3652 color[3] = bound(0, color[3], 1);
3653 GL_DepthTest(!r_showdisabledepthtest.integer);
3654 GL_CullFace(r_view.cullface_front);
3655 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3660 static void R_DrawEntityBBoxes(void)
3663 prvm_edict_t *edict;
3665 // this function draws bounding boxes of server entities
3669 for (i = 0;i < prog->num_edicts;i++)
3671 edict = PRVM_EDICT_NUM(i);
3672 if (edict->priv.server->free)
3674 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3675 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3680 int nomodelelements[24] =
3692 float nomodelvertex3f[6*3] =
3702 float nomodelcolor4f[6*4] =
3704 0.0f, 0.0f, 0.5f, 1.0f,
3705 0.0f, 0.0f, 0.5f, 1.0f,
3706 0.0f, 0.5f, 0.0f, 1.0f,
3707 0.0f, 0.5f, 0.0f, 1.0f,
3708 0.5f, 0.0f, 0.0f, 1.0f,
3709 0.5f, 0.0f, 0.0f, 1.0f
3712 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3717 // this is only called once per entity so numsurfaces is always 1, and
3718 // surfacelist is always {0}, so this code does not handle batches
3719 R_Mesh_Matrix(&ent->matrix);
3721 if (ent->flags & EF_ADDITIVE)
3723 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3724 GL_DepthMask(false);
3726 else if (ent->alpha < 1)
3728 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3729 GL_DepthMask(false);
3733 GL_BlendFunc(GL_ONE, GL_ZERO);
3736 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3737 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3738 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3739 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3740 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3741 if (r_refdef.fogenabled)
3744 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3745 R_Mesh_ColorPointer(color4f, 0, 0);
3746 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3747 f1 = FogPoint_World(org);
3749 for (i = 0, c = color4f;i < 6;i++, c += 4)
3751 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3752 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3753 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3757 else if (ent->alpha != 1)
3759 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3760 R_Mesh_ColorPointer(color4f, 0, 0);
3761 for (i = 0, c = color4f;i < 6;i++, c += 4)
3765 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3766 R_Mesh_ResetTextureState();
3767 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3770 void R_DrawNoModel(entity_render_t *ent)
3773 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3774 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3775 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3777 // R_DrawNoModelCallback(ent, 0);
3780 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3782 vec3_t right1, right2, diff, normal;
3784 VectorSubtract (org2, org1, normal);
3786 // calculate 'right' vector for start
3787 VectorSubtract (r_view.origin, org1, diff);
3788 CrossProduct (normal, diff, right1);
3789 VectorNormalize (right1);
3791 // calculate 'right' vector for end
3792 VectorSubtract (r_view.origin, org2, diff);
3793 CrossProduct (normal, diff, right2);
3794 VectorNormalize (right2);
3796 vert[ 0] = org1[0] + width * right1[0];
3797 vert[ 1] = org1[1] + width * right1[1];
3798 vert[ 2] = org1[2] + width * right1[2];
3799 vert[ 3] = org1[0] - width * right1[0];
3800 vert[ 4] = org1[1] - width * right1[1];
3801 vert[ 5] = org1[2] - width * right1[2];
3802 vert[ 6] = org2[0] - width * right2[0];
3803 vert[ 7] = org2[1] - width * right2[1];
3804 vert[ 8] = org2[2] - width * right2[2];
3805 vert[ 9] = org2[0] + width * right2[0];
3806 vert[10] = org2[1] + width * right2[1];
3807 vert[11] = org2[2] + width * right2[2];
3810 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3812 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3817 if (r_refdef.fogenabled)
3818 fog = FogPoint_World(origin);
3820 R_Mesh_Matrix(&identitymatrix);
3821 GL_BlendFunc(blendfunc1, blendfunc2);
3827 GL_CullFace(r_view.cullface_front);
3830 GL_CullFace(r_view.cullface_back);
3832 GL_DepthMask(false);
3833 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3834 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3835 GL_DepthTest(!depthdisable);
3837 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3838 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3839 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3840 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3841 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3842 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3843 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3844 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3845 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3846 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3847 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3848 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3850 R_Mesh_VertexPointer(vertex3f, 0, 0);
3851 R_Mesh_ColorPointer(NULL, 0, 0);
3852 R_Mesh_ResetTextureState();
3853 R_Mesh_TexBind(0, R_GetTexture(texture));
3854 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3855 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3856 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3857 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3859 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3861 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3862 GL_BlendFunc(blendfunc1, GL_ONE);
3864 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3865 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3869 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3874 VectorSet(v, x, y, z);
3875 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3876 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3878 if (i == mesh->numvertices)
3880 if (mesh->numvertices < mesh->maxvertices)
3882 VectorCopy(v, vertex3f);
3883 mesh->numvertices++;
3885 return mesh->numvertices;
3891 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3895 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3896 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3897 e = mesh->element3i + mesh->numtriangles * 3;
3898 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3900 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3901 if (mesh->numtriangles < mesh->maxtriangles)
3906 mesh->numtriangles++;
3908 element[1] = element[2];
3912 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3916 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3917 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3918 e = mesh->element3i + mesh->numtriangles * 3;
3919 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3921 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3922 if (mesh->numtriangles < mesh->maxtriangles)
3927 mesh->numtriangles++;
3929 element[1] = element[2];
3933 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3934 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3936 int planenum, planenum2;
3939 mplane_t *plane, *plane2;
3941 double temppoints[2][256*3];
3942 // figure out how large a bounding box we need to properly compute this brush
3944 for (w = 0;w < numplanes;w++)
3945 maxdist = max(maxdist, planes[w].dist);
3946 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3947 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3948 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3952 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3953 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3955 if (planenum2 == planenum)
3957 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3960 if (tempnumpoints < 3)
3962 // generate elements forming a triangle fan for this polygon
3963 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3967 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)
3969 texturelayer_t *layer;
3970 layer = t->currentlayers + t->currentnumlayers++;
3972 layer->depthmask = depthmask;
3973 layer->blendfunc1 = blendfunc1;
3974 layer->blendfunc2 = blendfunc2;
3975 layer->texture = texture;
3976 layer->texmatrix = *matrix;
3977 layer->color[0] = r * r_view.colorscale;
3978 layer->color[1] = g * r_view.colorscale;
3979 layer->color[2] = b * r_view.colorscale;
3980 layer->color[3] = a;
3983 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3986 index = parms[2] + r_refdef.time * parms[3];
3987 index -= floor(index);
3991 case Q3WAVEFUNC_NONE:
3992 case Q3WAVEFUNC_NOISE:
3993 case Q3WAVEFUNC_COUNT:
3996 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3997 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3998 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3999 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4000 case Q3WAVEFUNC_TRIANGLE:
4002 f = index - floor(index);
4013 return (float)(parms[0] + parms[1] * f);
4016 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4019 model_t *model = ent->model;
4022 q3shaderinfo_layer_tcmod_t *tcmod;
4024 // switch to an alternate material if this is a q1bsp animated material
4026 texture_t *texture = t;
4027 int s = ent->skinnum;
4028 if ((unsigned int)s >= (unsigned int)model->numskins)
4030 if (model->skinscenes)
4032 if (model->skinscenes[s].framecount > 1)
4033 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4035 s = model->skinscenes[s].firstframe;
4038 t = t + s * model->num_surfaces;
4041 // use an alternate animation if the entity's frame is not 0,
4042 // and only if the texture has an alternate animation
4043 if (ent->frame2 != 0 && t->anim_total[1])
4044 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4046 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4048 texture->currentframe = t;
4051 // update currentskinframe to be a qw skin or animation frame
4052 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4054 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4056 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4057 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4058 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4060 t->currentskinframe = r_qwskincache_skinframe[i];
4061 if (t->currentskinframe == NULL)
4062 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4064 else if (t->numskinframes >= 2)
4065 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4066 if (t->backgroundnumskinframes >= 2)
4067 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4069 t->currentmaterialflags = t->basematerialflags;
4070 t->currentalpha = ent->alpha;
4071 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4073 t->currentalpha *= r_wateralpha.value;
4075 * FIXME what is this supposed to do?
4076 // if rendering refraction/reflection, disable transparency
4077 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4078 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4081 if(!r_waterstate.enabled)
4082 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4083 if (!(ent->flags & RENDER_LIGHT))
4084 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4085 else if (rsurface.modeltexcoordlightmap2f == NULL)
4087 // pick a model lighting mode
4088 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4089 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4091 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4093 if (ent->effects & EF_ADDITIVE)
4094 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4095 else if (t->currentalpha < 1)
4096 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4097 if (ent->effects & EF_DOUBLESIDED)
4098 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4099 if (ent->effects & EF_NODEPTHTEST)
4100 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4101 if (ent->flags & RENDER_VIEWMODEL)
4102 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4103 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4104 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4106 // make sure that the waterscroll matrix is used on water surfaces when
4107 // there is no tcmod
4108 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4109 t->currenttexmatrix = r_waterscrollmatrix;
4111 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4114 switch(tcmod->tcmod)
4118 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4119 matrix = r_waterscrollmatrix;
4121 matrix = identitymatrix;
4123 case Q3TCMOD_ENTITYTRANSLATE:
4124 // this is used in Q3 to allow the gamecode to control texcoord
4125 // scrolling on the entity, which is not supported in darkplaces yet.
4126 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4128 case Q3TCMOD_ROTATE:
4129 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4130 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4131 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4134 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4136 case Q3TCMOD_SCROLL:
4137 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4139 case Q3TCMOD_STRETCH:
4140 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4141 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4143 case Q3TCMOD_TRANSFORM:
4144 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4145 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4146 VectorSet(tcmat + 6, 0 , 0 , 1);
4147 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4148 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4150 case Q3TCMOD_TURBULENT:
4151 // this is handled in the RSurf_PrepareVertices function
4152 matrix = identitymatrix;
4155 // either replace or concatenate the transformation
4157 t->currenttexmatrix = matrix;
4160 matrix4x4_t temp = t->currenttexmatrix;
4161 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4165 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4166 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4167 t->glosstexture = r_texture_black;
4168 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4169 t->backgroundglosstexture = r_texture_black;
4170 t->specularpower = r_shadow_glossexponent.value;
4171 // TODO: store reference values for these in the texture?
4172 t->specularscale = 0;
4173 if (r_shadow_gloss.integer > 0)
4175 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4177 if (r_shadow_glossintensity.value > 0)
4179 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4180 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4181 t->specularscale = r_shadow_glossintensity.value;
4184 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4186 t->glosstexture = r_texture_white;
4187 t->backgroundglosstexture = r_texture_white;
4188 t->specularscale = r_shadow_gloss2intensity.value;
4192 // lightmaps mode looks bad with dlights using actual texturing, so turn
4193 // off the colormap and glossmap, but leave the normalmap on as it still
4194 // accurately represents the shading involved
4195 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4197 t->basetexture = r_texture_white;
4198 t->specularscale = 0;
4201 t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4202 t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4203 // submodels are biased to avoid z-fighting with world surfaces that they
4204 // may be exactly overlapping (avoids z-fighting artifacts on certain
4205 // doors and things in Quake maps)
4206 if (ent->model->brush.submodel)
4208 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4209 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4212 VectorClear(t->dlightcolor);
4213 t->currentnumlayers = 0;
4214 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4216 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4218 int blendfunc1, blendfunc2, depthmask;
4219 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4221 blendfunc1 = GL_SRC_ALPHA;
4222 blendfunc2 = GL_ONE;
4224 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4226 blendfunc1 = GL_SRC_ALPHA;
4227 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4229 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4231 blendfunc1 = t->customblendfunc[0];
4232 blendfunc2 = t->customblendfunc[1];
4236 blendfunc1 = GL_ONE;
4237 blendfunc2 = GL_ZERO;
4239 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4240 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4242 rtexture_t *currentbasetexture;
4244 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4245 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4246 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4247 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4249 // fullbright is not affected by r_refdef.lightmapintensity
4250 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4251 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4252 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4253 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4254 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4259 // set the color tint used for lights affecting this surface
4260 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4262 // q3bsp has no lightmap updates, so the lightstylevalue that
4263 // would normally be baked into the lightmap must be
4264 // applied to the color
4265 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4266 if (ent->model->type == mod_brushq3)
4267 colorscale *= r_refdef.rtlightstylevalue[0];
4268 colorscale *= r_refdef.lightmapintensity;
4269 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4270 if (r_ambient.value >= (1.0f/64.0f))
4271 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);
4272 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4274 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4275 if (r_ambient.value >= (1.0f/64.0f))
4276 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4278 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4280 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4281 if (r_ambient.value >= (1.0f/64.0f))
4282 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4285 if (t->currentskinframe->glow != NULL)
4286 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4287 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4289 // if this is opaque use alpha blend which will darken the earlier
4292 // if this is an alpha blended material, all the earlier passes
4293 // were darkened by fog already, so we only need to add the fog
4294 // color ontop through the fog mask texture
4296 // if this is an additive blended material, all the earlier passes
4297 // were darkened by fog already, and we should not add fog color
4298 // (because the background was not darkened, there is no fog color
4299 // that was lost behind it).
4300 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4307 void R_UpdateAllTextureInfo(entity_render_t *ent)
4311 for (i = 0;i < ent->model->num_texturesperskin;i++)
4312 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4315 rsurfacestate_t rsurface;
4317 void R_Mesh_ResizeArrays(int newvertices)
4320 if (rsurface.array_size >= newvertices)
4322 if (rsurface.array_modelvertex3f)
4323 Mem_Free(rsurface.array_modelvertex3f);
4324 rsurface.array_size = (newvertices + 1023) & ~1023;
4325 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4326 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4327 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4328 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4329 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4330 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4331 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4332 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4333 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4334 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4335 rsurface.array_color4f = base + rsurface.array_size * 27;
4336 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4339 void RSurf_CleanUp(void)
4342 if (rsurface.mode == RSURFMODE_GLSL)
4344 qglUseProgramObjectARB(0);CHECKGLERROR
4346 GL_AlphaTest(false);
4347 rsurface.mode = RSURFMODE_NONE;
4348 rsurface.uselightmaptexture = false;
4349 rsurface.texture = NULL;
4352 void RSurf_ActiveWorldEntity(void)
4354 model_t *model = r_refdef.worldmodel;
4356 if (rsurface.array_size < model->surfmesh.num_vertices)
4357 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4358 rsurface.matrix = identitymatrix;
4359 rsurface.inversematrix = identitymatrix;
4360 R_Mesh_Matrix(&identitymatrix);
4361 VectorCopy(r_view.origin, rsurface.modelorg);
4362 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4363 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4364 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4365 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4366 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4367 rsurface.frameblend[0].frame = 0;
4368 rsurface.frameblend[0].lerp = 1;
4369 rsurface.frameblend[1].frame = 0;
4370 rsurface.frameblend[1].lerp = 0;
4371 rsurface.frameblend[2].frame = 0;
4372 rsurface.frameblend[2].lerp = 0;
4373 rsurface.frameblend[3].frame = 0;
4374 rsurface.frameblend[3].lerp = 0;
4375 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4376 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4377 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4378 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4379 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4380 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4381 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4382 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4383 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4384 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4385 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4386 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4387 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4388 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4389 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4390 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4391 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4392 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4393 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4394 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4395 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4396 rsurface.modelelement3i = model->surfmesh.data_element3i;
4397 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4398 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4399 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4400 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4401 rsurface.modelsurfaces = model->data_surfaces;
4402 rsurface.generatedvertex = false;
4403 rsurface.vertex3f = rsurface.modelvertex3f;
4404 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4405 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4406 rsurface.svector3f = rsurface.modelsvector3f;
4407 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4408 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4409 rsurface.tvector3f = rsurface.modeltvector3f;
4410 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4411 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4412 rsurface.normal3f = rsurface.modelnormal3f;
4413 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4414 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4415 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4418 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4420 model_t *model = ent->model;
4422 if (rsurface.array_size < model->surfmesh.num_vertices)
4423 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4424 rsurface.matrix = ent->matrix;
4425 rsurface.inversematrix = ent->inversematrix;
4426 R_Mesh_Matrix(&rsurface.matrix);
4427 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4428 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4429 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4430 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4431 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4432 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4433 rsurface.frameblend[0] = ent->frameblend[0];
4434 rsurface.frameblend[1] = ent->frameblend[1];
4435 rsurface.frameblend[2] = ent->frameblend[2];
4436 rsurface.frameblend[3] = ent->frameblend[3];
4437 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4441 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4442 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4443 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4444 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4445 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4447 else if (wantnormals)
4449 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4450 rsurface.modelsvector3f = NULL;
4451 rsurface.modeltvector3f = NULL;
4452 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4453 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4457 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4458 rsurface.modelsvector3f = NULL;
4459 rsurface.modeltvector3f = NULL;
4460 rsurface.modelnormal3f = NULL;
4461 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4463 rsurface.modelvertex3f_bufferobject = 0;
4464 rsurface.modelvertex3f_bufferoffset = 0;
4465 rsurface.modelsvector3f_bufferobject = 0;
4466 rsurface.modelsvector3f_bufferoffset = 0;
4467 rsurface.modeltvector3f_bufferobject = 0;
4468 rsurface.modeltvector3f_bufferoffset = 0;
4469 rsurface.modelnormal3f_bufferobject = 0;
4470 rsurface.modelnormal3f_bufferoffset = 0;
4471 rsurface.generatedvertex = true;
4475 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4476 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4477 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4478 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4479 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4480 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4481 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4482 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4483 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4484 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4485 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4486 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4487 rsurface.generatedvertex = false;
4489 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4490 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4491 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4492 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4493 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4494 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4495 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4496 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4497 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4498 rsurface.modelelement3i = model->surfmesh.data_element3i;
4499 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4500 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4501 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4502 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4503 rsurface.modelsurfaces = model->data_surfaces;
4504 rsurface.vertex3f = rsurface.modelvertex3f;
4505 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4506 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4507 rsurface.svector3f = rsurface.modelsvector3f;
4508 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4509 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4510 rsurface.tvector3f = rsurface.modeltvector3f;
4511 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4512 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4513 rsurface.normal3f = rsurface.modelnormal3f;
4514 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4515 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4516 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4519 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4520 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4523 int texturesurfaceindex;
4528 const float *v1, *in_tc;
4530 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4532 q3shaderinfo_deform_t *deform;
4533 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4534 if (rsurface.generatedvertex)
4536 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4537 generatenormals = true;
4538 for (i = 0;i < Q3MAXDEFORMS;i++)
4540 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4542 generatetangents = true;
4543 generatenormals = true;
4545 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4546 generatenormals = true;
4548 if (generatenormals && !rsurface.modelnormal3f)
4550 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4551 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4552 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4553 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4555 if (generatetangents && !rsurface.modelsvector3f)
4557 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4558 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4559 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4560 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4561 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4562 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4563 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4566 rsurface.vertex3f = rsurface.modelvertex3f;
4567 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4568 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4569 rsurface.svector3f = rsurface.modelsvector3f;
4570 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4571 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4572 rsurface.tvector3f = rsurface.modeltvector3f;
4573 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4574 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4575 rsurface.normal3f = rsurface.modelnormal3f;
4576 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4577 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4578 // if vertices are deformed (sprite flares and things in maps, possibly
4579 // water waves, bulges and other deformations), generate them into
4580 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4581 // (may be static model data or generated data for an animated model, or
4582 // the previous deform pass)
4583 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4585 switch (deform->deform)
4588 case Q3DEFORM_PROJECTIONSHADOW:
4589 case Q3DEFORM_TEXT0:
4590 case Q3DEFORM_TEXT1:
4591 case Q3DEFORM_TEXT2:
4592 case Q3DEFORM_TEXT3:
4593 case Q3DEFORM_TEXT4:
4594 case Q3DEFORM_TEXT5:
4595 case Q3DEFORM_TEXT6:
4596 case Q3DEFORM_TEXT7:
4599 case Q3DEFORM_AUTOSPRITE:
4600 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4601 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4602 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4603 VectorNormalize(newforward);
4604 VectorNormalize(newright);
4605 VectorNormalize(newup);
4606 // make deformed versions of only the model vertices used by the specified surfaces
4607 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4609 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4610 // a single autosprite surface can contain multiple sprites...
4611 for (j = 0;j < surface->num_vertices - 3;j += 4)
4613 VectorClear(center);
4614 for (i = 0;i < 4;i++)
4615 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4616 VectorScale(center, 0.25f, center);
4617 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4618 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4619 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4620 for (i = 0;i < 4;i++)
4622 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4623 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4626 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4627 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4629 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4630 rsurface.vertex3f_bufferobject = 0;
4631 rsurface.vertex3f_bufferoffset = 0;
4632 rsurface.svector3f = rsurface.array_deformedsvector3f;
4633 rsurface.svector3f_bufferobject = 0;
4634 rsurface.svector3f_bufferoffset = 0;
4635 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4636 rsurface.tvector3f_bufferobject = 0;
4637 rsurface.tvector3f_bufferoffset = 0;
4638 rsurface.normal3f = rsurface.array_deformednormal3f;
4639 rsurface.normal3f_bufferobject = 0;
4640 rsurface.normal3f_bufferoffset = 0;
4642 case Q3DEFORM_AUTOSPRITE2:
4643 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4644 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4645 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4646 VectorNormalize(newforward);
4647 VectorNormalize(newright);
4648 VectorNormalize(newup);
4649 // make deformed versions of only the model vertices used by the specified surfaces
4650 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4652 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4653 const float *v1, *v2;
4663 memset(shortest, 0, sizeof(shortest));
4664 // a single autosprite surface can contain multiple sprites...
4665 for (j = 0;j < surface->num_vertices - 3;j += 4)
4667 VectorClear(center);
4668 for (i = 0;i < 4;i++)
4669 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4670 VectorScale(center, 0.25f, center);
4671 // find the two shortest edges, then use them to define the
4672 // axis vectors for rotating around the central axis
4673 for (i = 0;i < 6;i++)
4675 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4676 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4678 Debug_PolygonBegin(NULL, 0, false, 0);
4679 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4680 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4681 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4684 l = VectorDistance2(v1, v2);
4685 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4687 l += (1.0f / 1024.0f);
4688 if (shortest[0].length2 > l || i == 0)
4690 shortest[1] = shortest[0];
4691 shortest[0].length2 = l;
4692 shortest[0].v1 = v1;
4693 shortest[0].v2 = v2;
4695 else if (shortest[1].length2 > l || i == 1)
4697 shortest[1].length2 = l;
4698 shortest[1].v1 = v1;
4699 shortest[1].v2 = v2;
4702 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4703 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4705 Debug_PolygonBegin(NULL, 0, false, 0);
4706 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4707 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4708 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4711 // this calculates the right vector from the shortest edge
4712 // and the up vector from the edge midpoints
4713 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4714 VectorNormalize(right);
4715 VectorSubtract(end, start, up);
4716 VectorNormalize(up);
4717 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4718 //VectorSubtract(rsurface.modelorg, center, forward);
4719 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4720 VectorNegate(forward, forward);
4721 VectorReflect(forward, 0, up, forward);
4722 VectorNormalize(forward);
4723 CrossProduct(up, forward, newright);
4724 VectorNormalize(newright);
4726 Debug_PolygonBegin(NULL, 0, false, 0);
4727 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4728 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4729 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4733 Debug_PolygonBegin(NULL, 0, false, 0);
4734 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4735 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4736 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4739 // rotate the quad around the up axis vector, this is made
4740 // especially easy by the fact we know the quad is flat,
4741 // so we only have to subtract the center position and
4742 // measure distance along the right vector, and then
4743 // multiply that by the newright vector and add back the
4745 // we also need to subtract the old position to undo the
4746 // displacement from the center, which we do with a
4747 // DotProduct, the subtraction/addition of center is also
4748 // optimized into DotProducts here
4749 l = DotProduct(right, center);
4750 for (i = 0;i < 4;i++)
4752 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4753 f = DotProduct(right, v1) - l;
4754 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4757 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4758 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4760 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4761 rsurface.vertex3f_bufferobject = 0;
4762 rsurface.vertex3f_bufferoffset = 0;
4763 rsurface.svector3f = rsurface.array_deformedsvector3f;
4764 rsurface.svector3f_bufferobject = 0;
4765 rsurface.svector3f_bufferoffset = 0;
4766 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4767 rsurface.tvector3f_bufferobject = 0;
4768 rsurface.tvector3f_bufferoffset = 0;
4769 rsurface.normal3f = rsurface.array_deformednormal3f;
4770 rsurface.normal3f_bufferobject = 0;
4771 rsurface.normal3f_bufferoffset = 0;
4773 case Q3DEFORM_NORMAL:
4774 // deform the normals to make reflections wavey
4775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4778 for (j = 0;j < surface->num_vertices;j++)
4781 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4782 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4783 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4784 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4785 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4786 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4787 VectorNormalize(normal);
4789 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4791 rsurface.svector3f = rsurface.array_deformedsvector3f;
4792 rsurface.svector3f_bufferobject = 0;
4793 rsurface.svector3f_bufferoffset = 0;
4794 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4795 rsurface.tvector3f_bufferobject = 0;
4796 rsurface.tvector3f_bufferoffset = 0;
4797 rsurface.normal3f = rsurface.array_deformednormal3f;
4798 rsurface.normal3f_bufferobject = 0;
4799 rsurface.normal3f_bufferoffset = 0;
4802 // deform vertex array to make wavey water and flags and such
4803 waveparms[0] = deform->waveparms[0];
4804 waveparms[1] = deform->waveparms[1];
4805 waveparms[2] = deform->waveparms[2];
4806 waveparms[3] = deform->waveparms[3];
4807 // this is how a divisor of vertex influence on deformation
4808 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4809 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4810 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4812 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4813 for (j = 0;j < surface->num_vertices;j++)
4815 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4816 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4817 // if the wavefunc depends on time, evaluate it per-vertex
4820 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4821 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4823 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4826 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4827 rsurface.vertex3f_bufferobject = 0;
4828 rsurface.vertex3f_bufferoffset = 0;
4830 case Q3DEFORM_BULGE:
4831 // deform vertex array to make the surface have moving bulges
4832 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4834 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4835 for (j = 0;j < surface->num_vertices;j++)
4837 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4838 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4841 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4842 rsurface.vertex3f_bufferobject = 0;
4843 rsurface.vertex3f_bufferoffset = 0;
4846 // deform vertex array
4847 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4848 VectorScale(deform->parms, scale, waveparms);
4849 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4851 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4852 for (j = 0;j < surface->num_vertices;j++)
4853 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4855 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4856 rsurface.vertex3f_bufferobject = 0;
4857 rsurface.vertex3f_bufferoffset = 0;
4861 // generate texcoords based on the chosen texcoord source
4862 switch(rsurface.texture->tcgen.tcgen)
4865 case Q3TCGEN_TEXTURE:
4866 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4867 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4868 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4870 case Q3TCGEN_LIGHTMAP:
4871 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4872 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4873 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4875 case Q3TCGEN_VECTOR:
4876 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4878 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4879 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4881 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4882 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4885 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4886 rsurface.texcoordtexture2f_bufferobject = 0;
4887 rsurface.texcoordtexture2f_bufferoffset = 0;
4889 case Q3TCGEN_ENVIRONMENT:
4890 // make environment reflections using a spheremap
4891 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4893 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4894 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4895 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4896 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4897 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4899 float l, d, eyedir[3];
4900 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4901 l = 0.5f / VectorLength(eyedir);
4902 d = DotProduct(normal, eyedir)*2;
4903 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4904 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4907 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4908 rsurface.texcoordtexture2f_bufferobject = 0;
4909 rsurface.texcoordtexture2f_bufferoffset = 0;
4912 // the only tcmod that needs software vertex processing is turbulent, so
4913 // check for it here and apply the changes if needed
4914 // and we only support that as the first one
4915 // (handling a mixture of turbulent and other tcmods would be problematic
4916 // without punting it entirely to a software path)
4917 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4919 amplitude = rsurface.texture->tcmods[0].parms[1];
4920 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4924 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
4926 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4927 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4930 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4931 rsurface.texcoordtexture2f_bufferobject = 0;
4932 rsurface.texcoordtexture2f_bufferoffset = 0;
4934 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4935 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4936 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4937 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4940 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4943 const msurface_t *surface = texturesurfacelist[0];
4944 const msurface_t *surface2;
4949 // TODO: lock all array ranges before render, rather than on each surface
4950 if (texturenumsurfaces == 1)
4952 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4953 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4955 else if (r_batchmode.integer == 2)
4957 #define MAXBATCHTRIANGLES 4096
4958 int batchtriangles = 0;
4959 int batchelements[MAXBATCHTRIANGLES*3];
4960 for (i = 0;i < texturenumsurfaces;i = j)
4962 surface = texturesurfacelist[i];
4964 if (surface->num_triangles > MAXBATCHTRIANGLES)
4966 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4969 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4970 batchtriangles = surface->num_triangles;
4971 firstvertex = surface->num_firstvertex;
4972 endvertex = surface->num_firstvertex + surface->num_vertices;
4973 for (;j < texturenumsurfaces;j++)
4975 surface2 = texturesurfacelist[j];
4976 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4978 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4979 batchtriangles += surface2->num_triangles;
4980 firstvertex = min(firstvertex, surface2->num_firstvertex);
4981 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4983 surface2 = texturesurfacelist[j-1];
4984 numvertices = endvertex - firstvertex;
4985 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4988 else if (r_batchmode.integer == 1)
4990 for (i = 0;i < texturenumsurfaces;i = j)
4992 surface = texturesurfacelist[i];
4993 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4994 if (texturesurfacelist[j] != surface2)
4996 surface2 = texturesurfacelist[j-1];
4997 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4998 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4999 GL_LockArrays(surface->num_firstvertex, numvertices);
5000 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5005 for (i = 0;i < texturenumsurfaces;i++)
5007 surface = texturesurfacelist[i];
5008 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5009 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5014 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5016 int i, planeindex, vertexindex;
5020 r_waterstate_waterplane_t *p, *bestp;
5021 msurface_t *surface;
5022 if (r_waterstate.renderingscene)
5024 for (i = 0;i < texturenumsurfaces;i++)
5026 surface = texturesurfacelist[i];
5027 if (lightmaptexunit >= 0)
5028 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5029 if (deluxemaptexunit >= 0)
5030 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5031 // pick the closest matching water plane
5034 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5037 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5039 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5040 d += fabs(PlaneDiff(vert, &p->plane));
5042 if (bestd > d || !bestp)
5050 if (refractiontexunit >= 0)
5051 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5052 if (reflectiontexunit >= 0)
5053 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5057 if (refractiontexunit >= 0)
5058 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5059 if (reflectiontexunit >= 0)
5060 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5062 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5063 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5067 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5071 const msurface_t *surface = texturesurfacelist[0];
5072 const msurface_t *surface2;
5077 // TODO: lock all array ranges before render, rather than on each surface
5078 if (texturenumsurfaces == 1)
5080 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5081 if (deluxemaptexunit >= 0)
5082 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5083 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5084 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5086 else if (r_batchmode.integer == 2)
5088 #define MAXBATCHTRIANGLES 4096
5089 int batchtriangles = 0;
5090 int batchelements[MAXBATCHTRIANGLES*3];
5091 for (i = 0;i < texturenumsurfaces;i = j)
5093 surface = texturesurfacelist[i];
5094 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5095 if (deluxemaptexunit >= 0)
5096 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5098 if (surface->num_triangles > MAXBATCHTRIANGLES)
5100 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5103 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5104 batchtriangles = surface->num_triangles;
5105 firstvertex = surface->num_firstvertex;
5106 endvertex = surface->num_firstvertex + surface->num_vertices;
5107 for (;j < texturenumsurfaces;j++)
5109 surface2 = texturesurfacelist[j];
5110 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5112 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5113 batchtriangles += surface2->num_triangles;
5114 firstvertex = min(firstvertex, surface2->num_firstvertex);
5115 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5117 surface2 = texturesurfacelist[j-1];
5118 numvertices = endvertex - firstvertex;
5119 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5122 else if (r_batchmode.integer == 1)
5125 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5126 for (i = 0;i < texturenumsurfaces;i = j)
5128 surface = texturesurfacelist[i];
5129 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5130 if (texturesurfacelist[j] != surface2)
5132 Con_Printf(" %i", j - i);
5135 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5137 for (i = 0;i < texturenumsurfaces;i = j)
5139 surface = texturesurfacelist[i];
5140 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5141 if (deluxemaptexunit >= 0)
5142 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5143 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5144 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5147 Con_Printf(" %i", j - i);
5149 surface2 = texturesurfacelist[j-1];
5150 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5151 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5152 GL_LockArrays(surface->num_firstvertex, numvertices);
5153 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5161 for (i = 0;i < texturenumsurfaces;i++)
5163 surface = texturesurfacelist[i];
5164 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5165 if (deluxemaptexunit >= 0)
5166 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5167 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5168 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5173 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5176 int texturesurfaceindex;
5177 if (r_showsurfaces.integer == 2)
5179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5182 for (j = 0;j < surface->num_triangles;j++)
5184 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5185 GL_Color(f, f, f, 1);
5186 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5196 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5197 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5198 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5203 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5205 int texturesurfaceindex;
5209 if (rsurface.lightmapcolor4f)
5211 // generate color arrays for the surfaces in this list
5212 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5214 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5215 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)
5217 f = FogPoint_Model(v);
5227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5230 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)
5232 f = FogPoint_Model(v);
5240 rsurface.lightmapcolor4f = rsurface.array_color4f;
5241 rsurface.lightmapcolor4f_bufferobject = 0;
5242 rsurface.lightmapcolor4f_bufferoffset = 0;
5245 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5247 int texturesurfaceindex;
5250 if (!rsurface.lightmapcolor4f)
5252 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5254 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5255 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)
5263 rsurface.lightmapcolor4f = rsurface.array_color4f;
5264 rsurface.lightmapcolor4f_bufferobject = 0;
5265 rsurface.lightmapcolor4f_bufferoffset = 0;
5268 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5271 rsurface.lightmapcolor4f = NULL;
5272 rsurface.lightmapcolor4f_bufferobject = 0;
5273 rsurface.lightmapcolor4f_bufferoffset = 0;
5274 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5275 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5276 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5277 GL_Color(r, g, b, a);
5278 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5281 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5283 // TODO: optimize applyfog && applycolor case
5284 // just apply fog if necessary, and tint the fog color array if necessary
5285 rsurface.lightmapcolor4f = NULL;
5286 rsurface.lightmapcolor4f_bufferobject = 0;
5287 rsurface.lightmapcolor4f_bufferoffset = 0;
5288 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5289 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5290 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5291 GL_Color(r, g, b, a);
5292 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5295 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5297 int texturesurfaceindex;
5301 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5303 // generate color arrays for the surfaces in this list
5304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5307 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5309 if (surface->lightmapinfo->samples)
5311 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5312 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5313 VectorScale(lm, scale, c);
5314 if (surface->lightmapinfo->styles[1] != 255)
5316 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5318 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5319 VectorMA(c, scale, lm, c);
5320 if (surface->lightmapinfo->styles[2] != 255)
5323 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5324 VectorMA(c, scale, lm, c);
5325 if (surface->lightmapinfo->styles[3] != 255)
5328 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5329 VectorMA(c, scale, lm, c);
5339 rsurface.lightmapcolor4f = rsurface.array_color4f;
5340 rsurface.lightmapcolor4f_bufferobject = 0;
5341 rsurface.lightmapcolor4f_bufferoffset = 0;
5345 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5346 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5347 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5349 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5350 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5351 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5352 GL_Color(r, g, b, a);
5353 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5356 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5358 int texturesurfaceindex;
5362 vec3_t ambientcolor;
5363 vec3_t diffusecolor;
5367 VectorCopy(rsurface.modellight_lightdir, lightdir);
5368 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5369 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5370 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5371 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5372 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5373 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5374 if (VectorLength2(diffusecolor) > 0)
5376 // generate color arrays for the surfaces in this list
5377 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5379 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5380 int numverts = surface->num_vertices;
5381 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5382 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5383 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5384 // q3-style directional shading
5385 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5387 if ((f = DotProduct(c2, lightdir)) > 0)
5388 VectorMA(ambientcolor, f, diffusecolor, c);
5390 VectorCopy(ambientcolor, c);
5399 rsurface.lightmapcolor4f = rsurface.array_color4f;
5400 rsurface.lightmapcolor4f_bufferobject = 0;
5401 rsurface.lightmapcolor4f_bufferoffset = 0;
5405 r = ambientcolor[0];
5406 g = ambientcolor[1];
5407 b = ambientcolor[2];
5408 rsurface.lightmapcolor4f = NULL;
5409 rsurface.lightmapcolor4f_bufferobject = 0;
5410 rsurface.lightmapcolor4f_bufferoffset = 0;
5412 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5413 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5414 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5415 GL_Color(r, g, b, a);
5416 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5419 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5421 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5422 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5423 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5424 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5425 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5427 rsurface.mode = RSURFMODE_SHOWSURFACES;
5429 GL_BlendFunc(GL_ONE, GL_ZERO);
5430 R_Mesh_ColorPointer(NULL, 0, 0);
5431 R_Mesh_ResetTextureState();
5433 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5434 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5437 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5439 // transparent sky would be ridiculous
5440 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5442 if (rsurface.mode != RSURFMODE_SKY)
5444 if (rsurface.mode == RSURFMODE_GLSL)
5446 qglUseProgramObjectARB(0);CHECKGLERROR
5448 rsurface.mode = RSURFMODE_SKY;
5452 skyrendernow = false;
5454 // restore entity matrix
5455 R_Mesh_Matrix(&rsurface.matrix);
5457 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5458 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5459 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5460 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5462 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5463 // skymasking on them, and Quake3 never did sky masking (unlike
5464 // software Quake and software Quake2), so disable the sky masking
5465 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5466 // and skymasking also looks very bad when noclipping outside the
5467 // level, so don't use it then either.
5468 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5470 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5471 R_Mesh_ColorPointer(NULL, 0, 0);
5472 R_Mesh_ResetTextureState();
5473 if (skyrendermasked)
5475 // depth-only (masking)
5476 GL_ColorMask(0,0,0,0);
5477 // just to make sure that braindead drivers don't draw
5478 // anything despite that colormask...
5479 GL_BlendFunc(GL_ZERO, GL_ONE);
5484 GL_BlendFunc(GL_ONE, GL_ZERO);
5486 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5487 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5488 if (skyrendermasked)
5489 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5493 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5495 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5498 if (rsurface.mode != RSURFMODE_GLSL)
5500 rsurface.mode = RSURFMODE_GLSL;
5501 R_Mesh_ResetTextureState();
5504 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5505 R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5506 R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5507 R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5508 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5509 R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5510 R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5511 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5513 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5514 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5515 R_Mesh_ColorPointer(NULL, 0, 0);
5517 else if (rsurface.uselightmaptexture)
5519 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5520 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5521 R_Mesh_ColorPointer(NULL, 0, 0);
5525 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5526 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5527 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5529 R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5530 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5531 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5533 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5535 // render background
5536 GL_BlendFunc(GL_ONE, GL_ZERO);
5538 GL_AlphaTest(false);
5540 GL_Color(1, 1, 1, 1);
5541 R_Mesh_ColorPointer(NULL, 0, 0);
5543 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5544 if (r_glsl_permutation)
5546 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5547 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5548 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5549 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5550 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5551 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5552 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5555 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5556 GL_DepthMask(false);
5557 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5558 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5560 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5561 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5562 R_Mesh_ColorPointer(NULL, 0, 0);
5564 else if (rsurface.uselightmaptexture)
5566 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5567 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5568 R_Mesh_ColorPointer(NULL, 0, 0);
5572 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5573 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5574 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5576 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5577 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5580 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5581 if (!r_glsl_permutation)
5584 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5585 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5586 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5587 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5588 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5589 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5590 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5592 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5594 GL_BlendFunc(GL_ONE, GL_ZERO);
5596 GL_AlphaTest(false);
5599 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5601 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5602 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5604 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5608 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5609 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5611 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5613 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5618 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5620 // OpenGL 1.3 path - anything not completely ancient
5621 int texturesurfaceindex;
5622 qboolean applycolor;
5626 const texturelayer_t *layer;
5627 if (rsurface.mode != RSURFMODE_MULTIPASS)
5628 rsurface.mode = RSURFMODE_MULTIPASS;
5629 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5631 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5634 int layertexrgbscale;
5635 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5637 if (layerindex == 0)
5641 GL_AlphaTest(false);
5642 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5645 GL_DepthMask(layer->depthmask);
5646 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5647 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5649 layertexrgbscale = 4;
5650 VectorScale(layer->color, 0.25f, layercolor);
5652 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5654 layertexrgbscale = 2;
5655 VectorScale(layer->color, 0.5f, layercolor);
5659 layertexrgbscale = 1;
5660 VectorScale(layer->color, 1.0f, layercolor);
5662 layercolor[3] = layer->color[3];
5663 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5664 R_Mesh_ColorPointer(NULL, 0, 0);
5665 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5666 switch (layer->type)
5668 case TEXTURELAYERTYPE_LITTEXTURE:
5669 memset(&m, 0, sizeof(m));
5670 m.tex[0] = R_GetTexture(r_texture_white);
5671 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5672 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5673 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5674 m.tex[1] = R_GetTexture(layer->texture);
5675 m.texmatrix[1] = layer->texmatrix;
5676 m.texrgbscale[1] = layertexrgbscale;
5677 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5678 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5679 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5680 R_Mesh_TextureState(&m);
5681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5682 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5683 else if (rsurface.uselightmaptexture)
5684 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5686 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5688 case TEXTURELAYERTYPE_TEXTURE:
5689 memset(&m, 0, sizeof(m));
5690 m.tex[0] = R_GetTexture(layer->texture);
5691 m.texmatrix[0] = layer->texmatrix;
5692 m.texrgbscale[0] = layertexrgbscale;
5693 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5694 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5695 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5696 R_Mesh_TextureState(&m);
5697 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5699 case TEXTURELAYERTYPE_FOG:
5700 memset(&m, 0, sizeof(m));
5701 m.texrgbscale[0] = layertexrgbscale;
5704 m.tex[0] = R_GetTexture(layer->texture);
5705 m.texmatrix[0] = layer->texmatrix;
5706 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5707 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5708 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5710 R_Mesh_TextureState(&m);
5711 // generate a color array for the fog pass
5712 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5713 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5717 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5718 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)
5720 f = 1 - FogPoint_Model(v);
5721 c[0] = layercolor[0];
5722 c[1] = layercolor[1];
5723 c[2] = layercolor[2];
5724 c[3] = f * layercolor[3];
5727 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5730 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5732 GL_LockArrays(0, 0);
5735 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5737 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5738 GL_AlphaTest(false);
5742 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5744 // OpenGL 1.1 - crusty old voodoo path
5745 int texturesurfaceindex;
5749 const texturelayer_t *layer;
5750 if (rsurface.mode != RSURFMODE_MULTIPASS)
5751 rsurface.mode = RSURFMODE_MULTIPASS;
5752 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5754 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5756 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5758 if (layerindex == 0)
5762 GL_AlphaTest(false);
5763 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5766 GL_DepthMask(layer->depthmask);
5767 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5768 R_Mesh_ColorPointer(NULL, 0, 0);
5769 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5770 switch (layer->type)
5772 case TEXTURELAYERTYPE_LITTEXTURE:
5773 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5775 // two-pass lit texture with 2x rgbscale
5776 // first the lightmap pass
5777 memset(&m, 0, sizeof(m));
5778 m.tex[0] = R_GetTexture(r_texture_white);
5779 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5780 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5781 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5782 R_Mesh_TextureState(&m);
5783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5784 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5785 else if (rsurface.uselightmaptexture)
5786 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5788 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5789 GL_LockArrays(0, 0);
5790 // then apply the texture to it
5791 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5792 memset(&m, 0, sizeof(m));
5793 m.tex[0] = R_GetTexture(layer->texture);
5794 m.texmatrix[0] = layer->texmatrix;
5795 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5796 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5797 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5798 R_Mesh_TextureState(&m);
5799 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5803 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5804 memset(&m, 0, sizeof(m));
5805 m.tex[0] = R_GetTexture(layer->texture);
5806 m.texmatrix[0] = layer->texmatrix;
5807 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5808 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5809 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5810 R_Mesh_TextureState(&m);
5811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5812 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5814 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5817 case TEXTURELAYERTYPE_TEXTURE:
5818 // singletexture unlit texture with transparency support
5819 memset(&m, 0, sizeof(m));
5820 m.tex[0] = R_GetTexture(layer->texture);
5821 m.texmatrix[0] = layer->texmatrix;
5822 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5823 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5824 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5825 R_Mesh_TextureState(&m);
5826 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5828 case TEXTURELAYERTYPE_FOG:
5829 // singletexture fogging
5830 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5833 memset(&m, 0, sizeof(m));
5834 m.tex[0] = R_GetTexture(layer->texture);
5835 m.texmatrix[0] = layer->texmatrix;
5836 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5837 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5838 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5839 R_Mesh_TextureState(&m);
5842 R_Mesh_ResetTextureState();
5843 // generate a color array for the fog pass
5844 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5848 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5849 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)
5851 f = 1 - FogPoint_Model(v);
5852 c[0] = layer->color[0];
5853 c[1] = layer->color[1];
5854 c[2] = layer->color[2];
5855 c[3] = f * layer->color[3];
5858 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5861 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5863 GL_LockArrays(0, 0);
5866 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5868 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5869 GL_AlphaTest(false);
5873 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5875 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5877 rsurface.rtlight = NULL;
5881 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5883 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5885 if (rsurface.mode != RSURFMODE_MULTIPASS)
5886 rsurface.mode = RSURFMODE_MULTIPASS;
5887 if (r_depthfirst.integer == 3)
5889 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5890 if (!r_view.showdebug)
5891 GL_Color(0, 0, 0, 1);
5893 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5897 GL_ColorMask(0,0,0,0);
5900 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5901 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5902 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5904 GL_BlendFunc(GL_ONE, GL_ZERO);
5906 GL_AlphaTest(false);
5907 R_Mesh_ColorPointer(NULL, 0, 0);
5908 R_Mesh_ResetTextureState();
5909 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5910 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5911 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5913 else if (r_depthfirst.integer == 3)
5915 else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5917 GL_Color(0, 0, 0, 1);
5918 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5920 else if (r_showsurfaces.integer)
5922 if (rsurface.mode != RSURFMODE_MULTIPASS)
5923 rsurface.mode = RSURFMODE_MULTIPASS;
5924 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5925 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5927 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5928 GL_BlendFunc(GL_ONE, GL_ZERO);
5929 GL_DepthMask(writedepth);
5931 GL_AlphaTest(false);
5932 R_Mesh_ColorPointer(NULL, 0, 0);
5933 R_Mesh_ResetTextureState();
5934 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5935 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5937 else if (gl_lightmaps.integer)
5940 if (rsurface.mode != RSURFMODE_MULTIPASS)
5941 rsurface.mode = RSURFMODE_MULTIPASS;
5942 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5944 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5945 GL_BlendFunc(GL_ONE, GL_ZERO);
5946 GL_DepthMask(writedepth);
5948 GL_AlphaTest(false);
5949 R_Mesh_ColorPointer(NULL, 0, 0);
5950 memset(&m, 0, sizeof(m));
5951 m.tex[0] = R_GetTexture(r_texture_white);
5952 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5953 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5954 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5955 R_Mesh_TextureState(&m);
5956 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5957 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5958 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5959 else if (rsurface.uselightmaptexture)
5960 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5962 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5964 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5965 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5966 else if (rsurface.texture->currentnumlayers)
5968 // write depth for anything we skipped on the depth-only pass earlier
5969 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5972 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5973 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5974 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5975 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5976 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5977 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5978 if (r_glsl.integer && gl_support_fragment_shader)
5979 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5980 else if (gl_combine.integer && r_textureunits.integer >= 2)
5981 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5983 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5986 GL_LockArrays(0, 0);
5989 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5992 int texturenumsurfaces, endsurface;
5994 msurface_t *surface;
5995 msurface_t *texturesurfacelist[1024];
5997 // if the model is static it doesn't matter what value we give for
5998 // wantnormals and wanttangents, so this logic uses only rules applicable
5999 // to a model, knowing that they are meaningless otherwise
6000 if (ent == r_refdef.worldentity)
6001 RSurf_ActiveWorldEntity();
6002 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6003 RSurf_ActiveModelEntity(ent, false, false);
6005 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6007 for (i = 0;i < numsurfaces;i = j)
6010 surface = rsurface.modelsurfaces + surfacelist[i];
6011 texture = surface->texture;
6012 R_UpdateTextureInfo(ent, texture);
6013 rsurface.texture = texture->currentframe;
6014 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6015 // scan ahead until we find a different texture
6016 endsurface = min(i + 1024, numsurfaces);
6017 texturenumsurfaces = 0;
6018 texturesurfacelist[texturenumsurfaces++] = surface;
6019 for (;j < endsurface;j++)
6021 surface = rsurface.modelsurfaces + surfacelist[j];
6022 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6024 texturesurfacelist[texturenumsurfaces++] = surface;
6026 // render the range of surfaces
6027 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6033 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6036 vec3_t tempcenter, center;
6038 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6041 for (i = 0;i < numsurfaces;i++)
6042 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6043 R_Water_AddWaterPlane(surfacelist[i]);
6046 // break the surface list down into batches by texture and use of lightmapping
6047 for (i = 0;i < numsurfaces;i = j)
6050 // texture is the base texture pointer, rsurface.texture is the
6051 // current frame/skin the texture is directing us to use (for example
6052 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6053 // use skin 1 instead)
6054 texture = surfacelist[i]->texture;
6055 rsurface.texture = texture->currentframe;
6056 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6057 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6059 // if this texture is not the kind we want, skip ahead to the next one
6060 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6064 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6066 // transparent surfaces get pushed off into the transparent queue
6067 const msurface_t *surface = surfacelist[i];
6070 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6071 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6072 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6073 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6074 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6078 // simply scan ahead until we find a different texture or lightmap state
6079 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6081 // render the range of surfaces
6082 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6087 float locboxvertex3f[6*4*3] =
6089 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6090 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6091 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6092 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6093 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6094 1,0,0, 0,0,0, 0,1,0, 1,1,0
6097 int locboxelement3i[6*2*3] =
6107 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6110 cl_locnode_t *loc = (cl_locnode_t *)ent;
6112 float vertex3f[6*4*3];
6114 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6115 GL_DepthMask(false);
6116 GL_DepthRange(0, 1);
6117 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6119 GL_CullFace(GL_NONE);
6120 R_Mesh_Matrix(&identitymatrix);
6122 R_Mesh_VertexPointer(vertex3f, 0, 0);
6123 R_Mesh_ColorPointer(NULL, 0, 0);
6124 R_Mesh_ResetTextureState();
6127 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6128 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6129 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6130 surfacelist[0] < 0 ? 0.5f : 0.125f);
6132 if (VectorCompare(loc->mins, loc->maxs))
6134 VectorSet(size, 2, 2, 2);
6135 VectorMA(loc->mins, -0.5f, size, mins);
6139 VectorCopy(loc->mins, mins);
6140 VectorSubtract(loc->maxs, loc->mins, size);
6143 for (i = 0;i < 6*4*3;)
6144 for (j = 0;j < 3;j++, i++)
6145 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6147 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6150 void R_DrawLocs(void)
6153 cl_locnode_t *loc, *nearestloc;
6155 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6156 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6158 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6159 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6163 void R_DrawDebugModel(entity_render_t *ent)
6165 int i, j, k, l, flagsmask;
6166 const int *elements;
6168 msurface_t *surface;
6169 model_t *model = ent->model;
6172 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6174 R_Mesh_ColorPointer(NULL, 0, 0);
6175 R_Mesh_ResetTextureState();
6176 GL_DepthRange(0, 1);
6177 GL_DepthTest(!r_showdisabledepthtest.integer);
6178 GL_DepthMask(false);
6179 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6181 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6183 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6184 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6186 if (brush->colbrushf && brush->colbrushf->numtriangles)
6188 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6189 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6190 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6193 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6195 if (surface->num_collisiontriangles)
6197 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6198 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6199 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6204 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6206 if (r_showtris.integer || r_shownormals.integer)
6208 if (r_showdisabledepthtest.integer)
6210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6211 GL_DepthMask(false);
6215 GL_BlendFunc(GL_ONE, GL_ZERO);
6218 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6220 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6222 rsurface.texture = surface->texture->currentframe;
6223 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6225 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6226 if (r_showtris.value > 0)
6228 if (!rsurface.texture->currentlayers->depthmask)
6229 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6230 else if (ent == r_refdef.worldentity)
6231 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6233 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6234 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6237 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6239 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6240 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6241 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6242 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6247 if (r_shownormals.value > 0)
6250 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6252 VectorCopy(rsurface.vertex3f + l * 3, v);
6253 GL_Color(r_view.colorscale, 0, 0, 1);
6254 qglVertex3f(v[0], v[1], v[2]);
6255 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6256 GL_Color(r_view.colorscale, 1, 1, 1);
6257 qglVertex3f(v[0], v[1], v[2]);
6262 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6264 VectorCopy(rsurface.vertex3f + l * 3, v);
6265 GL_Color(0, r_view.colorscale, 0, 1);
6266 qglVertex3f(v[0], v[1], v[2]);
6267 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6268 GL_Color(r_view.colorscale, 1, 1, 1);
6269 qglVertex3f(v[0], v[1], v[2]);
6274 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6276 VectorCopy(rsurface.vertex3f + l * 3, v);
6277 GL_Color(0, 0, r_view.colorscale, 1);
6278 qglVertex3f(v[0], v[1], v[2]);
6279 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6280 GL_Color(r_view.colorscale, 1, 1, 1);
6281 qglVertex3f(v[0], v[1], v[2]);
6288 rsurface.texture = NULL;
6292 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6293 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6295 int i, j, endj, f, flagsmask;
6296 msurface_t *surface;
6298 model_t *model = r_refdef.worldmodel;
6299 const int maxsurfacelist = 1024;
6300 int numsurfacelist = 0;
6301 msurface_t *surfacelist[1024];
6305 RSurf_ActiveWorldEntity();
6307 // update light styles on this submodel
6308 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6310 model_brush_lightstyleinfo_t *style;
6311 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6313 if (style->value != r_refdef.lightstylevalue[style->style])
6315 msurface_t *surfaces = model->data_surfaces;
6316 int *list = style->surfacelist;
6317 style->value = r_refdef.lightstylevalue[style->style];
6318 for (j = 0;j < style->numsurfaces;j++)
6319 surfaces[list[j]].cached_dlight = true;
6324 R_UpdateAllTextureInfo(r_refdef.worldentity);
6325 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6329 R_DrawDebugModel(r_refdef.worldentity);
6335 rsurface.uselightmaptexture = false;
6336 rsurface.texture = NULL;
6338 j = model->firstmodelsurface;
6339 endj = j + model->nummodelsurfaces;
6342 // quickly skip over non-visible surfaces
6343 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6345 // quickly iterate over visible surfaces
6346 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6348 // process this surface
6349 surface = model->data_surfaces + j;
6350 // if this surface fits the criteria, add it to the list
6351 if (surface->num_triangles)
6353 // if lightmap parameters changed, rebuild lightmap texture
6354 if (surface->cached_dlight)
6355 R_BuildLightMap(r_refdef.worldentity, surface);
6356 // add face to draw list
6357 surfacelist[numsurfacelist++] = surface;
6358 r_refdef.stats.world_triangles += surface->num_triangles;
6359 if (numsurfacelist >= maxsurfacelist)
6361 r_refdef.stats.world_surfaces += numsurfacelist;
6362 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6368 r_refdef.stats.world_surfaces += numsurfacelist;
6370 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6374 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6376 int i, j, f, flagsmask;
6377 msurface_t *surface, *endsurface;
6379 model_t *model = ent->model;
6380 const int maxsurfacelist = 1024;
6381 int numsurfacelist = 0;
6382 msurface_t *surfacelist[1024];
6386 // if the model is static it doesn't matter what value we give for
6387 // wantnormals and wanttangents, so this logic uses only rules applicable
6388 // to a model, knowing that they are meaningless otherwise
6389 if (ent == r_refdef.worldentity)
6390 RSurf_ActiveWorldEntity();
6391 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6392 RSurf_ActiveModelEntity(ent, false, false);
6394 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6396 // update light styles
6397 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6399 model_brush_lightstyleinfo_t *style;
6400 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6402 if (style->value != r_refdef.lightstylevalue[style->style])
6404 msurface_t *surfaces = model->data_surfaces;
6405 int *list = style->surfacelist;
6406 style->value = r_refdef.lightstylevalue[style->style];
6407 for (j = 0;j < style->numsurfaces;j++)
6408 surfaces[list[j]].cached_dlight = true;
6413 R_UpdateAllTextureInfo(ent);
6414 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6418 R_DrawDebugModel(ent);
6424 rsurface.uselightmaptexture = false;
6425 rsurface.texture = NULL;
6427 surface = model->data_surfaces + model->firstmodelsurface;
6428 endsurface = surface + model->nummodelsurfaces;
6429 for (;surface < endsurface;surface++)
6431 // if this surface fits the criteria, add it to the list
6432 if (surface->num_triangles)
6434 // if lightmap parameters changed, rebuild lightmap texture
6435 if (surface->cached_dlight)
6436 R_BuildLightMap(ent, surface);
6437 // add face to draw list
6438 surfacelist[numsurfacelist++] = surface;
6439 r_refdef.stats.entities_triangles += surface->num_triangles;
6440 if (numsurfacelist >= maxsurfacelist)
6442 r_refdef.stats.entities_surfaces += numsurfacelist;
6443 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6448 r_refdef.stats.entities_surfaces += numsurfacelist;
6450 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);