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"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "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"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 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"};
213 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"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
222 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
224 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 255; // height
379 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildNoTexture(void)
400 unsigned char pix[16][16][4];
401 // this makes a light grey/dark grey checkerboard texture
402 for (y = 0;y < 16;y++)
404 for (x = 0;x < 16;x++)
406 if ((y < 8) ^ (x < 8))
422 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
425 static void R_BuildWhiteCube(void)
427 unsigned char data[6*1*1*4];
428 memset(data, 255, sizeof(data));
429 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432 static void R_BuildNormalizationCube(void)
436 vec_t s, t, intensity;
439 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440 for (side = 0;side < 6;side++)
442 for (y = 0;y < NORMSIZE;y++)
444 for (x = 0;x < NORMSIZE;x++)
446 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
482 intensity = 127.0f / sqrt(DotProduct(v, v));
483 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486 data[((side*64+y)*64+x)*4+3] = 255;
490 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 static void R_BuildFogTexture(void)
498 unsigned char data1[FOGWIDTH][4];
499 //unsigned char data2[FOGWIDTH][4];
502 r_refdef.fogmasktable_start = r_refdef.fog_start;
503 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504 r_refdef.fogmasktable_range = r_refdef.fogrange;
505 r_refdef.fogmasktable_density = r_refdef.fog_density;
507 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
510 d = (x * r - r_refdef.fogmasktable_start);
511 if(developer_extra.integer)
512 Con_DPrintf("%f ", d);
514 if (r_fog_exp2.integer)
515 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
517 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518 if(developer_extra.integer)
519 Con_DPrintf(" : %f ", alpha);
520 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521 if(developer_extra.integer)
522 Con_DPrintf(" = %f\n", alpha);
523 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
526 for (x = 0;x < FOGWIDTH;x++)
528 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
533 //data2[x][0] = 255 - b;
534 //data2[x][1] = 255 - b;
535 //data2[x][2] = 255 - b;
538 if (r_texture_fogattenuation)
540 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
545 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
550 static void R_BuildFogHeightTexture(void)
552 unsigned char *inpixels;
560 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561 if (r_refdef.fogheighttexturename[0])
562 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
565 r_refdef.fog_height_tablesize = 0;
566 if (r_texture_fogheighttexture)
567 R_FreeTexture(r_texture_fogheighttexture);
568 r_texture_fogheighttexture = NULL;
569 if (r_refdef.fog_height_table2d)
570 Mem_Free(r_refdef.fog_height_table2d);
571 r_refdef.fog_height_table2d = NULL;
572 if (r_refdef.fog_height_table1d)
573 Mem_Free(r_refdef.fog_height_table1d);
574 r_refdef.fog_height_table1d = NULL;
578 r_refdef.fog_height_tablesize = size;
579 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
583 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683 {"#define USETRIPPY\n", " trippy"},
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
735 struct r_glsl_permutation_s *hashnext;
737 unsigned int permutation;
739 /// indicates if we have tried compiling this permutation already
741 /// 0 if compilation failed
743 // texture units assigned to each detected uniform
744 int tex_Texture_First;
745 int tex_Texture_Second;
746 int tex_Texture_GammaRamps;
747 int tex_Texture_Normal;
748 int tex_Texture_Color;
749 int tex_Texture_Gloss;
750 int tex_Texture_Glow;
751 int tex_Texture_SecondaryNormal;
752 int tex_Texture_SecondaryColor;
753 int tex_Texture_SecondaryGloss;
754 int tex_Texture_SecondaryGlow;
755 int tex_Texture_Pants;
756 int tex_Texture_Shirt;
757 int tex_Texture_FogHeightTexture;
758 int tex_Texture_FogMask;
759 int tex_Texture_Lightmap;
760 int tex_Texture_Deluxemap;
761 int tex_Texture_Attenuation;
762 int tex_Texture_Cube;
763 int tex_Texture_Refraction;
764 int tex_Texture_Reflection;
765 int tex_Texture_ShadowMap2D;
766 int tex_Texture_CubeProjection;
767 int tex_Texture_ScreenDepth;
768 int tex_Texture_ScreenNormalMap;
769 int tex_Texture_ScreenDiffuse;
770 int tex_Texture_ScreenSpecular;
771 int tex_Texture_ReflectMask;
772 int tex_Texture_ReflectCube;
773 int tex_Texture_BounceGrid;
774 /// locations of detected uniforms in program object, or -1 if not found
775 int loc_Texture_First;
776 int loc_Texture_Second;
777 int loc_Texture_GammaRamps;
778 int loc_Texture_Normal;
779 int loc_Texture_Color;
780 int loc_Texture_Gloss;
781 int loc_Texture_Glow;
782 int loc_Texture_SecondaryNormal;
783 int loc_Texture_SecondaryColor;
784 int loc_Texture_SecondaryGloss;
785 int loc_Texture_SecondaryGlow;
786 int loc_Texture_Pants;
787 int loc_Texture_Shirt;
788 int loc_Texture_FogHeightTexture;
789 int loc_Texture_FogMask;
790 int loc_Texture_Lightmap;
791 int loc_Texture_Deluxemap;
792 int loc_Texture_Attenuation;
793 int loc_Texture_Cube;
794 int loc_Texture_Refraction;
795 int loc_Texture_Reflection;
796 int loc_Texture_ShadowMap2D;
797 int loc_Texture_CubeProjection;
798 int loc_Texture_ScreenDepth;
799 int loc_Texture_ScreenNormalMap;
800 int loc_Texture_ScreenDiffuse;
801 int loc_Texture_ScreenSpecular;
802 int loc_Texture_ReflectMask;
803 int loc_Texture_ReflectCube;
804 int loc_Texture_BounceGrid;
806 int loc_BloomBlur_Parameters;
808 int loc_Color_Ambient;
809 int loc_Color_Diffuse;
810 int loc_Color_Specular;
814 int loc_DeferredColor_Ambient;
815 int loc_DeferredColor_Diffuse;
816 int loc_DeferredColor_Specular;
817 int loc_DeferredMod_Diffuse;
818 int loc_DeferredMod_Specular;
819 int loc_DistortScaleRefractReflect;
822 int loc_FogHeightFade;
824 int loc_FogPlaneViewDist;
825 int loc_FogRangeRecip;
828 int loc_LightPosition;
829 int loc_OffsetMapping_ScaleSteps;
830 int loc_OffsetMapping_LodDistance;
831 int loc_OffsetMapping_Bias;
833 int loc_ReflectColor;
834 int loc_ReflectFactor;
835 int loc_ReflectOffset;
836 int loc_RefractColor;
838 int loc_ScreenCenterRefractReflect;
839 int loc_ScreenScaleRefractReflect;
840 int loc_ScreenToDepth;
841 int loc_ShadowMap_Parameters;
842 int loc_ShadowMap_TextureScale;
843 int loc_SpecularPower;
848 int loc_ViewTintColor;
850 int loc_ModelToLight;
852 int loc_BackgroundTexMatrix;
853 int loc_ModelViewProjectionMatrix;
854 int loc_ModelViewMatrix;
855 int loc_PixelToScreenTexCoord;
856 int loc_ModelToReflectCube;
857 int loc_ShadowMapMatrix;
858 int loc_BloomColorSubtract;
859 int loc_NormalmapScrollBlend;
860 int loc_BounceGridMatrix;
861 int loc_BounceGridIntensity;
863 r_glsl_permutation_t;
865 #define SHADERPERMUTATION_HASHSIZE 256
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
872 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
878 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
881 #define SHADERSTATICPARMS_COUNT 8
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
890 static int r_compileshader_staticparms_save[1];
891 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
895 if (r_glsl_saturation_redcompensate.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897 if (r_glsl_vertextextureblend_usebothalphas.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899 if (r_shadow_glossexact.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901 if (r_glsl_postprocess.integer)
903 if (r_glsl_postprocess_uservec1_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905 if (r_glsl_postprocess_uservec2_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907 if (r_glsl_postprocess_uservec3_enable.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909 if (r_glsl_postprocess_uservec4_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
912 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenDepth = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1246 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1248 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1251 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1255 Mem_Free(vertexstring);
1257 Mem_Free(geometrystring);
1259 Mem_Free(fragmentstring);
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1264 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265 if (r_glsl_permutation != perm)
1267 r_glsl_permutation = perm;
1268 if (!r_glsl_permutation->program)
1270 if (!r_glsl_permutation->compiled)
1271 R_GLSL_CompilePermutation(perm, mode, permutation);
1272 if (!r_glsl_permutation->program)
1274 // remove features until we find a valid permutation
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 // reduce i more quickly whenever it would not remove any bits
1279 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280 if (!(permutation & j))
1283 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284 if (!r_glsl_permutation->compiled)
1285 R_GLSL_CompilePermutation(perm, mode, permutation);
1286 if (r_glsl_permutation->program)
1289 if (i >= SHADERPERMUTATION_COUNT)
1291 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293 qglUseProgram(0);CHECKGLERROR
1294 return; // no bit left to clear, entire mode is broken
1299 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1301 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1317 /// hash lookup data
1318 struct r_hlsl_permutation_s *hashnext;
1320 unsigned int permutation;
1322 /// indicates if we have tried compiling this permutation already
1324 /// NULL if compilation failed
1325 IDirect3DVertexShader9 *vertexshader;
1326 IDirect3DPixelShader9 *pixelshader;
1328 r_hlsl_permutation_t;
1330 typedef enum D3DVSREGISTER_e
1332 D3DVSREGISTER_TexMatrix = 0, // float4x4
1333 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337 D3DVSREGISTER_ModelToLight = 20, // float4x4
1338 D3DVSREGISTER_EyePosition = 24,
1339 D3DVSREGISTER_FogPlane = 25,
1340 D3DVSREGISTER_LightDir = 26,
1341 D3DVSREGISTER_LightPosition = 27,
1345 typedef enum D3DPSREGISTER_e
1347 D3DPSREGISTER_Alpha = 0,
1348 D3DPSREGISTER_BloomBlur_Parameters = 1,
1349 D3DPSREGISTER_ClientTime = 2,
1350 D3DPSREGISTER_Color_Ambient = 3,
1351 D3DPSREGISTER_Color_Diffuse = 4,
1352 D3DPSREGISTER_Color_Specular = 5,
1353 D3DPSREGISTER_Color_Glow = 6,
1354 D3DPSREGISTER_Color_Pants = 7,
1355 D3DPSREGISTER_Color_Shirt = 8,
1356 D3DPSREGISTER_DeferredColor_Ambient = 9,
1357 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358 D3DPSREGISTER_DeferredColor_Specular = 11,
1359 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360 D3DPSREGISTER_DeferredMod_Specular = 13,
1361 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362 D3DPSREGISTER_EyePosition = 15, // unused
1363 D3DPSREGISTER_FogColor = 16,
1364 D3DPSREGISTER_FogHeightFade = 17,
1365 D3DPSREGISTER_FogPlane = 18,
1366 D3DPSREGISTER_FogPlaneViewDist = 19,
1367 D3DPSREGISTER_FogRangeRecip = 20,
1368 D3DPSREGISTER_LightColor = 21,
1369 D3DPSREGISTER_LightDir = 22, // unused
1370 D3DPSREGISTER_LightPosition = 23,
1371 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372 D3DPSREGISTER_PixelSize = 25,
1373 D3DPSREGISTER_ReflectColor = 26,
1374 D3DPSREGISTER_ReflectFactor = 27,
1375 D3DPSREGISTER_ReflectOffset = 28,
1376 D3DPSREGISTER_RefractColor = 29,
1377 D3DPSREGISTER_Saturation = 30,
1378 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380 D3DPSREGISTER_ScreenToDepth = 33,
1381 D3DPSREGISTER_ShadowMap_Parameters = 34,
1382 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383 D3DPSREGISTER_SpecularPower = 36,
1384 D3DPSREGISTER_UserVec1 = 37,
1385 D3DPSREGISTER_UserVec2 = 38,
1386 D3DPSREGISTER_UserVec3 = 39,
1387 D3DPSREGISTER_UserVec4 = 40,
1388 D3DPSREGISTER_ViewTintColor = 41,
1389 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390 D3DPSREGISTER_BloomColorSubtract = 43,
1391 D3DPSREGISTER_ViewToLight = 44, // float4x4
1392 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393 D3DPSREGISTER_NormalmapScrollBlend = 52,
1394 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395 D3DPSREGISTER_OffsetMapping_Bias = 54,
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1409 //unsigned int hashdepth = 0;
1410 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411 r_hlsl_permutation_t *p;
1412 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1414 if (p->mode == mode && p->permutation == permutation)
1416 //if (hashdepth > 10)
1417 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1422 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1424 p->permutation = permutation;
1425 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426 r_hlsl_permutationhash[mode][hashindex] = p;
1427 //if (hashdepth > 10)
1428 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1435 if (!filename || !filename[0])
1437 if (!strcmp(filename, "hlsl/default.hlsl"))
1439 if (!hlslshaderstring)
1441 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442 if (hlslshaderstring)
1443 Con_DPrintf("Loading shaders from file %s...\n", filename);
1445 hlslshaderstring = (char *)builtinhlslshaderstring;
1447 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449 return shaderstring;
1451 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1454 if (printfromdisknotice)
1455 Con_DPrintf("from disk %s... ", filename);
1456 return shaderstring;
1458 return shaderstring;
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1467 DWORD *vsbin = NULL;
1468 DWORD *psbin = NULL;
1469 fs_offset_t vsbinsize;
1470 fs_offset_t psbinsize;
1471 // IDirect3DVertexShader9 *vs = NULL;
1472 // IDirect3DPixelShader9 *ps = NULL;
1473 ID3DXBuffer *vslog = NULL;
1474 ID3DXBuffer *vsbuffer = NULL;
1475 ID3DXConstantTable *vsconstanttable = NULL;
1476 ID3DXBuffer *pslog = NULL;
1477 ID3DXBuffer *psbuffer = NULL;
1478 ID3DXConstantTable *psconstanttable = NULL;
1481 char temp[MAX_INPUTLINE];
1482 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1545 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1548 vsbinsize = vsbuffer->GetBufferSize();
1549 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551 vsbuffer->Release();
1555 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1560 if (fragstring && fragstring[0])
1564 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1570 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psbinsize = psbuffer->GetBufferSize();
1574 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576 psbuffer->Release();
1580 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 Sys_UnloadLibrary(&d3dx9_dll);
1588 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1592 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593 if (FAILED(vsresult))
1594 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596 if (FAILED(psresult))
1597 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1599 // free the shader data
1600 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1607 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608 int vertstring_length = 0;
1609 int geomstring_length = 0;
1610 int fragstring_length = 0;
1612 char *vertexstring, *geometrystring, *fragmentstring;
1613 char *vertstring, *geomstring, *fragstring;
1614 char permutationname[256];
1615 char cachename[256];
1616 int vertstrings_count = 0;
1617 int geomstrings_count = 0;
1618 int fragstrings_count = 0;
1619 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1626 p->vertexshader = NULL;
1627 p->pixelshader = NULL;
1629 permutationname[0] = 0;
1631 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1635 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636 strlcat(cachename, "hlsl/", sizeof(cachename));
1638 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639 vertstrings_count = 0;
1640 geomstrings_count = 0;
1641 fragstrings_count = 0;
1642 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1646 // the first pretext is which type of shader to compile as
1647 // (later these will all be bound together as a program object)
1648 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1652 // the second pretext is the mode (for example a light source)
1653 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657 strlcat(cachename, modeinfo->name, sizeof(cachename));
1659 // now add all the permutation pretexts
1660 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1662 if (permutation & (1<<i))
1664 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1672 // keep line numbers correct
1673 vertstrings_list[vertstrings_count++] = "\n";
1674 geomstrings_list[geomstrings_count++] = "\n";
1675 fragstrings_list[fragstrings_count++] = "\n";
1680 R_CompileShader_AddStaticParms(mode, permutation);
1681 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 vertstrings_count += shaderstaticparms_count;
1683 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 geomstrings_count += shaderstaticparms_count;
1685 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 fragstrings_count += shaderstaticparms_count;
1688 // replace spaces in the cachename with _ characters
1689 for (i = 0;cachename[i];i++)
1690 if (cachename[i] == ' ')
1693 // now append the shader text itself
1694 vertstrings_list[vertstrings_count++] = vertexstring;
1695 geomstrings_list[geomstrings_count++] = geometrystring;
1696 fragstrings_list[fragstrings_count++] = fragmentstring;
1698 // if any sources were NULL, clear the respective list
1700 vertstrings_count = 0;
1701 if (!geometrystring)
1702 geomstrings_count = 0;
1703 if (!fragmentstring)
1704 fragstrings_count = 0;
1706 vertstring_length = 0;
1707 for (i = 0;i < vertstrings_count;i++)
1708 vertstring_length += strlen(vertstrings_list[i]);
1709 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1713 geomstring_length = 0;
1714 for (i = 0;i < geomstrings_count;i++)
1715 geomstring_length += strlen(geomstrings_list[i]);
1716 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1720 fragstring_length = 0;
1721 for (i = 0;i < fragstrings_count;i++)
1722 fragstring_length += strlen(fragstrings_list[i]);
1723 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1727 // try to load the cached shader, or generate one
1728 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1730 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1733 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1737 Mem_Free(vertstring);
1739 Mem_Free(geomstring);
1741 Mem_Free(fragstring);
1743 Mem_Free(vertexstring);
1745 Mem_Free(geometrystring);
1747 Mem_Free(fragmentstring);
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1766 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767 if (r_hlsl_permutation != perm)
1769 r_hlsl_permutation = perm;
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1776 // remove features until we find a valid permutation
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 // reduce i more quickly whenever it would not remove any bits
1781 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782 if (!(permutation & j))
1785 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786 if (!r_hlsl_permutation->compiled)
1787 R_HLSL_CompilePermutation(perm, mode, permutation);
1788 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1791 if (i >= SHADERPERMUTATION_COUNT)
1793 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795 return; // no bit left to clear, entire mode is broken
1799 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1810 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1816 void R_GLSL_Restart_f(void)
1818 unsigned int i, limit;
1819 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820 Mem_Free(glslshaderstring);
1821 glslshaderstring = NULL;
1822 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823 Mem_Free(hlslshaderstring);
1824 hlslshaderstring = NULL;
1825 switch(vid.renderpath)
1827 case RENDERPATH_D3D9:
1830 r_hlsl_permutation_t *p;
1831 r_hlsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1837 if (p->vertexshader)
1838 IDirect3DVertexShader9_Release(p->vertexshader);
1840 IDirect3DPixelShader9_Release(p->pixelshader);
1841 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1844 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1848 case RENDERPATH_D3D10:
1849 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851 case RENDERPATH_D3D11:
1852 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_GLES2:
1857 r_glsl_permutation_t *p;
1858 r_glsl_permutation = NULL;
1859 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860 for (i = 0;i < limit;i++)
1862 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1864 GL_Backend_FreeProgram(p->program);
1865 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1868 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1871 case RENDERPATH_GL11:
1872 case RENDERPATH_GL13:
1873 case RENDERPATH_GLES1:
1875 case RENDERPATH_SOFT:
1880 void R_GLSL_DumpShader_f(void)
1885 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, glslshadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1897 Con_Printf("glsl/default.glsl written\n");
1900 Con_Printf("failed to write to glsl/default.glsl\n");
1902 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1905 FS_Print(file, "/* The engine may define the following macros:\n");
1906 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907 for (i = 0;i < SHADERMODE_COUNT;i++)
1908 FS_Print(file, hlslshadermodeinfo[i].pretext);
1909 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910 FS_Print(file, shaderpermutationinfo[i].pretext);
1911 FS_Print(file, "*/\n");
1912 FS_Print(file, builtinhlslshaderstring);
1914 Con_Printf("hlsl/default.hlsl written\n");
1917 Con_Printf("failed to write to hlsl/default.hlsl\n");
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1922 unsigned int permutation = 0;
1923 if (r_trippy.integer && !notrippy)
1924 permutation |= SHADERPERMUTATION_TRIPPY;
1925 permutation |= SHADERPERMUTATION_VIEWTINT;
1927 permutation |= SHADERPERMUTATION_DIFFUSE;
1929 permutation |= SHADERPERMUTATION_SPECULAR;
1930 if (texturemode == GL_MODULATE)
1931 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932 else if (texturemode == GL_ADD)
1933 permutation |= SHADERPERMUTATION_GLOW;
1934 else if (texturemode == GL_DECAL)
1935 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1988 unsigned int permutation = 0;
1989 if (r_trippy.integer && !notrippy)
1990 permutation |= SHADERPERMUTATION_TRIPPY;
1991 if (vid.allowalphatocoverage)
1992 GL_AlphaToCoverage(false);
1993 switch (vid.renderpath)
1995 case RENDERPATH_D3D9:
1997 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000 case RENDERPATH_D3D10:
2001 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_D3D11:
2004 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2006 case RENDERPATH_GL20:
2007 case RENDERPATH_GLES2:
2008 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 R_Mesh_TexBind(0, 0);
2013 R_Mesh_TexBind(1, 0);
2015 case RENDERPATH_GL11:
2016 R_Mesh_TexBind(0, 0);
2018 case RENDERPATH_SOFT:
2019 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2026 int permutation = 0;
2027 if (r_trippy.integer && !notrippy)
2028 permutation |= SHADERPERMUTATION_TRIPPY;
2029 if (vid.allowalphatocoverage)
2030 GL_AlphaToCoverage(false);
2031 switch (vid.renderpath)
2033 case RENDERPATH_D3D9:
2035 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2038 case RENDERPATH_D3D10:
2039 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_D3D11:
2042 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_GL20:
2045 case RENDERPATH_GLES2:
2046 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2048 case RENDERPATH_GL13:
2049 case RENDERPATH_GLES1:
2051 case RENDERPATH_GL11:
2053 case RENDERPATH_SOFT:
2054 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2084 #define BLENDFUNC_ALLOWS_COLORMOD 1
2085 #define BLENDFUNC_ALLOWS_FOG 2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2093 // a blendfunc allows colormod if:
2094 // a) it can never keep the destination pixel invariant, or
2095 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096 // this is to prevent unintended side effects from colormod
2098 // a blendfunc allows fog if:
2099 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100 // this is to prevent unintended side effects from fog
2102 // these checks are the output of fogeval.pl
2104 r |= BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2132 // select a permutation of the lighting shader appropriate to this
2133 // combination of texture, entity, light source, and fogging, only use the
2134 // minimum features necessary to avoid wasting rendering time in the
2135 // fragment shader on features that are not being used
2136 unsigned int permutation = 0;
2137 unsigned int mode = 0;
2139 static float dummy_colormod[3] = {1, 1, 1};
2140 float *colormod = rsurface.colormod;
2142 matrix4x4_t tempmatrix;
2143 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144 if (r_trippy.integer && !notrippy)
2145 permutation |= SHADERPERMUTATION_TRIPPY;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150 if (rsurfacepass == RSURFPASS_BACKGROUND)
2152 // distorted background
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2155 mode = SHADERMODE_WATER;
2156 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2158 // this is the right thing to do for wateralpha
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2164 // this is the right thing to do for entity alpha
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2171 mode = SHADERMODE_REFRACTION;
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 mode = SHADERMODE_GENERIC;
2178 permutation |= SHADERPERMUTATION_DIFFUSE;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2187 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 // normalmap (deferred prepass), may use alpha test on diffuse
2200 mode = SHADERMODE_DEFERREDGEOMETRY;
2201 GL_BlendFunc(GL_ONE, GL_ZERO);
2202 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203 if (vid.allowalphatocoverage)
2204 GL_AlphaToCoverage(false);
2206 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2208 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2210 switch(rsurface.texture->offsetmapping)
2212 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_OFF: break;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2221 mode = SHADERMODE_LIGHTSOURCE;
2222 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223 permutation |= SHADERPERMUTATION_CUBEFILTER;
2224 if (diffusescale > 0)
2225 permutation |= SHADERPERMUTATION_DIFFUSE;
2226 if (specularscale > 0)
2227 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228 if (r_refdef.fogenabled)
2229 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230 if (rsurface.texture->colormapping)
2231 permutation |= SHADERPERMUTATION_COLORMAPPING;
2232 if (r_shadow_usingshadowmap2d)
2234 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235 if(r_shadow_shadowmapvsdct)
2236 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2238 if (r_shadow_shadowmapsampler)
2239 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240 if (r_shadow_shadowmappcf > 1)
2241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242 else if (r_shadow_shadowmappcf)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2245 if (rsurface.texture->reflectmasktexture)
2246 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2254 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2256 switch(rsurface.texture->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // unshaded geometry (fullbright or ambient model lighting)
2267 mode = SHADERMODE_FLATCOLOR;
2268 ambientscale = diffusescale = specularscale = 0;
2269 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270 permutation |= SHADERPERMUTATION_GLOW;
2271 if (r_refdef.fogenabled)
2272 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273 if (rsurface.texture->colormapping)
2274 permutation |= SHADERPERMUTATION_COLORMAPPING;
2275 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2277 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2280 if (r_shadow_shadowmapsampler)
2281 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282 if (r_shadow_shadowmappcf > 1)
2283 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284 else if (r_shadow_shadowmappcf)
2285 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288 permutation |= SHADERPERMUTATION_REFLECTION;
2289 if (rsurface.texture->reflectmasktexture)
2290 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 // when using alphatocoverage, we don't need alphakill
2294 if (vid.allowalphatocoverage)
2296 if (r_transparent_alphatocoverage.integer)
2298 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2302 GL_AlphaToCoverage(false);
2305 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2307 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2309 switch(rsurface.texture->offsetmapping)
2311 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_OFF: break;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319 // directional model lighting
2320 mode = SHADERMODE_LIGHTDIRECTION;
2321 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322 permutation |= SHADERPERMUTATION_GLOW;
2323 permutation |= SHADERPERMUTATION_DIFFUSE;
2324 if (specularscale > 0)
2325 permutation |= SHADERPERMUTATION_SPECULAR;
2326 if (r_refdef.fogenabled)
2327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328 if (rsurface.texture->colormapping)
2329 permutation |= SHADERPERMUTATION_COLORMAPPING;
2330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2335 if (r_shadow_shadowmapsampler)
2336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337 if (r_shadow_shadowmappcf > 1)
2338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339 else if (r_shadow_shadowmappcf)
2340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343 permutation |= SHADERPERMUTATION_REFLECTION;
2344 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2350 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351 if (r_shadow_bouncegriddirectional)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 // when using alphatocoverage, we don't need alphakill
2357 if (vid.allowalphatocoverage)
2359 if (r_transparent_alphatocoverage.integer)
2361 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2365 GL_AlphaToCoverage(false);
2368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2370 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2372 switch(rsurface.texture->offsetmapping)
2374 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_OFF: break;
2380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382 // ambient model lighting
2383 mode = SHADERMODE_LIGHTDIRECTION;
2384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385 permutation |= SHADERPERMUTATION_GLOW;
2386 if (r_refdef.fogenabled)
2387 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388 if (rsurface.texture->colormapping)
2389 permutation |= SHADERPERMUTATION_COLORMAPPING;
2390 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2392 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2395 if (r_shadow_shadowmapsampler)
2396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397 if (r_shadow_shadowmappcf > 1)
2398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399 else if (r_shadow_shadowmappcf)
2400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2443 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444 permutation |= SHADERPERMUTATION_GLOW;
2445 if (r_refdef.fogenabled)
2446 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447 if (rsurface.texture->colormapping)
2448 permutation |= SHADERPERMUTATION_COLORMAPPING;
2449 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454 if (r_shadow_shadowmapsampler)
2455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456 if (r_shadow_shadowmappcf > 1)
2457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458 else if (r_shadow_shadowmappcf)
2459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462 permutation |= SHADERPERMUTATION_REFLECTION;
2463 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465 if (rsurface.texture->reflectmasktexture)
2466 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467 if (FAKELIGHT_ENABLED)
2469 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470 mode = SHADERMODE_FAKELIGHT;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2477 // deluxemapping (light direction texture)
2478 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2481 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482 permutation |= SHADERPERMUTATION_DIFFUSE;
2483 if (specularscale > 0)
2484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2486 else if (r_glsl_deluxemapping.integer >= 2)
2488 // fake deluxemapping (uniform light direction in tangentspace)
2489 if (rsurface.uselightmaptexture)
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493 permutation |= SHADERPERMUTATION_DIFFUSE;
2494 if (specularscale > 0)
2495 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2497 else if (rsurface.uselightmaptexture)
2499 // ordinary lightmapping (q1bsp, q3bsp)
2500 mode = SHADERMODE_LIGHTMAP;
2504 // ordinary vertex coloring (q3bsp)
2505 mode = SHADERMODE_VERTEXCOLOR;
2507 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510 if (r_shadow_bouncegriddirectional)
2511 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2513 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 // when using alphatocoverage, we don't need alphakill
2516 if (vid.allowalphatocoverage)
2518 if (r_transparent_alphatocoverage.integer)
2520 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2524 GL_AlphaToCoverage(false);
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528 colormod = dummy_colormod;
2529 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533 switch(vid.renderpath)
2535 case RENDERPATH_D3D9:
2537 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541 if (mode == SHADERMODE_LIGHTSOURCE)
2543 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2559 if (mode == SHADERMODE_LIGHTSOURCE)
2561 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2573 if (mode == SHADERMODE_FLATCOLOR)
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2577 else if (mode == SHADERMODE_LIGHTDIRECTION)
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2595 // additive passes are only darkened by fog, not tinted
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2599 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_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);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608 if (mode == SHADERMODE_WATER)
2609 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2611 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616 if (rsurface.texture->pantstexture)
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620 if (rsurface.texture->shirttexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2634 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2639 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2640 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2641 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2642 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2647 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2649 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2652 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2653 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2656 if (rsurfacepass == RSURFPASS_BACKGROUND)
2658 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2666 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2668 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2670 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2672 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673 if (rsurface.rtlight)
2675 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2676 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2681 case RENDERPATH_D3D10:
2682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_D3D11:
2685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_GL20:
2688 case RENDERPATH_GLES2:
2689 if (!vid.useinterleavedarrays)
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2705 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707 if (mode == SHADERMODE_LIGHTSOURCE)
2709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2718 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2723 if (mode == SHADERMODE_FLATCOLOR)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2727 else if (mode == SHADERMODE_LIGHTDIRECTION)
2729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2745 // additive passes are only darkened by fog, not tinted
2746 if (r_glsl_permutation->loc_FogColor >= 0)
2748 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2751 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2753 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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);
2754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2763 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2769 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772 if (r_glsl_permutation->loc_Color_Pants >= 0)
2774 if (rsurface.texture->pantstexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2781 if (rsurface.texture->shirttexture)
2782 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2784 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2786 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2787 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2796 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2803 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2804 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2806 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2807 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2808 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2809 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2814 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2815 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2816 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2819 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2820 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2823 if (rsurfacepass == RSURFPASS_BACKGROUND)
2825 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2831 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2833 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2834 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2837 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2839 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2840 if (rsurface.rtlight)
2842 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2843 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2846 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2849 case RENDERPATH_GL11:
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GLES1:
2853 case RENDERPATH_SOFT:
2854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856 R_SetupShader_SetPermutationSoft(mode, permutation);
2857 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858 if (mode == SHADERMODE_LIGHTSOURCE)
2860 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2867 // additive passes are only darkened by fog, not tinted
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 if (mode == SHADERMODE_FLATCOLOR)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2877 else if (mode == SHADERMODE_LIGHTDIRECTION)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2895 // additive passes are only darkened by fog, not tinted
2896 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2910 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2921 if (rsurface.texture->pantstexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2926 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2928 if (rsurface.texture->shirttexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2948 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2949 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2950 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2951 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2956 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2958 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2961 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2962 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2965 if (rsurfacepass == RSURFPASS_BACKGROUND)
2967 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2975 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2977 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2979 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2981 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982 if (rsurface.rtlight)
2984 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2985 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2994 // select a permutation of the lighting shader appropriate to this
2995 // combination of texture, entity, light source, and fogging, only use the
2996 // minimum features necessary to avoid wasting rendering time in the
2997 // fragment shader on features that are not being used
2998 unsigned int permutation = 0;
2999 unsigned int mode = 0;
3000 const float *lightcolorbase = rtlight->currentcolor;
3001 float ambientscale = rtlight->ambientscale;
3002 float diffusescale = rtlight->diffusescale;
3003 float specularscale = rtlight->specularscale;
3004 // this is the location of the light in view space
3005 vec3_t viewlightorigin;
3006 // this transforms from view space (camera) to light space (cubemap)
3007 matrix4x4_t viewtolight;
3008 matrix4x4_t lighttoview;
3009 float viewtolight16f[16];
3010 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3012 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013 if (rtlight->currentcubemap != r_texture_whitecube)
3014 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015 if (diffusescale > 0)
3016 permutation |= SHADERPERMUTATION_DIFFUSE;
3017 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019 if (r_shadow_usingshadowmap2d)
3021 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022 if (r_shadow_shadowmapvsdct)
3023 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3025 if (r_shadow_shadowmapsampler)
3026 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027 if (r_shadow_shadowmappcf > 1)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029 else if (r_shadow_shadowmappcf)
3030 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3032 if (vid.allowalphatocoverage)
3033 GL_AlphaToCoverage(false);
3034 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038 switch(vid.renderpath)
3040 case RENDERPATH_D3D9:
3042 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3054 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3055 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3079 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3085 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3086 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3087 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3089 case RENDERPATH_GL11:
3090 case RENDERPATH_GL13:
3091 case RENDERPATH_GLES1:
3093 case RENDERPATH_SOFT:
3094 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3108 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3109 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3110 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3111 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3116 #define SKINFRAME_HASH 1024
3120 int loadsequence; // incremented each level change
3121 memexpandablearray_t array;
3122 skinframe_t *hash[SKINFRAME_HASH];
3125 r_skinframe_t r_skinframe;
3127 void R_SkinFrame_PrepareForPurge(void)
3129 r_skinframe.loadsequence++;
3130 // wrap it without hitting zero
3131 if (r_skinframe.loadsequence >= 200)
3132 r_skinframe.loadsequence = 1;
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3139 // mark the skinframe as used for the purging code
3140 skinframe->loadsequence = r_skinframe.loadsequence;
3143 void R_SkinFrame_Purge(void)
3147 for (i = 0;i < SKINFRAME_HASH;i++)
3149 for (s = r_skinframe.hash[i];s;s = s->next)
3151 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3153 if (s->merged == s->base)
3155 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156 R_PurgeTexture(s->stain );s->stain = NULL;
3157 R_PurgeTexture(s->merged);s->merged = NULL;
3158 R_PurgeTexture(s->base );s->base = NULL;
3159 R_PurgeTexture(s->pants );s->pants = NULL;
3160 R_PurgeTexture(s->shirt );s->shirt = NULL;
3161 R_PurgeTexture(s->nmap );s->nmap = NULL;
3162 R_PurgeTexture(s->gloss );s->gloss = NULL;
3163 R_PurgeTexture(s->glow );s->glow = NULL;
3164 R_PurgeTexture(s->fog );s->fog = NULL;
3165 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166 s->loadsequence = 0;
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3174 char basename[MAX_QPATH];
3176 Image_StripImageExtension(name, basename, sizeof(basename));
3178 if( last == NULL ) {
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 item = r_skinframe.hash[hashindex];
3186 // linearly search through the hash bucket
3187 for( ; item ; item = item->next ) {
3188 if( !strcmp( item->basename, basename ) ) {
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3199 char basename[MAX_QPATH];
3201 Image_StripImageExtension(name, basename, sizeof(basename));
3203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3209 rtexture_t *dyntexture;
3210 // check whether its a dynamic texture
3211 dyntexture = CL_GetDynTexture( basename );
3212 if (!add && !dyntexture)
3214 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215 memset(item, 0, sizeof(*item));
3216 strlcpy(item->basename, basename, sizeof(item->basename));
3217 item->base = dyntexture; // either NULL or dyntexture handle
3218 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219 item->comparewidth = comparewidth;
3220 item->compareheight = compareheight;
3221 item->comparecrc = comparecrc;
3222 item->next = r_skinframe.hash[hashindex];
3223 r_skinframe.hash[hashindex] = item;
3225 else if (textureflags & TEXF_FORCE_RELOAD)
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 dyntexture = CL_GetDynTexture( basename );
3230 if (!add && !dyntexture)
3232 if (item->merged == item->base)
3233 item->merged = NULL;
3234 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235 R_PurgeTexture(item->stain );item->stain = NULL;
3236 R_PurgeTexture(item->merged);item->merged = NULL;
3237 R_PurgeTexture(item->base );item->base = NULL;
3238 R_PurgeTexture(item->pants );item->pants = NULL;
3239 R_PurgeTexture(item->shirt );item->shirt = NULL;
3240 R_PurgeTexture(item->nmap );item->nmap = NULL;
3241 R_PurgeTexture(item->gloss );item->gloss = NULL;
3242 R_PurgeTexture(item->glow );item->glow = NULL;
3243 R_PurgeTexture(item->fog );item->fog = NULL;
3244 R_PurgeTexture(item->reflect);item->reflect = NULL;
3245 item->loadsequence = 0;
3247 else if( item->base == NULL )
3249 rtexture_t *dyntexture;
3250 // check whether its a dynamic texture
3251 // 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]
3252 dyntexture = CL_GetDynTexture( basename );
3253 item->base = dyntexture; // either NULL or dyntexture handle
3256 R_SkinFrame_MarkUsed(item);
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3262 unsigned long long avgcolor[5], wsum; \
3270 for(pix = 0; pix < cnt; ++pix) \
3273 for(comp = 0; comp < 3; ++comp) \
3275 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3280 for(comp = 0; comp < 3; ++comp) \
3281 avgcolor[comp] += getpixel * w; \
3284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285 avgcolor[4] += getpixel; \
3287 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3289 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3299 unsigned char *pixels;
3300 unsigned char *bumppixels;
3301 unsigned char *basepixels = NULL;
3302 int basepixels_width = 0;
3303 int basepixels_height = 0;
3304 skinframe_t *skinframe;
3305 rtexture_t *ddsbase = NULL;
3306 qboolean ddshasalpha = false;
3307 float ddsavgcolor[4];
3308 char basename[MAX_QPATH];
3309 int miplevel = R_PicmipForFlags(textureflags);
3310 int savemiplevel = miplevel;
3313 if (cls.state == ca_dedicated)
3316 // return an existing skinframe if already loaded
3317 // if loading of the first image fails, don't make a new skinframe as it
3318 // would cause all future lookups of this to be missing
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320 if (skinframe && skinframe->base)
3323 Image_StripImageExtension(name, basename, sizeof(basename));
3325 // check for DDS texture file first
3326 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3328 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329 if (basepixels == NULL)
3333 // FIXME handle miplevel
3335 if (developer_loading.integer)
3336 Con_Printf("loading skin \"%s\"\n", name);
3338 // we've got some pixels to store, so really allocate this new texture now
3340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341 textureflags &= ~TEXF_FORCE_RELOAD;
3342 skinframe->stain = NULL;
3343 skinframe->merged = NULL;
3344 skinframe->base = NULL;
3345 skinframe->pants = NULL;
3346 skinframe->shirt = NULL;
3347 skinframe->nmap = NULL;
3348 skinframe->gloss = NULL;
3349 skinframe->glow = NULL;
3350 skinframe->fog = NULL;
3351 skinframe->reflect = NULL;
3352 skinframe->hasalpha = false;
3356 skinframe->base = ddsbase;
3357 skinframe->hasalpha = ddshasalpha;
3358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359 if (r_loadfog && skinframe->hasalpha)
3360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3365 basepixels_width = image_width;
3366 basepixels_height = image_height;
3367 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3368 if (textureflags & TEXF_ALPHA)
3370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3372 if (basepixels[j] < 255)
3374 skinframe->hasalpha = true;
3378 if (r_loadfog && skinframe->hasalpha)
3380 // has transparent pixels
3381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382 for (j = 0;j < image_width * image_height * 4;j += 4)
3387 pixels[j+3] = basepixels[j+3];
3389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3395 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (r_loadnormalmap)
3407 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3410 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3416 // _norm is the name used by tenebrae and has been adopted as standard
3417 if (r_loadnormalmap && skinframe->nmap == NULL)
3419 mymiplevel = savemiplevel;
3420 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3432 Mem_Free(bumppixels);
3434 else if (r_shadow_bumpscale_basetexture.value > 0)
3436 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 // _luma is supported only for tenebrae compatibility
3448 // _glow is the preferred name
3449 mymiplevel = savemiplevel;
3450 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3452 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 Mem_Free(pixels);pixels = NULL;
3460 mymiplevel = savemiplevel;
3461 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3496 mymiplevel = savemiplevel;
3497 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3499 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3501 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3509 Mem_Free(basepixels);
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3518 unsigned char *temp1, *temp2;
3519 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe && skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe && skinframe->base)
3598 textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3648 if (!skinframe->qpixels)
3651 if (!skinframe->qhascolormapping)
3652 colormapped = false;
3656 if (!skinframe->qgeneratebase)
3661 if (!skinframe->qgeneratemerged)
3665 width = skinframe->qwidth;
3666 height = skinframe->qheight;
3667 skindata = skinframe->qpixels;
3669 if (skinframe->qgeneratenmap)
3671 unsigned char *temp1, *temp2;
3672 skinframe->qgeneratenmap = false;
3673 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674 temp2 = temp1 + width * height * 4;
3675 // use either a custom palette or the quake palette
3676 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3682 if (skinframe->qgenerateglow)
3684 skinframe->qgenerateglow = false;
3685 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3690 skinframe->qgeneratebase = false;
3691 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3697 skinframe->qgeneratemerged = false;
3698 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3703 Mem_Free(skinframe->qpixels);
3704 skinframe->qpixels = NULL;
3708 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3711 skinframe_t *skinframe;
3713 if (cls.state == ca_dedicated)
3716 // if already loaded just return it, otherwise make a new skinframe
3717 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718 if (skinframe && skinframe->base)
3720 textureflags &= ~TEXF_FORCE_RELOAD;
3722 skinframe->stain = NULL;
3723 skinframe->merged = NULL;
3724 skinframe->base = NULL;
3725 skinframe->pants = NULL;
3726 skinframe->shirt = NULL;
3727 skinframe->nmap = NULL;
3728 skinframe->gloss = NULL;
3729 skinframe->glow = NULL;
3730 skinframe->fog = NULL;
3731 skinframe->reflect = NULL;
3732 skinframe->hasalpha = false;
3734 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3738 if (developer_loading.integer)
3739 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3741 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742 if (textureflags & TEXF_ALPHA)
3744 for (i = 0;i < width * height;i++)
3746 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3748 skinframe->hasalpha = true;
3752 if (r_loadfog && skinframe->hasalpha)
3753 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3756 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3764 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770 skinframe->stain = NULL;
3771 skinframe->merged = NULL;
3772 skinframe->base = NULL;
3773 skinframe->pants = NULL;
3774 skinframe->shirt = NULL;
3775 skinframe->nmap = NULL;
3776 skinframe->gloss = NULL;
3777 skinframe->glow = NULL;
3778 skinframe->fog = NULL;
3779 skinframe->reflect = NULL;
3780 skinframe->hasalpha = false;
3782 skinframe->avgcolor[0] = rand() / RAND_MAX;
3783 skinframe->avgcolor[1] = rand() / RAND_MAX;
3784 skinframe->avgcolor[2] = rand() / RAND_MAX;
3785 skinframe->avgcolor[3] = 1;
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3794 qboolean flipx, flipy, flipdiagonal;
3797 static suffixinfo_t suffix[3][6] =
3800 {"px", false, false, false},
3801 {"nx", false, false, false},
3802 {"py", false, false, false},
3803 {"ny", false, false, false},
3804 {"pz", false, false, false},
3805 {"nz", false, false, false}
3808 {"posx", false, false, false},
3809 {"negx", false, false, false},
3810 {"posy", false, false, false},
3811 {"negy", false, false, false},
3812 {"posz", false, false, false},
3813 {"negz", false, false, false}
3816 {"rt", true, false, true},
3817 {"lf", false, true, true},
3818 {"ft", true, true, false},
3819 {"bk", false, false, false},
3820 {"up", true, false, true},
3821 {"dn", true, false, true}
3825 static int componentorder[4] = {0, 1, 2, 3};
3827 rtexture_t *R_LoadCubemap(const char *basename)
3829 int i, j, cubemapsize;
3830 unsigned char *cubemappixels, *image_buffer;
3831 rtexture_t *cubemaptexture;
3833 // must start 0 so the first loadimagepixels has no requested width/height
3835 cubemappixels = NULL;
3836 cubemaptexture = NULL;
3837 // keep trying different suffix groups (posx, px, rt) until one loads
3838 for (j = 0;j < 3 && !cubemappixels;j++)
3840 // load the 6 images in the suffix group
3841 for (i = 0;i < 6;i++)
3843 // generate an image name based on the base and and suffix
3844 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3846 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3848 // an image loaded, make sure width and height are equal
3849 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3851 // if this is the first image to load successfully, allocate the cubemap memory
3852 if (!cubemappixels && image_width >= 1)
3854 cubemapsize = image_width;
3855 // note this clears to black, so unavailable sides are black
3856 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3858 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3860 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3863 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3865 Mem_Free(image_buffer);
3869 // if a cubemap loaded, upload it
3872 if (developer_loading.integer)
3873 Con_Printf("loading cubemap \"%s\"\n", basename);
3875 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3876 Mem_Free(cubemappixels);
3880 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881 if (developer_loading.integer)
3883 Con_Printf("(tried tried images ");
3884 for (j = 0;j < 3;j++)
3885 for (i = 0;i < 6;i++)
3886 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887 Con_Print(" and was unable to find any of them).\n");
3890 return cubemaptexture;
3893 rtexture_t *R_GetCubemap(const char *basename)
3896 for (i = 0;i < r_texture_numcubemaps;i++)
3897 if (r_texture_cubemaps[i] != NULL)
3898 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901 return r_texture_whitecube;
3902 r_texture_numcubemaps++;
3903 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906 return r_texture_cubemaps[i]->texture;
3909 void R_FreeCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3919 if (developer_loading.integer)
3920 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_cubemaps[i] = NULL;
3929 void R_FreeCubemaps(void)
3932 for (i = 0;i < r_texture_numcubemaps;i++)
3934 if (developer_loading.integer)
3935 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936 if (r_texture_cubemaps[i] != NULL)
3938 if (r_texture_cubemaps[i]->texture)
3939 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940 Mem_Free(r_texture_cubemaps[i]);
3943 r_texture_numcubemaps = 0;
3946 void R_Main_FreeViewCache(void)
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 if (r_refdef.viewcache.world_leafvisible)
3953 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954 if (r_refdef.viewcache.world_surfacevisible)
3955 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3959 void R_Main_ResizeViewCache(void)
3961 int numentities = r_refdef.scene.numentities;
3962 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966 if (r_refdef.viewcache.maxentities < numentities)
3968 r_refdef.viewcache.maxentities = numentities;
3969 if (r_refdef.viewcache.entityvisible)
3970 Mem_Free(r_refdef.viewcache.entityvisible);
3971 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3973 if (r_refdef.viewcache.world_numclusters != numclusters)
3975 r_refdef.viewcache.world_numclusters = numclusters;
3976 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977 if (r_refdef.viewcache.world_pvsbits)
3978 Mem_Free(r_refdef.viewcache.world_pvsbits);
3979 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3981 if (r_refdef.viewcache.world_numleafs != numleafs)
3983 r_refdef.viewcache.world_numleafs = numleafs;
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3988 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3990 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991 if (r_refdef.viewcache.world_surfacevisible)
3992 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
4000 loadingscreentexture = NULL;
4001 r_texture_blanknormalmap = NULL;
4002 r_texture_white = NULL;
4003 r_texture_grey128 = NULL;
4004 r_texture_black = NULL;
4005 r_texture_whitecube = NULL;
4006 r_texture_normalizationcube = NULL;
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 r_texture_numcubemaps = 0;
4012 r_loaddds = r_texture_dds_load.integer != 0;
4013 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL20:
4018 case RENDERPATH_D3D9:
4019 case RENDERPATH_D3D10:
4020 case RENDERPATH_D3D11:
4021 case RENDERPATH_SOFT:
4022 case RENDERPATH_GLES2:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 1);
4025 Cvar_SetValueQuick(&r_glsl, 1);
4026 r_loadnormalmap = true;
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033 Cvar_SetValueQuick(&gl_combine, 1);
4034 Cvar_SetValueQuick(&r_glsl, 0);
4035 r_loadnormalmap = false;
4036 r_loadgloss = false;
4039 case RENDERPATH_GL11:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 0);
4042 Cvar_SetValueQuick(&r_glsl, 0);
4043 r_loadnormalmap = false;
4044 r_loadgloss = false;
4050 R_FrameData_Reset();
4054 memset(r_queries, 0, sizeof(r_queries));
4056 r_qwskincache = NULL;
4057 r_qwskincache_size = 0;
4059 // due to caching of texture_t references, the collision cache must be reset
4060 Collision_Cache_Reset(true);
4062 // set up r_skinframe loading system for textures
4063 memset(&r_skinframe, 0, sizeof(r_skinframe));
4064 r_skinframe.loadsequence = 1;
4065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4067 r_main_texturepool = R_AllocTexturePool();
4068 R_BuildBlankTextures();
4070 if (vid.support.arb_texture_cube_map)
4073 R_BuildNormalizationCube();
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 //r_texture_fogintensity = NULL;
4079 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080 memset(&r_waterstate, 0, sizeof(r_waterstate));
4081 r_glsl_permutation = NULL;
4082 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084 glslshaderstring = NULL;
4086 r_hlsl_permutation = NULL;
4087 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4090 hlslshaderstring = NULL;
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4093 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094 r_texture_numcubemaps = 0;
4096 r_refdef.fogmasktable_density = 0;
4099 void gl_main_shutdown(void)
4102 R_FrameData_Reset();
4104 R_Main_FreeViewCache();
4106 switch(vid.renderpath)
4108 case RENDERPATH_GL11:
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GL20:
4111 case RENDERPATH_GLES1:
4112 case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4115 qglDeleteQueriesARB(r_maxqueries, r_queries);
4118 case RENDERPATH_D3D9:
4119 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4121 case RENDERPATH_D3D10:
4122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4124 case RENDERPATH_D3D11:
4125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4127 case RENDERPATH_SOFT:
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // clear out the r_skinframe state
4139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 Mem_Free(r_svbsp.nodes);
4144 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 R_FreeTexturePool(&r_main_texturepool);
4146 loadingscreentexture = NULL;
4147 r_texture_blanknormalmap = NULL;
4148 r_texture_white = NULL;
4149 r_texture_grey128 = NULL;
4150 r_texture_black = NULL;
4151 r_texture_whitecube = NULL;
4152 r_texture_normalizationcube = NULL;
4153 r_texture_fogattenuation = NULL;
4154 r_texture_fogheighttexture = NULL;
4155 r_texture_gammaramps = NULL;
4156 r_texture_numcubemaps = 0;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159 memset(&r_waterstate, 0, sizeof(r_waterstate));
4162 r_glsl_permutation = NULL;
4163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165 glslshaderstring = NULL;
4167 r_hlsl_permutation = NULL;
4168 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4171 hlslshaderstring = NULL;
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4177 // FIXME: move this code to client
4178 char *entities, entname[MAX_QPATH];
4180 Mem_Free(r_qwskincache);
4181 r_qwskincache = NULL;
4182 r_qwskincache_size = 0;
4185 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4188 CL_ParseEntityLump(entities);
4192 if (cl.worldmodel->brush.entities)
4193 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4195 R_Main_FreeViewCache();
4197 R_FrameData_Reset();
4200 void GL_Main_Init(void)
4202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4204 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207 if (gamemode == GAME_NEHAHRA)
4209 Cvar_RegisterVariable (&gl_fogenable);
4210 Cvar_RegisterVariable (&gl_fogdensity);
4211 Cvar_RegisterVariable (&gl_fogred);
4212 Cvar_RegisterVariable (&gl_foggreen);
4213 Cvar_RegisterVariable (&gl_fogblue);
4214 Cvar_RegisterVariable (&gl_fogstart);
4215 Cvar_RegisterVariable (&gl_fogend);
4216 Cvar_RegisterVariable (&gl_skyclip);
4218 Cvar_RegisterVariable(&r_motionblur);
4219 Cvar_RegisterVariable(&r_damageblur);
4220 Cvar_RegisterVariable(&r_motionblur_averaging);
4221 Cvar_RegisterVariable(&r_motionblur_randomize);
4222 Cvar_RegisterVariable(&r_motionblur_minblur);
4223 Cvar_RegisterVariable(&r_motionblur_maxblur);
4224 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232 Cvar_RegisterVariable(&r_equalize_entities_by);
4233 Cvar_RegisterVariable(&r_equalize_entities_to);
4234 Cvar_RegisterVariable(&r_depthfirst);
4235 Cvar_RegisterVariable(&r_useinfinitefarclip);
4236 Cvar_RegisterVariable(&r_farclip_base);
4237 Cvar_RegisterVariable(&r_farclip_world);
4238 Cvar_RegisterVariable(&r_nearclip);
4239 Cvar_RegisterVariable(&r_deformvertexes);
4240 Cvar_RegisterVariable(&r_transparent);
4241 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242 Cvar_RegisterVariable(&r_showoverdraw);
4243 Cvar_RegisterVariable(&r_showbboxes);
4244 Cvar_RegisterVariable(&r_showsurfaces);
4245 Cvar_RegisterVariable(&r_showtris);
4246 Cvar_RegisterVariable(&r_shownormals);
4247 Cvar_RegisterVariable(&r_showlighting);
4248 Cvar_RegisterVariable(&r_showshadowvolumes);
4249 Cvar_RegisterVariable(&r_showcollisionbrushes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252 Cvar_RegisterVariable(&r_showdisabledepthtest);
4253 Cvar_RegisterVariable(&r_drawportals);
4254 Cvar_RegisterVariable(&r_drawentities);
4255 Cvar_RegisterVariable(&r_draw2d);
4256 Cvar_RegisterVariable(&r_drawworld);
4257 Cvar_RegisterVariable(&r_cullentities_trace);
4258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262 Cvar_RegisterVariable(&r_sortentities);
4263 Cvar_RegisterVariable(&r_drawviewmodel);
4264 Cvar_RegisterVariable(&r_drawexteriormodel);
4265 Cvar_RegisterVariable(&r_speeds);
4266 Cvar_RegisterVariable(&r_fullbrights);
4267 Cvar_RegisterVariable(&r_wateralpha);
4268 Cvar_RegisterVariable(&r_dynamic);
4269 Cvar_RegisterVariable(&r_fakelight);
4270 Cvar_RegisterVariable(&r_fakelight_intensity);
4271 Cvar_RegisterVariable(&r_fullbright);
4272 Cvar_RegisterVariable(&r_shadows);
4273 Cvar_RegisterVariable(&r_shadows_darken);
4274 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276 Cvar_RegisterVariable(&r_shadows_throwdistance);
4277 Cvar_RegisterVariable(&r_shadows_throwdirection);
4278 Cvar_RegisterVariable(&r_shadows_focus);
4279 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285 Cvar_RegisterVariable(&r_fog_exp2);
4286 Cvar_RegisterVariable(&r_fog_clear);
4287 Cvar_RegisterVariable(&r_drawfog);
4288 Cvar_RegisterVariable(&r_transparentdepthmasking);
4289 Cvar_RegisterVariable(&r_transparent_sortmindist);
4290 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292 Cvar_RegisterVariable(&r_texture_dds_load);
4293 Cvar_RegisterVariable(&r_texture_dds_save);
4294 Cvar_RegisterVariable(&r_textureunits);
4295 Cvar_RegisterVariable(&gl_combine);
4296 Cvar_RegisterVariable(&r_viewfbo);
4297 Cvar_RegisterVariable(&r_viewscale);
4298 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304 Cvar_RegisterVariable(&r_glsl);
4305 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314 Cvar_RegisterVariable(&r_glsl_postprocess);
4315 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4324 Cvar_RegisterVariable(&r_water);
4325 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326 Cvar_RegisterVariable(&r_water_clippingplanebias);
4327 Cvar_RegisterVariable(&r_water_refractdistort);
4328 Cvar_RegisterVariable(&r_water_reflectdistort);
4329 Cvar_RegisterVariable(&r_water_scissormode);
4330 Cvar_RegisterVariable(&r_water_lowquality);
4332 Cvar_RegisterVariable(&r_lerpsprites);
4333 Cvar_RegisterVariable(&r_lerpmodels);
4334 Cvar_RegisterVariable(&r_lerplightstyles);
4335 Cvar_RegisterVariable(&r_waterscroll);
4336 Cvar_RegisterVariable(&r_bloom);
4337 Cvar_RegisterVariable(&r_bloom_colorscale);
4338 Cvar_RegisterVariable(&r_bloom_brighten);
4339 Cvar_RegisterVariable(&r_bloom_blur);
4340 Cvar_RegisterVariable(&r_bloom_resolution);
4341 Cvar_RegisterVariable(&r_bloom_colorexponent);
4342 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343 Cvar_RegisterVariable(&r_hdr);
4344 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345 Cvar_RegisterVariable(&r_hdr_glowintensity);
4346 Cvar_RegisterVariable(&r_hdr_range);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355 Cvar_RegisterVariable(&developer_texturelogging);
4356 Cvar_RegisterVariable(&gl_lightmaps);
4357 Cvar_RegisterVariable(&r_test);
4358 Cvar_RegisterVariable(&r_glsl_saturation);
4359 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361 Cvar_RegisterVariable(&r_framedatasize);
4362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363 Cvar_SetValue("r_fullbrights", 0);
4364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4381 void Render_Init(void)
4394 R_LightningBeams_Init();
4404 extern char *ENGINE_EXTENSIONS;
4407 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409 gl_version = (const char *)qglGetString(GL_VERSION);
4410 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4414 if (!gl_platformextensions)
4415 gl_platformextensions = "";
4417 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419 Con_Printf("GL_VERSION: %s\n", gl_version);
4420 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4423 VID_CheckExtensions();
4425 // LordHavoc: report supported extensions
4426 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4428 // clear to black (loading plaque will be seen over this)
4429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4437 if (r_trippy.integer)
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4441 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4444 p = r_refdef.view.frustum + i;
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4489 if (r_trippy.integer)
4491 for (i = 0;i < numplanes;i++)
4498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534 //==================================================================================
4536 // LordHavoc: this stores temporary data used within the same frame
4538 typedef struct r_framedata_mem_s
4540 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541 size_t size; // how much usable space
4542 size_t current; // how much space in use
4543 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544 size_t wantedsize; // how much space was allocated
4545 unsigned char *data; // start of real data (16byte aligned)
4549 static r_framedata_mem_t *r_framedata_mem;
4551 void R_FrameData_Reset(void)
4553 while (r_framedata_mem)
4555 r_framedata_mem_t *next = r_framedata_mem->purge;
4556 Mem_Free(r_framedata_mem);
4557 r_framedata_mem = next;
4561 void R_FrameData_Resize(void)
4564 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4568 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569 newmem->wantedsize = wantedsize;
4570 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572 newmem->current = 0;
4574 newmem->purge = r_framedata_mem;
4575 r_framedata_mem = newmem;
4579 void R_FrameData_NewFrame(void)
4581 R_FrameData_Resize();
4582 if (!r_framedata_mem)
4584 // if we ran out of space on the last frame, free the old memory now
4585 while (r_framedata_mem->purge)
4587 // repeatedly remove the second item in the list, leaving only head
4588 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589 Mem_Free(r_framedata_mem->purge);
4590 r_framedata_mem->purge = next;
4592 // reset the current mem pointer
4593 r_framedata_mem->current = 0;
4594 r_framedata_mem->mark = 0;
4597 void *R_FrameData_Alloc(size_t size)
4601 // align to 16 byte boundary - the data pointer is already aligned, so we
4602 // only need to ensure the size of every allocation is also aligned
4603 size = (size + 15) & ~15;
4605 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4607 // emergency - we ran out of space, allocate more memory
4608 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609 R_FrameData_Resize();
4612 data = r_framedata_mem->data + r_framedata_mem->current;
4613 r_framedata_mem->current += size;
4615 // count the usage for stats
4616 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4619 return (void *)data;
4622 void *R_FrameData_Store(size_t size, void *data)
4624 void *d = R_FrameData_Alloc(size);
4626 memcpy(d, data, size);
4630 void R_FrameData_SetMark(void)
4632 if (!r_framedata_mem)
4634 r_framedata_mem->mark = r_framedata_mem->current;
4637 void R_FrameData_ReturnToMark(void)
4639 if (!r_framedata_mem)
4641 r_framedata_mem->current = r_framedata_mem->mark;
4644 //==================================================================================
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4649 * Animation cache prevents re-generating mesh data for an animated model
4650 * multiple times in one frame for lighting, shadowing, reflections, etc.
4653 void R_AnimCache_Free(void)
4657 void R_AnimCache_ClearCache(void)
4660 entity_render_t *ent;
4662 for (i = 0;i < r_refdef.scene.numentities;i++)
4664 ent = r_refdef.scene.entities[i];
4665 ent->animcache_vertex3f = NULL;
4666 ent->animcache_normal3f = NULL;
4667 ent->animcache_svector3f = NULL;
4668 ent->animcache_tvector3f = NULL;
4669 ent->animcache_vertexmesh = NULL;
4670 ent->animcache_vertex3fbuffer = NULL;
4671 ent->animcache_vertexmeshbuffer = NULL;
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4679 // check if we need the meshbuffers
4680 if (!vid.useinterleavedarrays)
4683 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685 // TODO: upload vertex3f buffer?
4686 if (ent->animcache_vertexmesh)
4688 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689 for (i = 0;i < numvertices;i++)
4690 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691 if (ent->animcache_svector3f)
4692 for (i = 0;i < numvertices;i++)
4693 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694 if (ent->animcache_tvector3f)
4695 for (i = 0;i < numvertices;i++)
4696 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697 if (ent->animcache_normal3f)
4698 for (i = 0;i < numvertices;i++)
4699 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700 // TODO: upload vertexmeshbuffer?
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4706 dp_model_t *model = ent->model;
4708 // see if it's already cached this frame
4709 if (ent->animcache_vertex3f)
4711 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712 if (wantnormals || wanttangents)
4714 if (ent->animcache_normal3f)
4715 wantnormals = false;
4716 if (ent->animcache_svector3f)
4717 wanttangents = false;
4718 if (wantnormals || wanttangents)
4720 numvertices = model->surfmesh.num_vertices;
4722 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4735 // see if this ent is worth caching
4736 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4738 // get some memory for this entity and generate mesh data
4739 numvertices = model->surfmesh.num_vertices;
4740 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4742 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 void R_AnimCache_CacheVisibleEntities(void)
4757 qboolean wantnormals = true;
4758 qboolean wanttangents = !r_showsurfaces.integer;
4760 switch(vid.renderpath)
4762 case RENDERPATH_GL20:
4763 case RENDERPATH_D3D9:
4764 case RENDERPATH_D3D10:
4765 case RENDERPATH_D3D11:
4766 case RENDERPATH_GLES2:
4768 case RENDERPATH_GL11:
4769 case RENDERPATH_GL13:
4770 case RENDERPATH_GLES1:
4771 wanttangents = false;
4773 case RENDERPATH_SOFT:
4777 if (r_shownormals.integer)
4778 wanttangents = wantnormals = true;
4780 // TODO: thread this
4781 // NOTE: R_PrepareRTLights() also caches entities
4783 for (i = 0;i < r_refdef.scene.numentities;i++)
4784 if (r_refdef.viewcache.entityvisible[i])
4785 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4788 //==================================================================================
4790 extern cvar_t r_overheadsprites_pushback;
4792 static void R_View_UpdateEntityLighting (void)
4795 entity_render_t *ent;
4796 vec3_t tempdiffusenormal, avg;
4797 vec_t f, fa, fd, fdd;
4798 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4800 for (i = 0;i < r_refdef.scene.numentities;i++)
4802 ent = r_refdef.scene.entities[i];
4804 // skip unseen models and models that updated by CSQC
4805 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4809 if (ent->model && ent->model->brush.num_leafs)
4811 // TODO: use modellight for r_ambient settings on world?
4812 VectorSet(ent->modellight_ambient, 0, 0, 0);
4813 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4818 // fetch the lighting from the worldmodel data
4819 VectorClear(ent->modellight_ambient);
4820 VectorClear(ent->modellight_diffuse);
4821 VectorClear(tempdiffusenormal);
4822 if (ent->flags & RENDER_LIGHT)
4825 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4827 // complete lightning for lit sprites
4828 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4831 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832 org[2] = org[2] + r_overheadsprites_pushback.value;
4833 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4836 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4838 if(ent->flags & RENDER_EQUALIZE)
4840 // first fix up ambient lighting...
4841 if(r_equalize_entities_minambient.value > 0)
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4846 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847 if(fa < r_equalize_entities_minambient.value * fd)
4850 // fa'/fd' = minambient
4851 // fa'+0.25*fd' = fa+0.25*fd
4853 // fa' = fd' * minambient
4854 // fd'*(0.25+minambient) = fa+0.25*fd
4856 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4859 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4867 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4869 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4874 // adjust brightness and saturation to target
4875 avg[0] = avg[1] = avg[2] = fa / f;
4876 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877 avg[0] = avg[1] = avg[2] = fd / f;
4878 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4884 VectorSet(ent->modellight_ambient, 1, 1, 1);
4886 // move the light direction into modelspace coordinates for lighting code
4887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888 if(VectorLength2(ent->modellight_lightdir) == 0)
4889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890 VectorNormalize(ent->modellight_lightdir);
4894 #define MAX_LINEOFSIGHTTRACES 64
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4899 vec3_t boxmins, boxmaxs;
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4904 if (!model || !model->brush.TraceLineOfSight)
4907 // expand the box a little
4908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4915 // return true if eye is inside enlarged box
4916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4920 VectorCopy(eye, start);
4921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922 if (model->brush.TraceLineOfSight(model, start, end))
4925 // try various random positions
4926 for (i = 0;i < numsamples;i++)
4928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929 if (model->brush.TraceLineOfSight(model, start, end))
4937 static void R_View_UpdateEntityVisible (void)
4942 entity_render_t *ent;
4944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4947 : RENDER_EXTERIORMODEL;
4948 if (!r_drawviewmodel.integer)
4949 renderimask |= RENDER_VIEWMODEL;
4950 if (!r_drawexteriormodel.integer)
4951 renderimask |= RENDER_EXTERIORMODEL;
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4954 // worldmodel can check visibility
4955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 ent = r_refdef.scene.entities[i];
4959 if (!(ent->flags & renderimask))
4960 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4961 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962 r_refdef.viewcache.entityvisible[i] = true;
4967 // no worldmodel or it can't check visibility
4968 for (i = 0;i < r_refdef.scene.numentities;i++)
4970 ent = r_refdef.scene.entities[i];
4971 r_refdef.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));
4974 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4984 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4986 continue; // temp entities do pvs only
4987 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988 ent->last_trace_visibility = realtime;
4989 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990 r_refdef.viewcache.entityvisible[i] = 0;
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
5000 entity_render_t *ent;
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 if (!r_refdef.viewcache.entityvisible[i])
5007 ent = r_refdef.scene.entities[i];
5008 if (!ent->model || !ent->model->DrawSky)
5010 ent->model->DrawSky(ent);
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 r_refdef.stats.entities++;
5029 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5032 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033 Con_Printf("R_DrawModels\n");
5034 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5035 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5036 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5039 if (ent->model && ent->model->Draw != NULL)
5040 ent->model->Draw(ent);
5046 static void R_DrawModelsDepth(void)
5049 entity_render_t *ent;
5051 for (i = 0;i < r_refdef.scene.numentities;i++)
5053 if (!r_refdef.viewcache.entityvisible[i])
5055 ent = r_refdef.scene.entities[i];
5056 if (ent->model && ent->model->DrawDepth != NULL)
5057 ent->model->DrawDepth(ent);
5061 static void R_DrawModelsDebug(void)
5064 entity_render_t *ent;
5066 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (!r_refdef.viewcache.entityvisible[i])
5070 ent = r_refdef.scene.entities[i];
5071 if (ent->model && ent->model->DrawDebug != NULL)
5072 ent->model->DrawDebug(ent);
5076 static void R_DrawModelsAddWaterPlanes(void)
5079 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087 ent->model->DrawAddWaterPlanes(ent);
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5093 if (r_hdr_irisadaptation.integer)
5097 vec3_t diffusenormal;
5101 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103 brightness = max(0.0000001f, brightness);
5104 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106 current = r_hdr_irisadaptation_value.value;
5108 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109 else if (current > goal)
5110 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5114 else if (r_hdr_irisadaptation_value.value != 1.0f)
5115 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5118 static void R_View_SetFrustum(const int *scissor)
5121 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122 vec3_t forward, left, up, origin, v;
5126 // flipped x coordinates (because x points left here)
5127 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5130 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131 switch(vid.renderpath)
5133 case RENDERPATH_D3D9:
5134 case RENDERPATH_D3D10:
5135 case RENDERPATH_D3D11:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5140 case RENDERPATH_SOFT:
5141 case RENDERPATH_GL11:
5142 case RENDERPATH_GL13:
5143 case RENDERPATH_GL20:
5144 case RENDERPATH_GLES1:
5145 case RENDERPATH_GLES2:
5146 // non-flipped y coordinates
5147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5153 // we can't trust r_refdef.view.forward and friends in reflected scenes
5154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5172 zNear = r_refdef.nearclip;
5173 nudge = 1.0 - 1.0 / (1<<23);
5174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190 r_refdef.view.frustum[0].dist = m[15] - m[12];
5192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195 r_refdef.view.frustum[1].dist = m[15] + m[12];
5197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200 r_refdef.view.frustum[2].dist = m[15] - m[13];
5202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205 r_refdef.view.frustum[3].dist = m[15] + m[13];
5207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210 r_refdef.view.frustum[4].dist = m[15] - m[14];
5212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215 r_refdef.view.frustum[5].dist = m[15] + m[14];
5218 if (r_refdef.view.useperspective)
5220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5222 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5223 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5224 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5226 // then the normals from the corners relative to origin
5227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5232 // in a NORMAL view, forward cross left == up
5233 // in a REFLECTED view, forward cross left == down
5234 // so our cross products above need to be adjusted for a left handed coordinate system
5235 CrossProduct(forward, left, v);
5236 if(DotProduct(v, up) < 0)
5238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5244 // Leaving those out was a mistake, those were in the old code, and they
5245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246 // I couldn't reproduce it after adding those normalizations. --blub
5247 VectorNormalize(r_refdef.view.frustum[0].normal);
5248 VectorNormalize(r_refdef.view.frustum[1].normal);
5249 VectorNormalize(r_refdef.view.frustum[2].normal);
5250 VectorNormalize(r_refdef.view.frustum[3].normal);
5252 // make the corners absolute
5253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5280 r_refdef.view.numfrustumplanes = 5;
5282 if (r_refdef.view.useclipplane)
5284 r_refdef.view.numfrustumplanes = 6;
5285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289 PlaneClassify(r_refdef.view.frustum + i);
5291 // LordHavoc: note to all quake engine coders, Quake had a special case
5292 // for 90 degrees which assumed a square view (wrong), so I removed it,
5293 // Quake2 has it disabled as well.
5295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298 //PlaneClassify(&frustum[0]);
5300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303 //PlaneClassify(&frustum[1]);
5305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308 //PlaneClassify(&frustum[2]);
5310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313 //PlaneClassify(&frustum[3]);
5316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318 //PlaneClassify(&frustum[4]);
5321 void R_View_UpdateWithScissor(const int *myscissor)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(myscissor);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5330 void R_View_Update(void)
5332 R_Main_ResizeViewCache();
5333 R_View_SetFrustum(NULL);
5334 R_View_WorldVisibility(r_refdef.view.useclipplane);
5335 R_View_UpdateEntityVisible();
5336 R_View_UpdateEntityLighting();
5339 float viewscalefpsadjusted = 1.0f;
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5343 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344 scale = bound(0.03125f, scale, 1.0f);
5345 *outwidth = (int)ceil(width * scale);
5346 *outheight = (int)ceil(height * scale);
5349 void R_Mesh_SetMainRenderTargets(void)
5351 if (r_bloomstate.fbo_framebuffer)
5352 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5354 R_Mesh_ResetRenderTargets();
5357 void R_SetupView(qboolean allowwaterclippingplane)
5359 const float *customclipplane = NULL;
5361 int scaledwidth, scaledheight;
5362 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5364 // LordHavoc: couldn't figure out how to make this approach the
5365 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368 dist = r_refdef.view.clipplane.dist;
5369 plane[0] = r_refdef.view.clipplane.normal[0];
5370 plane[1] = r_refdef.view.clipplane.normal[1];
5371 plane[2] = r_refdef.view.clipplane.normal[2];
5373 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5376 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377 if (!r_refdef.view.useperspective)
5378 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379 else if (vid.stencil && r_useinfinitefarclip.integer)
5380 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5382 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383 R_Mesh_SetMainRenderTargets();
5384 R_SetViewport(&r_refdef.view.viewport);
5385 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5387 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388 float screenplane[4];
5389 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5399 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5401 gl_modelmatrixchanged = false;
5402 gl_modelmatrix = *matrix;
5403 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5408 switch(vid.renderpath)
5410 case RENDERPATH_D3D9:
5412 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5416 case RENDERPATH_D3D10:
5417 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5419 case RENDERPATH_D3D11:
5420 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5422 case RENDERPATH_GL11:
5423 case RENDERPATH_GL13:
5424 case RENDERPATH_GLES1:
5425 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5427 case RENDERPATH_SOFT:
5428 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5431 case RENDERPATH_GL20:
5432 case RENDERPATH_GLES2:
5433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5440 void R_ResetViewRendering2D(void)
5442 r_viewport_t viewport;
5445 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447 R_Mesh_ResetRenderTargets();
5448 R_SetViewport(&viewport);
5449 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450 GL_Color(1, 1, 1, 1);
5451 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452 GL_BlendFunc(GL_ONE, GL_ZERO);
5453 GL_ScissorTest(false);
5454 GL_DepthMask(false);
5455 GL_DepthRange(0, 1);
5456 GL_DepthTest(false);
5457 GL_DepthFunc(GL_LEQUAL);
5458 R_EntityMatrix(&identitymatrix);
5459 R_Mesh_ResetTextureState();
5460 GL_PolygonOffset(0, 0);
5461 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462 switch(vid.renderpath)
5464 case RENDERPATH_GL11:
5465 case RENDERPATH_GL13:
5466 case RENDERPATH_GL20:
5467 case RENDERPATH_GLES1:
5468 case RENDERPATH_GLES2:
5469 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5471 case RENDERPATH_D3D9:
5472 case RENDERPATH_D3D10:
5473 case RENDERPATH_D3D11:
5474 case RENDERPATH_SOFT:
5477 GL_CullFace(GL_NONE);
5480 void R_ResetViewRendering3D(void)
5485 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486 GL_Color(1, 1, 1, 1);
5487 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488 GL_BlendFunc(GL_ONE, GL_ZERO);
5489 GL_ScissorTest(true);
5491 GL_DepthRange(0, 1);
5493 GL_DepthFunc(GL_LEQUAL);
5494 R_EntityMatrix(&identitymatrix);
5495 R_Mesh_ResetTextureState();
5496 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498 switch(vid.renderpath)
5500 case RENDERPATH_GL11:
5501 case RENDERPATH_GL13:
5502 case RENDERPATH_GL20:
5503 case RENDERPATH_GLES1:
5504 case RENDERPATH_GLES2:
5505 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5507 case RENDERPATH_D3D9:
5508 case RENDERPATH_D3D10:
5509 case RENDERPATH_D3D11:
5510 case RENDERPATH_SOFT:
5513 GL_CullFace(r_refdef.view.cullface_back);
5518 R_RenderView_UpdateViewVectors
5521 static void R_RenderView_UpdateViewVectors(void)
5523 // break apart the view matrix into vectors for various purposes
5524 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528 // make an inverted copy of the view matrix for tracking sprites
5529 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5535 static void R_Water_StartFrame(void)
5538 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539 r_waterstate_waterplane_t *p;
5541 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5544 switch(vid.renderpath)
5546 case RENDERPATH_GL20:
5547 case RENDERPATH_D3D9:
5548 case RENDERPATH_D3D10:
5549 case RENDERPATH_D3D11:
5550 case RENDERPATH_SOFT:
5551 case RENDERPATH_GLES2:
5553 case RENDERPATH_GL11:
5554 case RENDERPATH_GL13:
5555 case RENDERPATH_GLES1:
5559 // set waterwidth and waterheight to the water resolution that will be
5560 // used (often less than the screen resolution for faster rendering)
5561 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5563 // calculate desired texture sizes
5564 // can't use water if the card does not support the texture size
5565 if (!r_water.integer || r_showsurfaces.integer)
5566 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567 else if (vid.support.arb_texture_non_power_of_two)
5569 texturewidth = waterwidth;
5570 textureheight = waterheight;
5571 camerawidth = waterwidth;
5572 cameraheight = waterheight;
5576 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5577 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5578 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5579 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5582 // allocate textures as needed
5583 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5585 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5588 if (p->texture_refraction)
5589 R_FreeTexture(p->texture_refraction);
5590 p->texture_refraction = NULL;
5591 if (p->texture_reflection)
5592 R_FreeTexture(p->texture_reflection);
5593 p->texture_reflection = NULL;
5594 if (p->texture_camera)
5595 R_FreeTexture(p->texture_camera);
5596 p->texture_camera = NULL;
5598 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599 r_waterstate.texturewidth = texturewidth;
5600 r_waterstate.textureheight = textureheight;
5601 r_waterstate.camerawidth = camerawidth;
5602 r_waterstate.cameraheight = cameraheight;
5605 if (r_waterstate.texturewidth)
5607 int scaledwidth, scaledheight;
5609 r_waterstate.enabled = true;
5611 // when doing a reduced render (HDR) we want to use a smaller area
5612 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5616 // set up variables that will be used in shader setup
5617 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5623 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624 r_waterstate.numwaterplanes = 0;
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5629 int planeindex, bestplaneindex, vertexindex;
5630 vec3_t mins, maxs, normal, center;
5631 vec_t planescore, bestplanescore;
5633 r_waterstate_waterplane_t *p;
5634 texture_t *t = R_GetCurrentTexture(surface->texture);
5636 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637 // average the vertex normals, find the surface bounds (after deformvertexes)
5638 VectorClear(normal);
5639 VectorCopy(rsurface.batchvertex3f, mins);
5640 VectorCopy(rsurface.batchvertex3f, maxs);
5641 for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5643 VectorAdd(normal, rsurface.batchnormal3f + vertexindex*3, normal);
5644 mins[0] = min(mins[0], rsurface.batchvertex3f[vertexindex*3+0]);
5645 mins[1] = min(mins[1], rsurface.batchvertex3f[vertexindex*3+1]);
5646 mins[2] = min(mins[2], rsurface.batchvertex3f[vertexindex*3+2]);
5647 maxs[0] = max(maxs[0], rsurface.batchvertex3f[vertexindex*3+0]);
5648 maxs[1] = max(maxs[1], rsurface.batchvertex3f[vertexindex*3+1]);
5649 maxs[2] = max(maxs[2], rsurface.batchvertex3f[vertexindex*3+2]);
5651 VectorNormalize(normal);
5652 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5654 VectorCopy(normal, plane.normal);
5655 VectorNormalize(plane.normal);
5656 plane.dist = DotProduct(center, plane.normal);
5657 PlaneClassify(&plane);
5658 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5660 // skip backfaces (except if nocullface is set)
5661 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5663 VectorNegate(plane.normal, plane.normal);
5665 PlaneClassify(&plane);
5669 // find a matching plane if there is one
5670 bestplaneindex = -1;
5671 bestplanescore = 1048576.0f;
5672 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5674 if(p->camera_entity == t->camera_entity)
5676 planescore = 100.0f - 100.0f * DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 25.0f;
5677 if (bestplaneindex < 0 || bestplanescore > planescore)
5679 bestplaneindex = planeindex;
5680 bestplanescore = planescore;
5684 planeindex = bestplaneindex;
5685 p = r_waterstate.waterplanes + planeindex;
5687 // if this surface does not fit any known plane rendered this frame, add one
5688 if ((planeindex < 0 || bestplanescore > 100.0f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5690 // store the new plane
5691 planeindex = r_waterstate.numwaterplanes;
5692 p = r_waterstate.waterplanes + planeindex;
5693 r_waterstate.numwaterplanes++;
5695 // clear materialflags and pvs
5696 p->materialflags = 0;
5697 p->pvsvalid = false;
5698 p->camera_entity = t->camera_entity;
5699 VectorCopy(mins, p->mins);
5700 VectorCopy(maxs, p->maxs);
5704 // merge mins/maxs when we're adding this surface to the plane
5705 p->mins[0] = min(p->mins[0], mins[0]);
5706 p->mins[1] = min(p->mins[1], mins[1]);
5707 p->mins[2] = min(p->mins[2], mins[2]);
5708 p->maxs[0] = max(p->maxs[0], maxs[0]);
5709 p->maxs[1] = max(p->maxs[1], maxs[1]);
5710 p->maxs[2] = max(p->maxs[2], maxs[2]);
5712 // merge this surface's materialflags into the waterplane
5713 p->materialflags |= t->currentmaterialflags;
5714 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5716 // merge this surface's PVS into the waterplane
5717 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5718 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5720 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5726 extern cvar_t r_drawparticles;
5727 extern cvar_t r_drawdecals;
5729 static void R_Water_ProcessPlanes(void)
5732 r_refdef_view_t originalview;
5733 r_refdef_view_t myview;
5734 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5735 r_waterstate_waterplane_t *p;
5738 originalview = r_refdef.view;
5740 // lowquality hack, temporarily shut down some cvars and restore afterwards
5741 qualityreduction = r_water_lowquality.integer;
5742 if (qualityreduction > 0)
5744 if (qualityreduction >= 1)
5746 old_r_shadows = r_shadows.integer;
5747 old_r_worldrtlight = r_shadow_realtime_world.integer;
5748 old_r_dlight = r_shadow_realtime_dlight.integer;
5749 Cvar_SetValueQuick(&r_shadows, 0);
5750 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5751 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5753 if (qualityreduction >= 2)
5755 old_r_dynamic = r_dynamic.integer;
5756 old_r_particles = r_drawparticles.integer;
5757 old_r_decals = r_drawdecals.integer;
5758 Cvar_SetValueQuick(&r_dynamic, 0);
5759 Cvar_SetValueQuick(&r_drawparticles, 0);
5760 Cvar_SetValueQuick(&r_drawdecals, 0);
5764 // make sure enough textures are allocated
5765 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5767 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5769 if (!p->texture_refraction)
5770 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5771 if (!p->texture_refraction)
5774 else if (p->materialflags & MATERIALFLAG_CAMERA)
5776 if (!p->texture_camera)
5777 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5778 if (!p->texture_camera)
5782 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5784 if (!p->texture_reflection)
5785 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5786 if (!p->texture_reflection)
5792 r_refdef.view = originalview;
5793 r_refdef.view.showdebug = false;
5794 r_refdef.view.width = r_waterstate.waterwidth;
5795 r_refdef.view.height = r_waterstate.waterheight;
5796 r_refdef.view.useclipplane = true;
5797 myview = r_refdef.view;
5798 r_waterstate.renderingscene = true;
5799 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5801 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5803 r_refdef.view = myview;
5804 if(r_water_scissormode.integer)
5807 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5808 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5811 // render reflected scene and copy into texture
5812 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5813 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5814 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5815 r_refdef.view.clipplane = p->plane;
5816 // reverse the cullface settings for this render
5817 r_refdef.view.cullface_front = GL_FRONT;
5818 r_refdef.view.cullface_back = GL_BACK;
5819 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5821 r_refdef.view.usecustompvs = true;
5823 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5825 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 R_ResetViewRendering3D();
5829 R_ClearScreen(r_refdef.fogenabled);
5830 if(r_water_scissormode.integer & 2)
5831 R_View_UpdateWithScissor(myscissor);
5834 if(r_water_scissormode.integer & 1)
5835 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5838 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5841 // render the normal view scene and copy into texture
5842 // (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)
5843 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5845 r_refdef.view = myview;
5846 if(r_water_scissormode.integer)
5849 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5850 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5853 r_waterstate.renderingrefraction = true;
5855 r_refdef.view.clipplane = p->plane;
5856 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5857 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5859 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5861 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5862 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5863 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5864 R_RenderView_UpdateViewVectors();
5865 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5867 r_refdef.view.usecustompvs = true;
5868 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5872 PlaneClassify(&r_refdef.view.clipplane);
5874 R_ResetViewRendering3D();
5875 R_ClearScreen(r_refdef.fogenabled);
5876 if(r_water_scissormode.integer & 2)
5877 R_View_UpdateWithScissor(myscissor);
5880 if(r_water_scissormode.integer & 1)
5881 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5884 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5885 r_waterstate.renderingrefraction = false;
5887 else if (p->materialflags & MATERIALFLAG_CAMERA)
5889 r_refdef.view = myview;
5891 r_refdef.view.clipplane = p->plane;
5892 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5893 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5895 r_refdef.view.width = r_waterstate.camerawidth;
5896 r_refdef.view.height = r_waterstate.cameraheight;
5897 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5898 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5900 if(p->camera_entity)
5902 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5903 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5906 // note: all of the view is used for displaying... so
5907 // there is no use in scissoring
5909 // reverse the cullface settings for this render
5910 r_refdef.view.cullface_front = GL_FRONT;
5911 r_refdef.view.cullface_back = GL_BACK;
5912 // also reverse the view matrix
5913 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5914 R_RenderView_UpdateViewVectors();
5915 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5917 r_refdef.view.usecustompvs = true;
5918 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5921 // camera needs no clipplane
5922 r_refdef.view.useclipplane = false;
5924 PlaneClassify(&r_refdef.view.clipplane);
5926 R_ResetViewRendering3D();
5927 R_ClearScreen(r_refdef.fogenabled);
5931 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5932 r_waterstate.renderingrefraction = false;
5936 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5937 r_waterstate.renderingscene = false;
5938 r_refdef.view = originalview;
5939 R_ResetViewRendering3D();
5940 R_ClearScreen(r_refdef.fogenabled);
5944 r_refdef.view = originalview;
5945 r_waterstate.renderingscene = false;
5946 Cvar_SetValueQuick(&r_water, 0);
5947 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5949 // lowquality hack, restore cvars
5950 if (qualityreduction > 0)
5952 if (qualityreduction >= 1)
5954 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5955 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5956 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5958 if (qualityreduction >= 2)
5960 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5961 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5962 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5967 void R_Bloom_StartFrame(void)
5969 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5970 int viewwidth, viewheight;
5973 if (r_viewscale_fpsscaling.integer)
5975 double actualframetime;
5976 double targetframetime;
5978 actualframetime = r_refdef.lastdrawscreentime;
5979 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5980 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5981 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5982 if (r_viewscale_fpsscaling_stepsize.value > 0)
5983 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5984 viewscalefpsadjusted += adjust;
5985 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5988 viewscalefpsadjusted = 1.0f;
5990 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5992 switch(vid.renderpath)
5994 case RENDERPATH_GL20:
5995 case RENDERPATH_D3D9:
5996 case RENDERPATH_D3D10:
5997 case RENDERPATH_D3D11:
5998 case RENDERPATH_SOFT:
5999 case RENDERPATH_GLES2:
6001 case RENDERPATH_GL11:
6002 case RENDERPATH_GL13:
6003 case RENDERPATH_GLES1:
6007 // set bloomwidth and bloomheight to the bloom resolution that will be
6008 // used (often less than the screen resolution for faster rendering)
6009 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6010 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6011 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6012 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6013 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6015 // calculate desired texture sizes
6016 if (vid.support.arb_texture_non_power_of_two)
6018 screentexturewidth = vid.width;
6019 screentextureheight = vid.height;
6020 bloomtexturewidth = r_bloomstate.bloomwidth;
6021 bloomtextureheight = r_bloomstate.bloomheight;
6025 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6026 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6027 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6028 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6031 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6033 Cvar_SetValueQuick(&r_hdr, 0);
6034 Cvar_SetValueQuick(&r_bloom, 0);
6035 Cvar_SetValueQuick(&r_motionblur, 0);
6036 Cvar_SetValueQuick(&r_damageblur, 0);
6039 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6040 screentexturewidth = screentextureheight = 0;
6041 if (!r_hdr.integer && !r_bloom.integer)
6042 bloomtexturewidth = bloomtextureheight = 0;
6044 textype = TEXTYPE_COLORBUFFER;
6045 switch (vid.renderpath)
6047 case RENDERPATH_GL20:
6048 case RENDERPATH_GLES2:
6049 if (vid.support.ext_framebuffer_object)
6051 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6052 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6055 case RENDERPATH_GL11:
6056 case RENDERPATH_GL13:
6057 case RENDERPATH_GLES1:
6058 case RENDERPATH_D3D9:
6059 case RENDERPATH_D3D10:
6060 case RENDERPATH_D3D11:
6061 case RENDERPATH_SOFT:
6065 // allocate textures as needed
6066 if (r_bloomstate.screentexturewidth != screentexturewidth
6067 || r_bloomstate.screentextureheight != screentextureheight
6068 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6069 || r_bloomstate.bloomtextureheight != bloomtextureheight
6070 || r_bloomstate.texturetype != textype
6071 || r_bloomstate.viewfbo != r_viewfbo.integer)
6073 if (r_bloomstate.texture_bloom)
6074 R_FreeTexture(r_bloomstate.texture_bloom);
6075 r_bloomstate.texture_bloom = NULL;
6076 if (r_bloomstate.texture_screen)
6077 R_FreeTexture(r_bloomstate.texture_screen);
6078 r_bloomstate.texture_screen = NULL;
6079 if (r_bloomstate.fbo_framebuffer)
6080 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6081 r_bloomstate.fbo_framebuffer = 0;
6082 if (r_bloomstate.texture_framebuffercolor)
6083 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6084 r_bloomstate.texture_framebuffercolor = NULL;
6085 if (r_bloomstate.texture_framebufferdepth)
6086 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6087 r_bloomstate.texture_framebufferdepth = NULL;
6088 r_bloomstate.screentexturewidth = screentexturewidth;
6089 r_bloomstate.screentextureheight = screentextureheight;
6090 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6091 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6092 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6094 // FIXME: choose depth bits based on a cvar
6095 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6096 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6097 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6098 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6100 // render depth into one texture and normalmap into the other
6104 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6105 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6106 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6107 if (status != GL_FRAMEBUFFER_COMPLETE)
6108 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6112 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6113 r_bloomstate.bloomtextureheight = bloomtextureheight;
6114 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6115 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6116 r_bloomstate.viewfbo = r_viewfbo.integer;
6117 r_bloomstate.texturetype = textype;
6120 // when doing a reduced render (HDR) we want to use a smaller area
6121 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6122 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6123 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6124 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6125 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6127 // set up a texcoord array for the full resolution screen image
6128 // (we have to keep this around to copy back during final render)
6129 r_bloomstate.screentexcoord2f[0] = 0;
6130 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6131 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6132 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6133 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6134 r_bloomstate.screentexcoord2f[5] = 0;
6135 r_bloomstate.screentexcoord2f[6] = 0;
6136 r_bloomstate.screentexcoord2f[7] = 0;
6138 // set up a texcoord array for the reduced resolution bloom image
6139 // (which will be additive blended over the screen image)
6140 r_bloomstate.bloomtexcoord2f[0] = 0;
6141 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6142 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6143 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6144 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6145 r_bloomstate.bloomtexcoord2f[5] = 0;
6146 r_bloomstate.bloomtexcoord2f[6] = 0;
6147 r_bloomstate.bloomtexcoord2f[7] = 0;
6149 switch(vid.renderpath)
6151 case RENDERPATH_GL11:
6152 case RENDERPATH_GL13:
6153 case RENDERPATH_GL20:
6154 case RENDERPATH_SOFT:
6155 case RENDERPATH_GLES1:
6156 case RENDERPATH_GLES2:
6158 case RENDERPATH_D3D9:
6159 case RENDERPATH_D3D10:
6160 case RENDERPATH_D3D11:
6163 for (i = 0;i < 4;i++)
6165 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6166 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6167 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6168 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6174 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6176 r_bloomstate.enabled = true;
6177 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6180 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6182 if (r_bloomstate.fbo_framebuffer)
6183 r_refdef.view.clear = true;
6186 void R_Bloom_CopyBloomTexture(float colorscale)
6188 r_refdef.stats.bloom++;
6190 // scale down screen texture to the bloom texture size
6192 R_Mesh_SetMainRenderTargets();
6193 R_SetViewport(&r_bloomstate.viewport);
6194 GL_BlendFunc(GL_ONE, GL_ZERO);
6195 GL_Color(colorscale, colorscale, colorscale, 1);
6196 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6197 switch(vid.renderpath)
6199 case RENDERPATH_GL11:
6200 case RENDERPATH_GL13:
6201 case RENDERPATH_GL20:
6202 case RENDERPATH_GLES1:
6203 case RENDERPATH_GLES2:
6204 case RENDERPATH_SOFT:
6205 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6207 case RENDERPATH_D3D9:
6208 case RENDERPATH_D3D10:
6209 case RENDERPATH_D3D11:
6210 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6213 // TODO: do boxfilter scale-down in shader?
6214 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6215 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6216 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6218 // we now have a bloom image in the framebuffer
6219 // copy it into the bloom image texture for later processing
6220 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6221 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6224 void R_Bloom_CopyHDRTexture(void)
6226 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6227 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6230 void R_Bloom_MakeTexture(void)
6233 float xoffset, yoffset, r, brighten;
6235 r_refdef.stats.bloom++;
6237 R_ResetViewRendering2D();
6239 // we have a bloom image in the framebuffer
6241 R_SetViewport(&r_bloomstate.viewport);
6243 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6246 r = bound(0, r_bloom_colorexponent.value / x, 1);
6247 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6250 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6251 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6252 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6254 // copy the vertically blurred bloom view to a texture
6255 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6256 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6259 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6260 brighten = r_bloom_brighten.value;
6261 if (r_bloomstate.hdr)
6262 brighten *= r_hdr_range.value;
6263 brighten = sqrt(brighten);
6265 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6266 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6268 for (dir = 0;dir < 2;dir++)
6270 // blend on at multiple vertical offsets to achieve a vertical blur
6271 // TODO: do offset blends using GLSL
6272 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6273 GL_BlendFunc(GL_ONE, GL_ZERO);
6274 for (x = -range;x <= range;x++)
6276 if (!dir){xoffset = 0;yoffset = x;}
6277 else {xoffset = x;yoffset = 0;}
6278 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6279 yoffset /= (float)r_bloomstate.bloomtextureheight;
6280 // compute a texcoord array with the specified x and y offset
6281 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6282 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6283 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6284 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6285 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6286 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6287 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6288 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6289 // this r value looks like a 'dot' particle, fading sharply to
6290 // black at the edges
6291 // (probably not realistic but looks good enough)
6292 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6293 //r = brighten/(range*2+1);
6294 r = brighten / (range * 2 + 1);
6296 r *= (1 - x*x/(float)(range*range));
6297 GL_Color(r, r, r, 1);
6298 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6299 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6301 GL_BlendFunc(GL_ONE, GL_ONE);
6304 // copy the vertically blurred bloom view to a texture
6305 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6306 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6310 void R_HDR_RenderBloomTexture(void)
6312 int oldwidth, oldheight;
6313 float oldcolorscale;
6314 qboolean oldwaterstate;
6316 oldwaterstate = r_waterstate.enabled;
6317 oldcolorscale = r_refdef.view.colorscale;
6318 oldwidth = r_refdef.view.width;
6319 oldheight = r_refdef.view.height;
6320 r_refdef.view.width = r_bloomstate.bloomwidth;
6321 r_refdef.view.height = r_bloomstate.bloomheight;
6323 if(r_hdr.integer < 2)
6324 r_waterstate.enabled = false;
6326 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6327 // TODO: add exposure compensation features
6328 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6330 r_refdef.view.showdebug = false;
6331 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6333 R_ResetViewRendering3D();
6335 R_ClearScreen(r_refdef.fogenabled);
6336 if (r_timereport_active)
6337 R_TimeReport("HDRclear");
6340 if (r_timereport_active)
6341 R_TimeReport("visibility");
6343 // only do secondary renders with HDR if r_hdr is 2 or higher
6344 r_waterstate.numwaterplanes = 0;
6345 if (r_waterstate.enabled)
6346 R_RenderWaterPlanes();
6348 r_refdef.view.showdebug = true;
6350 r_waterstate.numwaterplanes = 0;
6352 R_ResetViewRendering2D();
6354 R_Bloom_CopyHDRTexture();
6355 R_Bloom_MakeTexture();
6357 // restore the view settings
6358 r_waterstate.enabled = oldwaterstate;
6359 r_refdef.view.width = oldwidth;
6360 r_refdef.view.height = oldheight;
6361 r_refdef.view.colorscale = oldcolorscale;
6363 R_ResetViewRendering3D();
6365 R_ClearScreen(r_refdef.fogenabled);
6366 if (r_timereport_active)
6367 R_TimeReport("viewclear");
6370 static void R_BlendView(void)
6372 unsigned int permutation;
6373 float uservecs[4][4];
6375 switch (vid.renderpath)
6377 case RENDERPATH_GL20:
6378 case RENDERPATH_D3D9:
6379 case RENDERPATH_D3D10:
6380 case RENDERPATH_D3D11:
6381 case RENDERPATH_SOFT:
6382 case RENDERPATH_GLES2:
6384 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6385 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6386 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6387 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6388 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6390 if (r_bloomstate.texture_screen)
6392 // make sure the buffer is available
6393 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6395 R_ResetViewRendering2D();
6396 R_Mesh_SetMainRenderTargets();
6398 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6400 // declare variables
6401 float blur_factor, blur_mouseaccel, blur_velocity;
6402 static float blur_average;
6403 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6405 // set a goal for the factoring
6406 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6407 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6408 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6409 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6410 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6411 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6413 // from the goal, pick an averaged value between goal and last value
6414 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6415 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6417 // enforce minimum amount of blur
6418 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6420 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6422 // calculate values into a standard alpha
6423 cl.motionbluralpha = 1 - exp(-
6425 (r_motionblur.value * blur_factor / 80)
6427 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6430 max(0.0001, cl.time - cl.oldtime) // fps independent
6433 // randomization for the blur value to combat persistent ghosting
6434 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6435 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6438 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6440 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6441 GL_Color(1, 1, 1, cl.motionbluralpha);
6442 switch(vid.renderpath)
6444 case RENDERPATH_GL11:
6445 case RENDERPATH_GL13:
6446 case RENDERPATH_GL20:
6447 case RENDERPATH_GLES1:
6448 case RENDERPATH_GLES2:
6449 case RENDERPATH_SOFT:
6450 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6452 case RENDERPATH_D3D9:
6453 case RENDERPATH_D3D10:
6454 case RENDERPATH_D3D11:
6455 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6458 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6459 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6460 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6463 // updates old view angles for next pass
6464 VectorCopy(cl.viewangles, blur_oldangles);
6467 // copy view into the screen texture
6468 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6469 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6471 else if (!r_bloomstate.texture_bloom)
6473 // we may still have to do view tint...
6474 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6476 // apply a color tint to the whole view
6477 R_ResetViewRendering2D();
6478 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6479 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6480 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6481 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6482 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6484 break; // no screen processing, no bloom, skip it
6487 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6489 // render simple bloom effect
6490 // copy the screen and shrink it and darken it for the bloom process
6491 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6492 // make the bloom texture
6493 R_Bloom_MakeTexture();
6496 #if _MSC_VER >= 1400
6497 #define sscanf sscanf_s
6499 memset(uservecs, 0, sizeof(uservecs));
6500 if (r_glsl_postprocess_uservec1_enable.integer)
6501 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6502 if (r_glsl_postprocess_uservec2_enable.integer)
6503 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6504 if (r_glsl_postprocess_uservec3_enable.integer)
6505 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6506 if (r_glsl_postprocess_uservec4_enable.integer)
6507 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6509 R_ResetViewRendering2D();
6510 GL_Color(1, 1, 1, 1);
6511 GL_BlendFunc(GL_ONE, GL_ZERO);
6513 switch(vid.renderpath)
6515 case RENDERPATH_GL20:
6516 case RENDERPATH_GLES2:
6517 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6518 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6519 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6520 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6521 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6522 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6523 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6524 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6525 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6526 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6527 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6528 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6529 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6530 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6532 case RENDERPATH_D3D9:
6534 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6535 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6536 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6537 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6538 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6539 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6540 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6541 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6542 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6543 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6544 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6545 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6546 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6547 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6548 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6551 case RENDERPATH_D3D10:
6552 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6554 case RENDERPATH_D3D11:
6555 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6557 case RENDERPATH_SOFT:
6558 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6559 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6560 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6561 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6562 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6563 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6564 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6565 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6566 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6567 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6568 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6569 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6570 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6571 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6576 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6577 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6579 case RENDERPATH_GL11:
6580 case RENDERPATH_GL13:
6581 case RENDERPATH_GLES1:
6582 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6584 // apply a color tint to the whole view
6585 R_ResetViewRendering2D();
6586 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6587 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6588 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6589 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6590 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6596 matrix4x4_t r_waterscrollmatrix;
6598 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6601 if (gamemode == GAME_NEHAHRA)
6603 if (gl_fogenable.integer)
6605 r_refdef.oldgl_fogenable = true;
6606 r_refdef.fog_density = gl_fogdensity.value;
6607 r_refdef.fog_red = gl_fogred.value;
6608 r_refdef.fog_green = gl_foggreen.value;
6609 r_refdef.fog_blue = gl_fogblue.value;
6610 r_refdef.fog_alpha = 1;
6611 r_refdef.fog_start = 0;
6612 r_refdef.fog_end = gl_skyclip.value;
6613 r_refdef.fog_height = 1<<30;
6614 r_refdef.fog_fadedepth = 128;
6616 else if (r_refdef.oldgl_fogenable)
6618 r_refdef.oldgl_fogenable = false;
6619 r_refdef.fog_density = 0;
6620 r_refdef.fog_red = 0;
6621 r_refdef.fog_green = 0;
6622 r_refdef.fog_blue = 0;
6623 r_refdef.fog_alpha = 0;
6624 r_refdef.fog_start = 0;
6625 r_refdef.fog_end = 0;
6626 r_refdef.fog_height = 1<<30;
6627 r_refdef.fog_fadedepth = 128;
6632 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6633 r_refdef.fog_start = max(0, r_refdef.fog_start);
6634 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6636 if (r_refdef.fog_density && r_drawfog.integer)
6638 r_refdef.fogenabled = true;
6639 // this is the point where the fog reaches 0.9986 alpha, which we
6640 // consider a good enough cutoff point for the texture
6641 // (0.9986 * 256 == 255.6)
6642 if (r_fog_exp2.integer)
6643 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6645 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6646 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6647 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6648 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6649 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6650 R_BuildFogHeightTexture();
6651 // fog color was already set
6652 // update the fog texture
6653 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6654 R_BuildFogTexture();
6655 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6656 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6659 r_refdef.fogenabled = false;
6662 if (r_refdef.fog_density)
6664 r_refdef.fogcolor[0] = r_refdef.fog_red;
6665 r_refdef.fogcolor[1] = r_refdef.fog_green;
6666 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6668 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6669 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6670 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6671 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6675 VectorCopy(r_refdef.fogcolor, fogvec);
6676 // color.rgb *= ContrastBoost * SceneBrightness;
6677 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6678 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6679 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6680 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6685 void R_UpdateVariables(void)
6689 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6691 r_refdef.farclip = r_farclip_base.value;
6692 if (r_refdef.scene.worldmodel)
6693 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6694 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6696 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6697 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6698 r_refdef.polygonfactor = 0;
6699 r_refdef.polygonoffset = 0;
6700 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6701 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6703 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6704 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6705 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6706 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6707 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6708 if (FAKELIGHT_ENABLED)
6710 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6712 if (r_showsurfaces.integer)
6714 r_refdef.scene.rtworld = false;
6715 r_refdef.scene.rtworldshadows = false;
6716 r_refdef.scene.rtdlight = false;
6717 r_refdef.scene.rtdlightshadows = false;
6718 r_refdef.lightmapintensity = 0;
6721 switch(vid.renderpath)
6723 case RENDERPATH_GL20:
6724 case RENDERPATH_D3D9:
6725 case RENDERPATH_D3D10:
6726 case RENDERPATH_D3D11:
6727 case RENDERPATH_SOFT:
6728 case RENDERPATH_GLES2:
6729 if(v_glslgamma.integer && !vid_gammatables_trivial)
6731 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6733 // build GLSL gamma texture
6734 #define RAMPWIDTH 256
6735 unsigned short ramp[RAMPWIDTH * 3];
6736 unsigned char rampbgr[RAMPWIDTH][4];
6739 r_texture_gammaramps_serial = vid_gammatables_serial;
6741 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6742 for(i = 0; i < RAMPWIDTH; ++i)
6744 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6745 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6746 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6749 if (r_texture_gammaramps)
6751 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6755 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6761 // remove GLSL gamma texture
6764 case RENDERPATH_GL11:
6765 case RENDERPATH_GL13:
6766 case RENDERPATH_GLES1:
6771 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6772 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6778 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6779 if( scenetype != r_currentscenetype ) {
6780 // store the old scenetype
6781 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6782 r_currentscenetype = scenetype;
6783 // move in the new scene
6784 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6793 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6795 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6796 if( scenetype == r_currentscenetype ) {
6797 return &r_refdef.scene;
6799 return &r_scenes_store[ scenetype ];
6803 int R_SortEntities_Compare(const void *ap, const void *bp)
6805 const entity_render_t *a = *(const entity_render_t **)ap;
6806 const entity_render_t *b = *(const entity_render_t **)bp;
6809 if(a->model < b->model)
6811 if(a->model > b->model)
6815 // TODO possibly calculate the REAL skinnum here first using
6817 if(a->skinnum < b->skinnum)
6819 if(a->skinnum > b->skinnum)
6822 // everything we compared is equal
6825 void R_SortEntities(void)
6827 // below or equal 2 ents, sorting never gains anything
6828 if(r_refdef.scene.numentities <= 2)
6831 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6839 int dpsoftrast_test;
6840 extern void R_Shadow_UpdateBounceGridTexture(void);
6841 extern cvar_t r_shadow_bouncegrid;
6842 void R_RenderView(void)
6844 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6846 dpsoftrast_test = r_test.integer;
6848 if (r_timereport_active)
6849 R_TimeReport("start");
6850 r_textureframe++; // used only by R_GetCurrentTexture
6851 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6853 if(R_CompileShader_CheckStaticParms())
6856 if (!r_drawentities.integer)
6857 r_refdef.scene.numentities = 0;
6858 else if (r_sortentities.integer)
6861 R_AnimCache_ClearCache();
6862 R_FrameData_NewFrame();
6864 /* adjust for stereo display */
6865 if(R_Stereo_Active())
6867 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6868 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6871 if (r_refdef.view.isoverlay)
6873 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6874 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6875 R_TimeReport("depthclear");
6877 r_refdef.view.showdebug = false;
6879 r_waterstate.enabled = false;
6880 r_waterstate.numwaterplanes = 0;
6884 r_refdef.view.matrix = originalmatrix;
6890 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6892 r_refdef.view.matrix = originalmatrix;
6893 return; //Host_Error ("R_RenderView: NULL worldmodel");
6896 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6898 R_RenderView_UpdateViewVectors();
6900 R_Shadow_UpdateWorldLightSelection();
6902 R_Bloom_StartFrame();
6903 R_Water_StartFrame();
6906 if (r_timereport_active)
6907 R_TimeReport("viewsetup");
6909 R_ResetViewRendering3D();
6911 if (r_refdef.view.clear || r_refdef.fogenabled)
6913 R_ClearScreen(r_refdef.fogenabled);
6914 if (r_timereport_active)
6915 R_TimeReport("viewclear");
6917 r_refdef.view.clear = true;
6919 // this produces a bloom texture to be used in R_BlendView() later
6920 if (r_bloomstate.hdr)
6922 R_HDR_RenderBloomTexture();
6923 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6924 r_textureframe++; // used only by R_GetCurrentTexture
6927 r_refdef.view.showdebug = true;
6930 if (r_timereport_active)
6931 R_TimeReport("visibility");
6933 R_Shadow_UpdateBounceGridTexture();
6934 if (r_timereport_active && r_shadow_bouncegrid.integer)
6935 R_TimeReport("bouncegrid");
6937 r_waterstate.numwaterplanes = 0;
6938 if (r_waterstate.enabled)
6939 R_RenderWaterPlanes();
6942 r_waterstate.numwaterplanes = 0;
6945 if (r_timereport_active)
6946 R_TimeReport("blendview");
6948 GL_Scissor(0, 0, vid.width, vid.height);
6949 GL_ScissorTest(false);
6951 r_refdef.view.matrix = originalmatrix;
6956 void R_RenderWaterPlanes(void)
6958 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6960 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6961 if (r_timereport_active)
6962 R_TimeReport("waterworld");
6965 // don't let sound skip if going slow
6966 if (r_refdef.scene.extraupdate)
6969 R_DrawModelsAddWaterPlanes();
6970 if (r_timereport_active)
6971 R_TimeReport("watermodels");
6973 if (r_waterstate.numwaterplanes)
6975 R_Water_ProcessPlanes();
6976 if (r_timereport_active)
6977 R_TimeReport("waterscenes");
6981 extern void R_DrawLightningBeams (void);
6982 extern void VM_CL_AddPolygonsToMeshQueue (void);
6983 extern void R_DrawPortals (void);
6984 extern cvar_t cl_locs_show;
6985 static void R_DrawLocs(void);
6986 static void R_DrawEntityBBoxes(void);
6987 static void R_DrawModelDecals(void);
6988 extern void R_DrawModelShadows(void);
6989 extern void R_DrawModelShadowMaps(void);
6990 extern cvar_t cl_decals_newsystem;
6991 extern qboolean r_shadow_usingdeferredprepass;
6992 void R_RenderScene(void)
6994 qboolean shadowmapping = false;
6996 if (r_timereport_active)
6997 R_TimeReport("beginscene");
6999 r_refdef.stats.renders++;
7003 // don't let sound skip if going slow
7004 if (r_refdef.scene.extraupdate)
7007 R_MeshQueue_BeginScene();
7011 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7013 if (r_timereport_active)
7014 R_TimeReport("skystartframe");
7016 if (cl.csqc_vidvars.drawworld)
7018 // don't let sound skip if going slow
7019 if (r_refdef.scene.extraupdate)
7022 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7024 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7025 if (r_timereport_active)
7026 R_TimeReport("worldsky");
7029 if (R_DrawBrushModelsSky() && r_timereport_active)
7030 R_TimeReport("bmodelsky");
7032 if (skyrendermasked && skyrenderlater)
7034 // we have to force off the water clipping plane while rendering sky
7038 if (r_timereport_active)
7039 R_TimeReport("sky");
7043 R_AnimCache_CacheVisibleEntities();
7044 if (r_timereport_active)
7045 R_TimeReport("animation");
7047 R_Shadow_PrepareLights();
7048 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7049 R_Shadow_PrepareModelShadows();
7050 if (r_timereport_active)
7051 R_TimeReport("preparelights");
7053 if (R_Shadow_ShadowMappingEnabled())
7054 shadowmapping = true;
7056 if (r_shadow_usingdeferredprepass)
7057 R_Shadow_DrawPrepass();
7059 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7061 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7062 if (r_timereport_active)
7063 R_TimeReport("worlddepth");
7065 if (r_depthfirst.integer >= 2)
7067 R_DrawModelsDepth();
7068 if (r_timereport_active)
7069 R_TimeReport("modeldepth");
7072 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7074 R_DrawModelShadowMaps();
7075 R_ResetViewRendering3D();
7076 // don't let sound skip if going slow
7077 if (r_refdef.scene.extraupdate)
7081 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7083 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7084 if (r_timereport_active)
7085 R_TimeReport("world");
7088 // don't let sound skip if going slow
7089 if (r_refdef.scene.extraupdate)
7093 if (r_timereport_active)
7094 R_TimeReport("models");
7096 // don't let sound skip if going slow
7097 if (r_refdef.scene.extraupdate)
7100 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7102 R_DrawModelShadows();
7103 R_ResetViewRendering3D();
7104 // don't let sound skip if going slow
7105 if (r_refdef.scene.extraupdate)
7109 if (!r_shadow_usingdeferredprepass)
7111 R_Shadow_DrawLights();
7112 if (r_timereport_active)
7113 R_TimeReport("rtlights");
7116 // don't let sound skip if going slow
7117 if (r_refdef.scene.extraupdate)
7120 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7122 R_DrawModelShadows();
7123 R_ResetViewRendering3D();
7124 // don't let sound skip if going slow
7125 if (r_refdef.scene.extraupdate)
7129 if (cl.csqc_vidvars.drawworld)
7131 if (cl_decals_newsystem.integer)
7133 R_DrawModelDecals();
7134 if (r_timereport_active)
7135 R_TimeReport("modeldecals");
7140 if (r_timereport_active)
7141 R_TimeReport("decals");
7145 if (r_timereport_active)
7146 R_TimeReport("particles");
7149 if (r_timereport_active)
7150 R_TimeReport("explosions");
7152 R_DrawLightningBeams();
7153 if (r_timereport_active)
7154 R_TimeReport("lightning");
7157 VM_CL_AddPolygonsToMeshQueue();
7159 if (r_refdef.view.showdebug)
7161 if (cl_locs_show.integer)
7164 if (r_timereport_active)
7165 R_TimeReport("showlocs");
7168 if (r_drawportals.integer)
7171 if (r_timereport_active)
7172 R_TimeReport("portals");
7175 if (r_showbboxes.value > 0)
7177 R_DrawEntityBBoxes();
7178 if (r_timereport_active)
7179 R_TimeReport("bboxes");
7183 if (r_transparent.integer)
7185 R_MeshQueue_RenderTransparent();
7186 if (r_timereport_active)
7187 R_TimeReport("drawtrans");
7190 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7192 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7193 if (r_timereport_active)
7194 R_TimeReport("worlddebug");
7195 R_DrawModelsDebug();
7196 if (r_timereport_active)
7197 R_TimeReport("modeldebug");
7200 if (cl.csqc_vidvars.drawworld)
7202 R_Shadow_DrawCoronas();
7203 if (r_timereport_active)
7204 R_TimeReport("coronas");
7209 GL_DepthTest(false);
7210 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7211 GL_Color(1, 1, 1, 1);
7212 qglBegin(GL_POLYGON);
7213 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7214 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7215 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7216 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7218 qglBegin(GL_POLYGON);
7219 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7220 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7221 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7222 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7224 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7228 // don't let sound skip if going slow
7229 if (r_refdef.scene.extraupdate)
7232 R_ResetViewRendering2D();
7235 static const unsigned short bboxelements[36] =
7245 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7248 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7250 RSurf_ActiveWorldEntity();
7252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7253 GL_DepthMask(false);
7254 GL_DepthRange(0, 1);
7255 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7256 // R_Mesh_ResetTextureState();
7258 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7259 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7260 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7261 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7262 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7263 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7264 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7265 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7266 R_FillColors(color4f, 8, cr, cg, cb, ca);
7267 if (r_refdef.fogenabled)
7269 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7271 f1 = RSurf_FogVertex(v);
7273 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7274 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7275 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7278 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7279 R_Mesh_ResetTextureState();
7280 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7281 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7284 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7288 prvm_edict_t *edict;
7289 prvm_prog_t *prog_save = prog;
7291 // this function draws bounding boxes of server entities
7295 GL_CullFace(GL_NONE);
7296 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7300 for (i = 0;i < numsurfaces;i++)
7302 edict = PRVM_EDICT_NUM(surfacelist[i]);
7303 switch ((int)PRVM_serveredictfloat(edict, solid))
7305 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7306 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7307 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7308 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7309 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7310 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7312 color[3] *= r_showbboxes.value;
7313 color[3] = bound(0, color[3], 1);
7314 GL_DepthTest(!r_showdisabledepthtest.integer);
7315 GL_CullFace(r_refdef.view.cullface_front);
7316 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7322 static void R_DrawEntityBBoxes(void)
7325 prvm_edict_t *edict;
7327 prvm_prog_t *prog_save = prog;
7329 // this function draws bounding boxes of server entities
7335 for (i = 0;i < prog->num_edicts;i++)
7337 edict = PRVM_EDICT_NUM(i);
7338 if (edict->priv.server->free)
7340 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7341 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7343 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7345 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7346 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7352 static const int nomodelelement3i[24] =
7364 static const unsigned short nomodelelement3s[24] =
7376 static const float nomodelvertex3f[6*3] =
7386 static const float nomodelcolor4f[6*4] =
7388 0.0f, 0.0f, 0.5f, 1.0f,
7389 0.0f, 0.0f, 0.5f, 1.0f,
7390 0.0f, 0.5f, 0.0f, 1.0f,
7391 0.0f, 0.5f, 0.0f, 1.0f,
7392 0.5f, 0.0f, 0.0f, 1.0f,
7393 0.5f, 0.0f, 0.0f, 1.0f
7396 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7402 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7404 // this is only called once per entity so numsurfaces is always 1, and
7405 // surfacelist is always {0}, so this code does not handle batches
7407 if (rsurface.ent_flags & RENDER_ADDITIVE)
7409 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7410 GL_DepthMask(false);
7412 else if (rsurface.colormod[3] < 1)
7414 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7415 GL_DepthMask(false);
7419 GL_BlendFunc(GL_ONE, GL_ZERO);
7422 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7423 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7424 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7425 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7426 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7427 for (i = 0, c = color4f;i < 6;i++, c += 4)
7429 c[0] *= rsurface.colormod[0];
7430 c[1] *= rsurface.colormod[1];
7431 c[2] *= rsurface.colormod[2];
7432 c[3] *= rsurface.colormod[3];
7434 if (r_refdef.fogenabled)
7436 for (i = 0, c = color4f;i < 6;i++, c += 4)
7438 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7440 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7441 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7442 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7445 // R_Mesh_ResetTextureState();
7446 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7447 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7448 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7451 void R_DrawNoModel(entity_render_t *ent)
7454 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7455 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7456 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7458 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7461 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7463 vec3_t right1, right2, diff, normal;
7465 VectorSubtract (org2, org1, normal);
7467 // calculate 'right' vector for start
7468 VectorSubtract (r_refdef.view.origin, org1, diff);
7469 CrossProduct (normal, diff, right1);
7470 VectorNormalize (right1);
7472 // calculate 'right' vector for end
7473 VectorSubtract (r_refdef.view.origin, org2, diff);
7474 CrossProduct (normal, diff, right2);
7475 VectorNormalize (right2);
7477 vert[ 0] = org1[0] + width * right1[0];
7478 vert[ 1] = org1[1] + width * right1[1];
7479 vert[ 2] = org1[2] + width * right1[2];
7480 vert[ 3] = org1[0] - width * right1[0];
7481 vert[ 4] = org1[1] - width * right1[1];
7482 vert[ 5] = org1[2] - width * right1[2];
7483 vert[ 6] = org2[0] - width * right2[0];
7484 vert[ 7] = org2[1] - width * right2[1];
7485 vert[ 8] = org2[2] - width * right2[2];
7486 vert[ 9] = org2[0] + width * right2[0];
7487 vert[10] = org2[1] + width * right2[1];
7488 vert[11] = org2[2] + width * right2[2];
7491 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7493 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7494 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7495 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7496 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7497 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7498 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7499 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7500 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7501 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7502 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7503 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7504 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7507 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7512 VectorSet(v, x, y, z);
7513 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7514 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7516 if (i == mesh->numvertices)
7518 if (mesh->numvertices < mesh->maxvertices)
7520 VectorCopy(v, vertex3f);
7521 mesh->numvertices++;
7523 return mesh->numvertices;
7529 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7533 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7534 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7535 e = mesh->element3i + mesh->numtriangles * 3;
7536 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7538 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7539 if (mesh->numtriangles < mesh->maxtriangles)
7544 mesh->numtriangles++;
7546 element[1] = element[2];
7550 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7554 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7555 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7556 e = mesh->element3i + mesh->numtriangles * 3;
7557 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7559 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7560 if (mesh->numtriangles < mesh->maxtriangles)
7565 mesh->numtriangles++;
7567 element[1] = element[2];
7571 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7572 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7574 int planenum, planenum2;
7577 mplane_t *plane, *plane2;
7579 double temppoints[2][256*3];
7580 // figure out how large a bounding box we need to properly compute this brush
7582 for (w = 0;w < numplanes;w++)
7583 maxdist = max(maxdist, fabs(planes[w].dist));
7584 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7585 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7586 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7590 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7591 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7593 if (planenum2 == planenum)
7595 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);
7598 if (tempnumpoints < 3)
7600 // generate elements forming a triangle fan for this polygon
7601 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7605 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)
7607 texturelayer_t *layer;
7608 layer = t->currentlayers + t->currentnumlayers++;
7610 layer->depthmask = depthmask;
7611 layer->blendfunc1 = blendfunc1;
7612 layer->blendfunc2 = blendfunc2;
7613 layer->texture = texture;
7614 layer->texmatrix = *matrix;
7615 layer->color[0] = r;
7616 layer->color[1] = g;
7617 layer->color[2] = b;
7618 layer->color[3] = a;
7621 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7623 if(parms[0] == 0 && parms[1] == 0)
7625 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7626 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7631 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7634 index = parms[2] + rsurface.shadertime * parms[3];
7635 index -= floor(index);
7636 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7639 case Q3WAVEFUNC_NONE:
7640 case Q3WAVEFUNC_NOISE:
7641 case Q3WAVEFUNC_COUNT:
7644 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7645 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7646 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7647 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7648 case Q3WAVEFUNC_TRIANGLE:
7650 f = index - floor(index);
7663 f = parms[0] + parms[1] * f;
7664 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7665 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7669 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7675 matrix4x4_t matrix, temp;
7676 switch(tcmod->tcmod)
7680 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7681 matrix = r_waterscrollmatrix;
7683 matrix = identitymatrix;
7685 case Q3TCMOD_ENTITYTRANSLATE:
7686 // this is used in Q3 to allow the gamecode to control texcoord
7687 // scrolling on the entity, which is not supported in darkplaces yet.
7688 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7690 case Q3TCMOD_ROTATE:
7691 f = tcmod->parms[0] * rsurface.shadertime;
7692 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7693 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7694 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7697 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7699 case Q3TCMOD_SCROLL:
7700 // extra care is needed because of precision breakdown with large values of time
7701 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7702 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7703 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7705 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7706 w = (int) tcmod->parms[0];
7707 h = (int) tcmod->parms[1];
7708 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7710 idx = (int) floor(f * w * h);
7711 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7713 case Q3TCMOD_STRETCH:
7714 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7715 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7717 case Q3TCMOD_TRANSFORM:
7718 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7719 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7720 VectorSet(tcmat + 6, 0 , 0 , 1);
7721 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7722 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7724 case Q3TCMOD_TURBULENT:
7725 // this is handled in the RSurf_PrepareVertices function
7726 matrix = identitymatrix;
7730 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7733 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7735 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7736 char name[MAX_QPATH];
7737 skinframe_t *skinframe;
7738 unsigned char pixels[296*194];
7739 strlcpy(cache->name, skinname, sizeof(cache->name));
7740 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7741 if (developer_loading.integer)
7742 Con_Printf("loading %s\n", name);
7743 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7744 if (!skinframe || !skinframe->base)
7747 fs_offset_t filesize;
7749 f = FS_LoadFile(name, tempmempool, true, &filesize);
7752 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7753 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7757 cache->skinframe = skinframe;
7760 texture_t *R_GetCurrentTexture(texture_t *t)
7763 const entity_render_t *ent = rsurface.entity;
7764 dp_model_t *model = ent->model;
7765 q3shaderinfo_layer_tcmod_t *tcmod;
7767 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7768 return t->currentframe;
7769 t->update_lastrenderframe = r_textureframe;
7770 t->update_lastrenderentity = (void *)ent;
7772 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7773 t->camera_entity = ent->entitynumber;
7775 t->camera_entity = 0;
7777 // switch to an alternate material if this is a q1bsp animated material
7779 texture_t *texture = t;
7780 int s = rsurface.ent_skinnum;
7781 if ((unsigned int)s >= (unsigned int)model->numskins)
7783 if (model->skinscenes)
7785 if (model->skinscenes[s].framecount > 1)
7786 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7788 s = model->skinscenes[s].firstframe;
7791 t = t + s * model->num_surfaces;
7794 // use an alternate animation if the entity's frame is not 0,
7795 // and only if the texture has an alternate animation
7796 if (rsurface.ent_alttextures && t->anim_total[1])
7797 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7799 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7801 texture->currentframe = t;
7804 // update currentskinframe to be a qw skin or animation frame
7805 if (rsurface.ent_qwskin >= 0)
7807 i = rsurface.ent_qwskin;
7808 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7810 r_qwskincache_size = cl.maxclients;
7812 Mem_Free(r_qwskincache);
7813 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7815 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7816 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7817 t->currentskinframe = r_qwskincache[i].skinframe;
7818 if (t->currentskinframe == NULL)
7819 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7821 else if (t->numskinframes >= 2)
7822 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7823 if (t->backgroundnumskinframes >= 2)
7824 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7826 t->currentmaterialflags = t->basematerialflags;
7827 t->currentalpha = rsurface.colormod[3];
7828 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7829 t->currentalpha *= r_wateralpha.value;
7830 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7831 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7832 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7833 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7834 if (!(rsurface.ent_flags & RENDER_LIGHT))
7835 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7836 else if (FAKELIGHT_ENABLED)
7838 // no modellight if using fakelight for the map
7840 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7842 // pick a model lighting mode
7843 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7844 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7846 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7848 if (rsurface.ent_flags & RENDER_ADDITIVE)
7849 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7850 else if (t->currentalpha < 1)
7851 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7852 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7853 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7854 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7855 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7856 if (t->backgroundnumskinframes)
7857 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7858 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7860 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7861 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7864 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7865 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7867 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7868 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7870 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7871 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7873 // there is no tcmod
7874 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7876 t->currenttexmatrix = r_waterscrollmatrix;
7877 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7879 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7881 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7882 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7885 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7886 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7887 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7888 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7890 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7891 if (t->currentskinframe->qpixels)
7892 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7893 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7894 if (!t->basetexture)
7895 t->basetexture = r_texture_notexture;
7896 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7897 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7898 t->nmaptexture = t->currentskinframe->nmap;
7899 if (!t->nmaptexture)
7900 t->nmaptexture = r_texture_blanknormalmap;
7901 t->glosstexture = r_texture_black;
7902 t->glowtexture = t->currentskinframe->glow;
7903 t->fogtexture = t->currentskinframe->fog;
7904 t->reflectmasktexture = t->currentskinframe->reflect;
7905 if (t->backgroundnumskinframes)
7907 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7908 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7909 t->backgroundglosstexture = r_texture_black;
7910 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7911 if (!t->backgroundnmaptexture)
7912 t->backgroundnmaptexture = r_texture_blanknormalmap;
7916 t->backgroundbasetexture = r_texture_white;
7917 t->backgroundnmaptexture = r_texture_blanknormalmap;
7918 t->backgroundglosstexture = r_texture_black;
7919 t->backgroundglowtexture = NULL;
7921 t->specularpower = r_shadow_glossexponent.value;
7922 // TODO: store reference values for these in the texture?
7923 t->specularscale = 0;
7924 if (r_shadow_gloss.integer > 0)
7926 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7928 if (r_shadow_glossintensity.value > 0)
7930 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7931 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7932 t->specularscale = r_shadow_glossintensity.value;
7935 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7937 t->glosstexture = r_texture_white;
7938 t->backgroundglosstexture = r_texture_white;
7939 t->specularscale = r_shadow_gloss2intensity.value;
7940 t->specularpower = r_shadow_gloss2exponent.value;
7943 t->specularscale *= t->specularscalemod;
7944 t->specularpower *= t->specularpowermod;
7945 t->rtlightambient = 0;
7947 // lightmaps mode looks bad with dlights using actual texturing, so turn
7948 // off the colormap and glossmap, but leave the normalmap on as it still
7949 // accurately represents the shading involved
7950 if (gl_lightmaps.integer)
7952 t->basetexture = r_texture_grey128;
7953 t->pantstexture = r_texture_black;
7954 t->shirttexture = r_texture_black;
7955 t->nmaptexture = r_texture_blanknormalmap;
7956 t->glosstexture = r_texture_black;
7957 t->glowtexture = NULL;
7958 t->fogtexture = NULL;
7959 t->reflectmasktexture = NULL;
7960 t->backgroundbasetexture = NULL;
7961 t->backgroundnmaptexture = r_texture_blanknormalmap;
7962 t->backgroundglosstexture = r_texture_black;
7963 t->backgroundglowtexture = NULL;
7964 t->specularscale = 0;
7965 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7968 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7969 VectorClear(t->dlightcolor);
7970 t->currentnumlayers = 0;
7971 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7973 int blendfunc1, blendfunc2;
7975 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7977 blendfunc1 = GL_SRC_ALPHA;
7978 blendfunc2 = GL_ONE;
7980 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7982 blendfunc1 = GL_SRC_ALPHA;
7983 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7985 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7987 blendfunc1 = t->customblendfunc[0];
7988 blendfunc2 = t->customblendfunc[1];
7992 blendfunc1 = GL_ONE;
7993 blendfunc2 = GL_ZERO;
7995 // don't colormod evilblend textures
7996 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7997 VectorSet(t->lightmapcolor, 1, 1, 1);
7998 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7999 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8001 // fullbright is not affected by r_refdef.lightmapintensity
8002 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8003 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8004 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8005 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8006 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8010 vec3_t ambientcolor;
8012 // set the color tint used for lights affecting this surface
8013 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8015 // q3bsp has no lightmap updates, so the lightstylevalue that
8016 // would normally be baked into the lightmap must be
8017 // applied to the color
8018 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8019 if (model->type == mod_brushq3)
8020 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8021 colorscale *= r_refdef.lightmapintensity;
8022 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8023 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8024 // basic lit geometry
8025 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8026 // add pants/shirt if needed
8027 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8028 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8029 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8030 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8031 // now add ambient passes if needed
8032 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8034 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8035 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8036 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8037 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8038 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8041 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8042 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8043 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8045 // if this is opaque use alpha blend which will darken the earlier
8048 // if this is an alpha blended material, all the earlier passes
8049 // were darkened by fog already, so we only need to add the fog
8050 // color ontop through the fog mask texture
8052 // if this is an additive blended material, all the earlier passes
8053 // were darkened by fog already, and we should not add fog color
8054 // (because the background was not darkened, there is no fog color
8055 // that was lost behind it).
8056 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8060 return t->currentframe;
8063 rsurfacestate_t rsurface;
8065 void RSurf_ActiveWorldEntity(void)
8067 dp_model_t *model = r_refdef.scene.worldmodel;
8068 //if (rsurface.entity == r_refdef.scene.worldentity)
8070 rsurface.entity = r_refdef.scene.worldentity;
8071 rsurface.skeleton = NULL;
8072 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8073 rsurface.ent_skinnum = 0;
8074 rsurface.ent_qwskin = -1;
8075 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8076 rsurface.shadertime = r_refdef.scene.time;
8077 rsurface.matrix = identitymatrix;
8078 rsurface.inversematrix = identitymatrix;
8079 rsurface.matrixscale = 1;
8080 rsurface.inversematrixscale = 1;
8081 R_EntityMatrix(&identitymatrix);
8082 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8083 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8084 rsurface.fograngerecip = r_refdef.fograngerecip;
8085 rsurface.fogheightfade = r_refdef.fogheightfade;
8086 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8087 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8088 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8089 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8090 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8091 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8092 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8093 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8094 rsurface.colormod[3] = 1;
8095 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8096 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8097 rsurface.frameblend[0].lerp = 1;
8098 rsurface.ent_alttextures = false;
8099 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8100 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8101 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8102 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8103 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8104 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8105 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8106 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8107 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8108 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8110 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8111 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8113 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8114 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8116 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8117 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8118 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8119 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8120 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8121 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8122 rsurface.modelelement3i = model->surfmesh.data_element3i;
8123 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8124 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8125 rsurface.modelelement3s = model->surfmesh.data_element3s;
8126 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8127 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8128 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8129 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8130 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8131 rsurface.modelsurfaces = model->data_surfaces;
8132 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8133 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8134 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8135 rsurface.modelgeneratedvertex = false;
8136 rsurface.batchgeneratedvertex = false;
8137 rsurface.batchfirstvertex = 0;
8138 rsurface.batchnumvertices = 0;
8139 rsurface.batchfirsttriangle = 0;
8140 rsurface.batchnumtriangles = 0;
8141 rsurface.batchvertex3f = NULL;
8142 rsurface.batchvertex3f_vertexbuffer = NULL;
8143 rsurface.batchvertex3f_bufferoffset = 0;
8144 rsurface.batchsvector3f = NULL;
8145 rsurface.batchsvector3f_vertexbuffer = NULL;
8146 rsurface.batchsvector3f_bufferoffset = 0;
8147 rsurface.batchtvector3f = NULL;
8148 rsurface.batchtvector3f_vertexbuffer = NULL;
8149 rsurface.batchtvector3f_bufferoffset = 0;
8150 rsurface.batchnormal3f = NULL;
8151 rsurface.batchnormal3f_vertexbuffer = NULL;
8152 rsurface.batchnormal3f_bufferoffset = 0;
8153 rsurface.batchlightmapcolor4f = NULL;
8154 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8155 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8156 rsurface.batchtexcoordtexture2f = NULL;
8157 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8158 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8159 rsurface.batchtexcoordlightmap2f = NULL;
8160 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8161 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8162 rsurface.batchvertexmesh = NULL;
8163 rsurface.batchvertexmeshbuffer = NULL;
8164 rsurface.batchvertex3fbuffer = NULL;
8165 rsurface.batchelement3i = NULL;
8166 rsurface.batchelement3i_indexbuffer = NULL;
8167 rsurface.batchelement3i_bufferoffset = 0;
8168 rsurface.batchelement3s = NULL;
8169 rsurface.batchelement3s_indexbuffer = NULL;
8170 rsurface.batchelement3s_bufferoffset = 0;
8171 rsurface.passcolor4f = NULL;
8172 rsurface.passcolor4f_vertexbuffer = NULL;
8173 rsurface.passcolor4f_bufferoffset = 0;
8176 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8178 dp_model_t *model = ent->model;
8179 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8181 rsurface.entity = (entity_render_t *)ent;
8182 rsurface.skeleton = ent->skeleton;
8183 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8184 rsurface.ent_skinnum = ent->skinnum;
8185 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8186 rsurface.ent_flags = ent->flags;
8187 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8188 rsurface.matrix = ent->matrix;
8189 rsurface.inversematrix = ent->inversematrix;
8190 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8191 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8192 R_EntityMatrix(&rsurface.matrix);
8193 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8194 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8195 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8196 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8197 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8198 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8199 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8200 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8201 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8202 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8203 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8204 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8205 rsurface.colormod[3] = ent->alpha;
8206 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8207 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8208 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8209 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8210 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8211 if (ent->model->brush.submodel && !prepass)
8213 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8214 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8216 if (model->surfmesh.isanimated && model->AnimateVertices)
8218 if (ent->animcache_vertex3f)
8220 rsurface.modelvertex3f = ent->animcache_vertex3f;
8221 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8222 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8223 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8224 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8225 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8226 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8228 else if (wanttangents)
8230 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8232 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8235 rsurface.modelvertexmesh = NULL;
8236 rsurface.modelvertexmeshbuffer = NULL;
8237 rsurface.modelvertex3fbuffer = NULL;
8239 else if (wantnormals)
8241 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242 rsurface.modelsvector3f = NULL;
8243 rsurface.modeltvector3f = NULL;
8244 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8245 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8246 rsurface.modelvertexmesh = NULL;
8247 rsurface.modelvertexmeshbuffer = NULL;
8248 rsurface.modelvertex3fbuffer = NULL;
8252 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8253 rsurface.modelsvector3f = NULL;
8254 rsurface.modeltvector3f = NULL;
8255 rsurface.modelnormal3f = NULL;
8256 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8257 rsurface.modelvertexmesh = NULL;
8258 rsurface.modelvertexmeshbuffer = NULL;
8259 rsurface.modelvertex3fbuffer = NULL;
8261 rsurface.modelvertex3f_vertexbuffer = 0;
8262 rsurface.modelvertex3f_bufferoffset = 0;
8263 rsurface.modelsvector3f_vertexbuffer = 0;
8264 rsurface.modelsvector3f_bufferoffset = 0;
8265 rsurface.modeltvector3f_vertexbuffer = 0;
8266 rsurface.modeltvector3f_bufferoffset = 0;
8267 rsurface.modelnormal3f_vertexbuffer = 0;
8268 rsurface.modelnormal3f_bufferoffset = 0;
8269 rsurface.modelgeneratedvertex = true;
8273 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8274 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8275 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8276 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8277 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8278 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8279 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8280 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8282 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8283 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8285 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8286 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8287 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8288 rsurface.modelgeneratedvertex = false;
8290 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8291 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8292 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8293 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8294 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8295 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8296 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8297 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8299 rsurface.modelelement3i = model->surfmesh.data_element3i;
8300 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8301 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8302 rsurface.modelelement3s = model->surfmesh.data_element3s;
8303 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8304 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8305 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8306 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8307 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8308 rsurface.modelsurfaces = model->data_surfaces;
8309 rsurface.batchgeneratedvertex = false;
8310 rsurface.batchfirstvertex = 0;
8311 rsurface.batchnumvertices = 0;
8312 rsurface.batchfirsttriangle = 0;
8313 rsurface.batchnumtriangles = 0;
8314 rsurface.batchvertex3f = NULL;
8315 rsurface.batchvertex3f_vertexbuffer = NULL;
8316 rsurface.batchvertex3f_bufferoffset = 0;
8317 rsurface.batchsvector3f = NULL;
8318 rsurface.batchsvector3f_vertexbuffer = NULL;
8319 rsurface.batchsvector3f_bufferoffset = 0;
8320 rsurface.batchtvector3f = NULL;
8321 rsurface.batchtvector3f_vertexbuffer = NULL;
8322 rsurface.batchtvector3f_bufferoffset = 0;
8323 rsurface.batchnormal3f = NULL;
8324 rsurface.batchnormal3f_vertexbuffer = NULL;
8325 rsurface.batchnormal3f_bufferoffset = 0;
8326 rsurface.batchlightmapcolor4f = NULL;
8327 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8328 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8329 rsurface.batchtexcoordtexture2f = NULL;
8330 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8331 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8332 rsurface.batchtexcoordlightmap2f = NULL;
8333 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8334 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8335 rsurface.batchvertexmesh = NULL;
8336 rsurface.batchvertexmeshbuffer = NULL;
8337 rsurface.batchvertex3fbuffer = NULL;
8338 rsurface.batchelement3i = NULL;
8339 rsurface.batchelement3i_indexbuffer = NULL;
8340 rsurface.batchelement3i_bufferoffset = 0;
8341 rsurface.batchelement3s = NULL;
8342 rsurface.batchelement3s_indexbuffer = NULL;
8343 rsurface.batchelement3s_bufferoffset = 0;
8344 rsurface.passcolor4f = NULL;
8345 rsurface.passcolor4f_vertexbuffer = NULL;
8346 rsurface.passcolor4f_bufferoffset = 0;
8349 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8351 rsurface.entity = r_refdef.scene.worldentity;
8352 rsurface.skeleton = NULL;
8353 rsurface.ent_skinnum = 0;
8354 rsurface.ent_qwskin = -1;
8355 rsurface.ent_flags = entflags;
8356 rsurface.shadertime = r_refdef.scene.time - shadertime;
8357 rsurface.modelnumvertices = numvertices;
8358 rsurface.modelnumtriangles = numtriangles;
8359 rsurface.matrix = *matrix;
8360 rsurface.inversematrix = *inversematrix;
8361 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8362 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8363 R_EntityMatrix(&rsurface.matrix);
8364 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8365 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8366 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8367 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8368 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8369 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8370 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8371 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8372 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8373 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8374 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8375 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8376 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8377 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8378 rsurface.frameblend[0].lerp = 1;
8379 rsurface.ent_alttextures = false;
8380 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8381 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8384 rsurface.modelvertex3f = (float *)vertex3f;
8385 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8386 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8387 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8389 else if (wantnormals)
8391 rsurface.modelvertex3f = (float *)vertex3f;
8392 rsurface.modelsvector3f = NULL;
8393 rsurface.modeltvector3f = NULL;
8394 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8398 rsurface.modelvertex3f = (float *)vertex3f;
8399 rsurface.modelsvector3f = NULL;
8400 rsurface.modeltvector3f = NULL;
8401 rsurface.modelnormal3f = NULL;
8403 rsurface.modelvertexmesh = NULL;
8404 rsurface.modelvertexmeshbuffer = NULL;
8405 rsurface.modelvertex3fbuffer = NULL;
8406 rsurface.modelvertex3f_vertexbuffer = 0;
8407 rsurface.modelvertex3f_bufferoffset = 0;
8408 rsurface.modelsvector3f_vertexbuffer = 0;
8409 rsurface.modelsvector3f_bufferoffset = 0;
8410 rsurface.modeltvector3f_vertexbuffer = 0;
8411 rsurface.modeltvector3f_bufferoffset = 0;
8412 rsurface.modelnormal3f_vertexbuffer = 0;
8413 rsurface.modelnormal3f_bufferoffset = 0;
8414 rsurface.modelgeneratedvertex = true;
8415 rsurface.modellightmapcolor4f = (float *)color4f;
8416 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8417 rsurface.modellightmapcolor4f_bufferoffset = 0;
8418 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8419 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8420 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8421 rsurface.modeltexcoordlightmap2f = NULL;
8422 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8423 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8424 rsurface.modelelement3i = (int *)element3i;
8425 rsurface.modelelement3i_indexbuffer = NULL;
8426 rsurface.modelelement3i_bufferoffset = 0;
8427 rsurface.modelelement3s = (unsigned short *)element3s;
8428 rsurface.modelelement3s_indexbuffer = NULL;
8429 rsurface.modelelement3s_bufferoffset = 0;
8430 rsurface.modellightmapoffsets = NULL;
8431 rsurface.modelsurfaces = NULL;
8432 rsurface.batchgeneratedvertex = false;
8433 rsurface.batchfirstvertex = 0;
8434 rsurface.batchnumvertices = 0;
8435 rsurface.batchfirsttriangle = 0;
8436 rsurface.batchnumtriangles = 0;
8437 rsurface.batchvertex3f = NULL;
8438 rsurface.batchvertex3f_vertexbuffer = NULL;
8439 rsurface.batchvertex3f_bufferoffset = 0;
8440 rsurface.batchsvector3f = NULL;
8441 rsurface.batchsvector3f_vertexbuffer = NULL;
8442 rsurface.batchsvector3f_bufferoffset = 0;
8443 rsurface.batchtvector3f = NULL;
8444 rsurface.batchtvector3f_vertexbuffer = NULL;
8445 rsurface.batchtvector3f_bufferoffset = 0;
8446 rsurface.batchnormal3f = NULL;
8447 rsurface.batchnormal3f_vertexbuffer = NULL;
8448 rsurface.batchnormal3f_bufferoffset = 0;
8449 rsurface.batchlightmapcolor4f = NULL;
8450 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8451 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8452 rsurface.batchtexcoordtexture2f = NULL;
8453 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8454 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8455 rsurface.batchtexcoordlightmap2f = NULL;
8456 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8457 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8458 rsurface.batchvertexmesh = NULL;
8459 rsurface.batchvertexmeshbuffer = NULL;
8460 rsurface.batchvertex3fbuffer = NULL;
8461 rsurface.batchelement3i = NULL;
8462 rsurface.batchelement3i_indexbuffer = NULL;
8463 rsurface.batchelement3i_bufferoffset = 0;
8464 rsurface.batchelement3s = NULL;
8465 rsurface.batchelement3s_indexbuffer = NULL;
8466 rsurface.batchelement3s_bufferoffset = 0;
8467 rsurface.passcolor4f = NULL;
8468 rsurface.passcolor4f_vertexbuffer = NULL;
8469 rsurface.passcolor4f_bufferoffset = 0;
8471 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8473 if ((wantnormals || wanttangents) && !normal3f)
8475 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8476 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8478 if (wanttangents && !svector3f)
8480 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8481 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8482 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8487 float RSurf_FogPoint(const float *v)
8489 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8490 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8491 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8492 float FogHeightFade = r_refdef.fogheightfade;
8494 unsigned int fogmasktableindex;
8495 if (r_refdef.fogplaneviewabove)
8496 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8498 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8499 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8500 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8503 float RSurf_FogVertex(const float *v)
8505 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8506 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8507 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8508 float FogHeightFade = rsurface.fogheightfade;
8510 unsigned int fogmasktableindex;
8511 if (r_refdef.fogplaneviewabove)
8512 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8514 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8515 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8516 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8519 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8522 for (i = 0;i < numelements;i++)
8523 outelement3i[i] = inelement3i[i] + adjust;
8526 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8527 extern cvar_t gl_vbo;
8528 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8536 int surfacefirsttriangle;
8537 int surfacenumtriangles;
8538 int surfacefirstvertex;
8539 int surfaceendvertex;
8540 int surfacenumvertices;
8541 int batchnumvertices;
8542 int batchnumtriangles;
8546 qboolean dynamicvertex;
8550 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8552 q3shaderinfo_deform_t *deform;
8553 const msurface_t *surface, *firstsurface;
8554 r_vertexmesh_t *vertexmesh;
8555 if (!texturenumsurfaces)
8557 // find vertex range of this surface batch
8559 firstsurface = texturesurfacelist[0];
8560 firsttriangle = firstsurface->num_firsttriangle;
8561 batchnumvertices = 0;
8562 batchnumtriangles = 0;
8563 firstvertex = endvertex = firstsurface->num_firstvertex;
8564 for (i = 0;i < texturenumsurfaces;i++)
8566 surface = texturesurfacelist[i];
8567 if (surface != firstsurface + i)
8569 surfacefirstvertex = surface->num_firstvertex;
8570 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8571 surfacenumvertices = surface->num_vertices;
8572 surfacenumtriangles = surface->num_triangles;
8573 if (firstvertex > surfacefirstvertex)
8574 firstvertex = surfacefirstvertex;
8575 if (endvertex < surfaceendvertex)
8576 endvertex = surfaceendvertex;
8577 batchnumvertices += surfacenumvertices;
8578 batchnumtriangles += surfacenumtriangles;
8581 // we now know the vertex range used, and if there are any gaps in it
8582 rsurface.batchfirstvertex = firstvertex;
8583 rsurface.batchnumvertices = endvertex - firstvertex;
8584 rsurface.batchfirsttriangle = firsttriangle;
8585 rsurface.batchnumtriangles = batchnumtriangles;
8587 // this variable holds flags for which properties have been updated that
8588 // may require regenerating vertexmesh array...
8591 // check if any dynamic vertex processing must occur
8592 dynamicvertex = false;
8594 // if there is a chance of animated vertex colors, it's a dynamic batch
8595 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8597 dynamicvertex = true;
8598 batchneed |= BATCHNEED_NOGAPS;
8599 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8602 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8604 switch (deform->deform)
8607 case Q3DEFORM_PROJECTIONSHADOW:
8608 case Q3DEFORM_TEXT0:
8609 case Q3DEFORM_TEXT1:
8610 case Q3DEFORM_TEXT2:
8611 case Q3DEFORM_TEXT3:
8612 case Q3DEFORM_TEXT4:
8613 case Q3DEFORM_TEXT5:
8614 case Q3DEFORM_TEXT6:
8615 case Q3DEFORM_TEXT7:
8618 case Q3DEFORM_AUTOSPRITE:
8619 dynamicvertex = true;
8620 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8621 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8623 case Q3DEFORM_AUTOSPRITE2:
8624 dynamicvertex = true;
8625 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8626 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8628 case Q3DEFORM_NORMAL:
8629 dynamicvertex = true;
8630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8634 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8635 break; // if wavefunc is a nop, ignore this transform
8636 dynamicvertex = true;
8637 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8638 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8640 case Q3DEFORM_BULGE:
8641 dynamicvertex = true;
8642 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8643 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8646 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8647 break; // if wavefunc is a nop, ignore this transform
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8650 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8654 switch(rsurface.texture->tcgen.tcgen)
8657 case Q3TCGEN_TEXTURE:
8659 case Q3TCGEN_LIGHTMAP:
8660 dynamicvertex = true;
8661 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8662 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8664 case Q3TCGEN_VECTOR:
8665 dynamicvertex = true;
8666 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8667 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8669 case Q3TCGEN_ENVIRONMENT:
8670 dynamicvertex = true;
8671 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8672 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8675 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8677 dynamicvertex = true;
8678 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8679 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8682 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8684 dynamicvertex = true;
8685 batchneed |= BATCHNEED_NOGAPS;
8686 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8689 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8691 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8692 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8693 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8694 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8695 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8696 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8697 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8700 // when the model data has no vertex buffer (dynamic mesh), we need to
8702 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8703 batchneed |= BATCHNEED_NOGAPS;
8705 // if needsupdate, we have to do a dynamic vertex batch for sure
8706 if (needsupdate & batchneed)
8707 dynamicvertex = true;
8709 // see if we need to build vertexmesh from arrays
8710 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8711 dynamicvertex = true;
8713 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8714 // also some drivers strongly dislike firstvertex
8715 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8716 dynamicvertex = true;
8718 rsurface.batchvertex3f = rsurface.modelvertex3f;
8719 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8720 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8721 rsurface.batchsvector3f = rsurface.modelsvector3f;
8722 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8723 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8724 rsurface.batchtvector3f = rsurface.modeltvector3f;
8725 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8726 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8727 rsurface.batchnormal3f = rsurface.modelnormal3f;
8728 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8729 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8730 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8731 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8732 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8733 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8734 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8735 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8736 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8737 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8738 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8739 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8740 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8741 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8742 rsurface.batchelement3i = rsurface.modelelement3i;
8743 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8744 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8745 rsurface.batchelement3s = rsurface.modelelement3s;
8746 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8747 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8749 // if any dynamic vertex processing has to occur in software, we copy the
8750 // entire surface list together before processing to rebase the vertices
8751 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8753 // if any gaps exist and we do not have a static vertex buffer, we have to
8754 // copy the surface list together to avoid wasting upload bandwidth on the
8755 // vertices in the gaps.
8757 // if gaps exist and we have a static vertex buffer, we still have to
8758 // combine the index buffer ranges into one dynamic index buffer.
8760 // in all cases we end up with data that can be drawn in one call.
8764 // static vertex data, just set pointers...
8765 rsurface.batchgeneratedvertex = false;
8766 // if there are gaps, we want to build a combined index buffer,
8767 // otherwise use the original static buffer with an appropriate offset
8770 // build a new triangle elements array for this batch
8771 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8772 rsurface.batchfirsttriangle = 0;
8774 for (i = 0;i < texturenumsurfaces;i++)
8776 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8777 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8778 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8779 numtriangles += surfacenumtriangles;
8781 rsurface.batchelement3i_indexbuffer = NULL;
8782 rsurface.batchelement3i_bufferoffset = 0;
8783 rsurface.batchelement3s = NULL;
8784 rsurface.batchelement3s_indexbuffer = NULL;
8785 rsurface.batchelement3s_bufferoffset = 0;
8786 if (endvertex <= 65536)
8788 // make a 16bit (unsigned short) index array if possible
8789 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8790 for (i = 0;i < numtriangles*3;i++)
8791 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8797 // something needs software processing, do it for real...
8798 // we only directly handle separate array data in this case and then
8799 // generate interleaved data if needed...
8800 rsurface.batchgeneratedvertex = true;
8802 // now copy the vertex data into a combined array and make an index array
8803 // (this is what Quake3 does all the time)
8804 //if (gaps || rsurface.batchfirstvertex)
8806 rsurface.batchvertex3fbuffer = NULL;
8807 rsurface.batchvertexmesh = NULL;
8808 rsurface.batchvertexmeshbuffer = NULL;
8809 rsurface.batchvertex3f = NULL;
8810 rsurface.batchvertex3f_vertexbuffer = NULL;
8811 rsurface.batchvertex3f_bufferoffset = 0;
8812 rsurface.batchsvector3f = NULL;
8813 rsurface.batchsvector3f_vertexbuffer = NULL;
8814 rsurface.batchsvector3f_bufferoffset = 0;
8815 rsurface.batchtvector3f = NULL;
8816 rsurface.batchtvector3f_vertexbuffer = NULL;
8817 rsurface.batchtvector3f_bufferoffset = 0;
8818 rsurface.batchnormal3f = NULL;
8819 rsurface.batchnormal3f_vertexbuffer = NULL;
8820 rsurface.batchnormal3f_bufferoffset = 0;
8821 rsurface.batchlightmapcolor4f = NULL;
8822 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8823 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8824 rsurface.batchtexcoordtexture2f = NULL;
8825 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8826 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8827 rsurface.batchtexcoordlightmap2f = NULL;
8828 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8829 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8830 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8831 rsurface.batchelement3i_indexbuffer = NULL;
8832 rsurface.batchelement3i_bufferoffset = 0;
8833 rsurface.batchelement3s = NULL;
8834 rsurface.batchelement3s_indexbuffer = NULL;
8835 rsurface.batchelement3s_bufferoffset = 0;
8836 // we'll only be setting up certain arrays as needed
8837 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8838 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8839 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8840 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8841 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8842 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8843 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8845 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8846 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8849 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8850 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8851 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8852 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8853 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8856 for (i = 0;i < texturenumsurfaces;i++)
8858 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8859 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8860 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8861 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8862 // copy only the data requested
8863 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8864 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8865 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8867 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8869 if (rsurface.batchvertex3f)
8870 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8872 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8874 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8876 if (rsurface.modelnormal3f)
8877 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8879 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8881 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8883 if (rsurface.modelsvector3f)
8885 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8890 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8891 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8894 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8896 if (rsurface.modellightmapcolor4f)
8897 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8899 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8901 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8903 if (rsurface.modeltexcoordtexture2f)
8904 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8906 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8908 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8910 if (rsurface.modeltexcoordlightmap2f)
8911 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8913 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8916 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8917 numvertices += surfacenumvertices;
8918 numtriangles += surfacenumtriangles;
8921 // generate a 16bit index array as well if possible
8922 // (in general, dynamic batches fit)
8923 if (numvertices <= 65536)
8925 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8926 for (i = 0;i < numtriangles*3;i++)
8927 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8930 // since we've copied everything, the batch now starts at 0
8931 rsurface.batchfirstvertex = 0;
8932 rsurface.batchnumvertices = batchnumvertices;
8933 rsurface.batchfirsttriangle = 0;
8934 rsurface.batchnumtriangles = batchnumtriangles;
8937 // q1bsp surfaces rendered in vertex color mode have to have colors
8938 // calculated based on lightstyles
8939 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8941 // generate color arrays for the surfaces in this list
8946 const unsigned char *lm;
8947 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8948 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8949 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8951 for (i = 0;i < texturenumsurfaces;i++)
8953 surface = texturesurfacelist[i];
8954 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8955 surfacenumvertices = surface->num_vertices;
8956 if (surface->lightmapinfo->samples)
8958 for (j = 0;j < surfacenumvertices;j++)
8960 lm = surface->lightmapinfo->samples + offsets[j];
8961 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8962 VectorScale(lm, scale, c);
8963 if (surface->lightmapinfo->styles[1] != 255)
8965 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8967 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8968 VectorMA(c, scale, lm, c);
8969 if (surface->lightmapinfo->styles[2] != 255)
8972 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8973 VectorMA(c, scale, lm, c);
8974 if (surface->lightmapinfo->styles[3] != 255)
8977 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8978 VectorMA(c, scale, lm, c);
8985 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8991 for (j = 0;j < surfacenumvertices;j++)
8993 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9000 // if vertices are deformed (sprite flares and things in maps, possibly
9001 // water waves, bulges and other deformations), modify the copied vertices
9003 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9005 switch (deform->deform)
9008 case Q3DEFORM_PROJECTIONSHADOW:
9009 case Q3DEFORM_TEXT0:
9010 case Q3DEFORM_TEXT1:
9011 case Q3DEFORM_TEXT2:
9012 case Q3DEFORM_TEXT3:
9013 case Q3DEFORM_TEXT4:
9014 case Q3DEFORM_TEXT5:
9015 case Q3DEFORM_TEXT6:
9016 case Q3DEFORM_TEXT7:
9019 case Q3DEFORM_AUTOSPRITE:
9020 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9021 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9022 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9023 VectorNormalize(newforward);
9024 VectorNormalize(newright);
9025 VectorNormalize(newup);
9026 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9027 // rsurface.batchvertex3f_vertexbuffer = NULL;
9028 // rsurface.batchvertex3f_bufferoffset = 0;
9029 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9030 // rsurface.batchsvector3f_vertexbuffer = NULL;
9031 // rsurface.batchsvector3f_bufferoffset = 0;
9032 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9033 // rsurface.batchtvector3f_vertexbuffer = NULL;
9034 // rsurface.batchtvector3f_bufferoffset = 0;
9035 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9036 // rsurface.batchnormal3f_vertexbuffer = NULL;
9037 // rsurface.batchnormal3f_bufferoffset = 0;
9038 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9039 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9040 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9041 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9042 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9043 // a single autosprite surface can contain multiple sprites...
9044 for (j = 0;j < batchnumvertices - 3;j += 4)
9046 VectorClear(center);
9047 for (i = 0;i < 4;i++)
9048 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9049 VectorScale(center, 0.25f, center);
9050 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9051 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9052 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9053 for (i = 0;i < 4;i++)
9055 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9056 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9059 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9060 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9061 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9063 case Q3DEFORM_AUTOSPRITE2:
9064 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9065 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9066 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9067 VectorNormalize(newforward);
9068 VectorNormalize(newright);
9069 VectorNormalize(newup);
9070 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9071 // rsurface.batchvertex3f_vertexbuffer = NULL;
9072 // rsurface.batchvertex3f_bufferoffset = 0;
9074 const float *v1, *v2;
9084 memset(shortest, 0, sizeof(shortest));
9085 // a single autosprite surface can contain multiple sprites...
9086 for (j = 0;j < batchnumvertices - 3;j += 4)
9088 VectorClear(center);
9089 for (i = 0;i < 4;i++)
9090 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9091 VectorScale(center, 0.25f, center);
9092 // find the two shortest edges, then use them to define the
9093 // axis vectors for rotating around the central axis
9094 for (i = 0;i < 6;i++)
9096 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9097 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9098 l = VectorDistance2(v1, v2);
9099 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9101 l += (1.0f / 1024.0f);
9102 if (shortest[0].length2 > l || i == 0)
9104 shortest[1] = shortest[0];
9105 shortest[0].length2 = l;
9106 shortest[0].v1 = v1;
9107 shortest[0].v2 = v2;
9109 else if (shortest[1].length2 > l || i == 1)
9111 shortest[1].length2 = l;
9112 shortest[1].v1 = v1;
9113 shortest[1].v2 = v2;
9116 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9117 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9118 // this calculates the right vector from the shortest edge
9119 // and the up vector from the edge midpoints
9120 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9121 VectorNormalize(right);
9122 VectorSubtract(end, start, up);
9123 VectorNormalize(up);
9124 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9125 VectorSubtract(rsurface.localvieworigin, center, forward);
9126 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9127 VectorNegate(forward, forward);
9128 VectorReflect(forward, 0, up, forward);
9129 VectorNormalize(forward);
9130 CrossProduct(up, forward, newright);
9131 VectorNormalize(newright);
9132 // rotate the quad around the up axis vector, this is made
9133 // especially easy by the fact we know the quad is flat,
9134 // so we only have to subtract the center position and
9135 // measure distance along the right vector, and then
9136 // multiply that by the newright vector and add back the
9138 // we also need to subtract the old position to undo the
9139 // displacement from the center, which we do with a
9140 // DotProduct, the subtraction/addition of center is also
9141 // optimized into DotProducts here
9142 l = DotProduct(right, center);
9143 for (i = 0;i < 4;i++)
9145 v1 = rsurface.batchvertex3f + 3*(j+i);
9146 f = DotProduct(right, v1) - l;
9147 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9151 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9153 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9154 // rsurface.batchnormal3f_vertexbuffer = NULL;
9155 // rsurface.batchnormal3f_bufferoffset = 0;
9156 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9158 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9160 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9161 // rsurface.batchsvector3f_vertexbuffer = NULL;
9162 // rsurface.batchsvector3f_bufferoffset = 0;
9163 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9164 // rsurface.batchtvector3f_vertexbuffer = NULL;
9165 // rsurface.batchtvector3f_bufferoffset = 0;
9166 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9169 case Q3DEFORM_NORMAL:
9170 // deform the normals to make reflections wavey
9171 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9172 rsurface.batchnormal3f_vertexbuffer = NULL;
9173 rsurface.batchnormal3f_bufferoffset = 0;
9174 for (j = 0;j < batchnumvertices;j++)
9177 float *normal = rsurface.batchnormal3f + 3*j;
9178 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9179 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9180 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9181 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9182 VectorNormalize(normal);
9184 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9186 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9187 // rsurface.batchsvector3f_vertexbuffer = NULL;
9188 // rsurface.batchsvector3f_bufferoffset = 0;
9189 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9190 // rsurface.batchtvector3f_vertexbuffer = NULL;
9191 // rsurface.batchtvector3f_bufferoffset = 0;
9192 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9196 // deform vertex array to make wavey water and flags and such
9197 waveparms[0] = deform->waveparms[0];
9198 waveparms[1] = deform->waveparms[1];
9199 waveparms[2] = deform->waveparms[2];
9200 waveparms[3] = deform->waveparms[3];
9201 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9202 break; // if wavefunc is a nop, don't make a dynamic vertex array
9203 // this is how a divisor of vertex influence on deformation
9204 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9205 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9206 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9207 // rsurface.batchvertex3f_vertexbuffer = NULL;
9208 // rsurface.batchvertex3f_bufferoffset = 0;
9209 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9210 // rsurface.batchnormal3f_vertexbuffer = NULL;
9211 // rsurface.batchnormal3f_bufferoffset = 0;
9212 for (j = 0;j < batchnumvertices;j++)
9214 // if the wavefunc depends on time, evaluate it per-vertex
9217 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9218 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9220 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9222 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9223 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9224 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9226 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9227 // rsurface.batchsvector3f_vertexbuffer = NULL;
9228 // rsurface.batchsvector3f_bufferoffset = 0;
9229 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9230 // rsurface.batchtvector3f_vertexbuffer = NULL;
9231 // rsurface.batchtvector3f_bufferoffset = 0;
9232 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9235 case Q3DEFORM_BULGE:
9236 // deform vertex array to make the surface have moving bulges
9237 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9238 // rsurface.batchvertex3f_vertexbuffer = NULL;
9239 // rsurface.batchvertex3f_bufferoffset = 0;
9240 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9241 // rsurface.batchnormal3f_vertexbuffer = NULL;
9242 // rsurface.batchnormal3f_bufferoffset = 0;
9243 for (j = 0;j < batchnumvertices;j++)
9245 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9246 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9248 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9249 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9250 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9252 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9253 // rsurface.batchsvector3f_vertexbuffer = NULL;
9254 // rsurface.batchsvector3f_bufferoffset = 0;
9255 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9256 // rsurface.batchtvector3f_vertexbuffer = NULL;
9257 // rsurface.batchtvector3f_bufferoffset = 0;
9258 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9262 // deform vertex array
9263 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9264 break; // if wavefunc is a nop, don't make a dynamic vertex array
9265 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9266 VectorScale(deform->parms, scale, waveparms);
9267 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9268 // rsurface.batchvertex3f_vertexbuffer = NULL;
9269 // rsurface.batchvertex3f_bufferoffset = 0;
9270 for (j = 0;j < batchnumvertices;j++)
9271 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9276 // generate texcoords based on the chosen texcoord source
9277 switch(rsurface.texture->tcgen.tcgen)
9280 case Q3TCGEN_TEXTURE:
9282 case Q3TCGEN_LIGHTMAP:
9283 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9284 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9285 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9286 if (rsurface.batchtexcoordlightmap2f)
9287 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9289 case Q3TCGEN_VECTOR:
9290 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9291 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9292 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9293 for (j = 0;j < batchnumvertices;j++)
9295 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9296 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9299 case Q3TCGEN_ENVIRONMENT:
9300 // make environment reflections using a spheremap
9301 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9302 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9303 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9304 for (j = 0;j < batchnumvertices;j++)
9306 // identical to Q3A's method, but executed in worldspace so
9307 // carried models can be shiny too
9309 float viewer[3], d, reflected[3], worldreflected[3];
9311 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9312 // VectorNormalize(viewer);
9314 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9316 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9317 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9318 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9319 // note: this is proportinal to viewer, so we can normalize later
9321 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9322 VectorNormalize(worldreflected);
9324 // note: this sphere map only uses world x and z!
9325 // so positive and negative y will LOOK THE SAME.
9326 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9327 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9331 // the only tcmod that needs software vertex processing is turbulent, so
9332 // check for it here and apply the changes if needed
9333 // and we only support that as the first one
9334 // (handling a mixture of turbulent and other tcmods would be problematic
9335 // without punting it entirely to a software path)
9336 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9338 amplitude = rsurface.texture->tcmods[0].parms[1];
9339 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9340 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9341 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9342 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9343 for (j = 0;j < batchnumvertices;j++)
9345 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9346 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9350 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9352 // convert the modified arrays to vertex structs
9353 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9354 // rsurface.batchvertexmeshbuffer = NULL;
9355 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9356 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9357 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9358 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9359 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9360 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9361 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9363 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9365 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9366 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9369 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9370 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9371 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9372 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9373 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9374 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9375 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9376 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9381 void RSurf_DrawBatch(void)
9383 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9384 // through the pipeline, killing it earlier in the pipeline would have
9385 // per-surface overhead rather than per-batch overhead, so it's best to
9386 // reject it here, before it hits glDraw.
9387 if (rsurface.batchnumtriangles == 0)
9390 // batch debugging code
9391 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9397 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9398 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9401 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9403 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9405 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9406 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9413 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9416 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9418 // pick the closest matching water plane
9419 int planeindex, vertexindex, bestplaneindex = -1;
9423 r_waterstate_waterplane_t *p;
9424 qboolean prepared = false;
9426 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9428 if(p->camera_entity != rsurface.texture->camera_entity)
9433 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9435 if(rsurface.batchnumvertices == 0)
9438 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9440 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9441 d += fabs(PlaneDiff(vert, &p->plane));
9443 if (bestd > d || bestplaneindex < 0)
9446 bestplaneindex = planeindex;
9449 return bestplaneindex;
9450 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9451 // this situation though, as it might be better to render single larger
9452 // batches with useless stuff (backface culled for example) than to
9453 // render multiple smaller batches
9456 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9459 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9460 rsurface.passcolor4f_vertexbuffer = 0;
9461 rsurface.passcolor4f_bufferoffset = 0;
9462 for (i = 0;i < rsurface.batchnumvertices;i++)
9463 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9466 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9473 if (rsurface.passcolor4f)
9475 // generate color arrays
9476 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9477 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9478 rsurface.passcolor4f_vertexbuffer = 0;
9479 rsurface.passcolor4f_bufferoffset = 0;
9480 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9482 f = RSurf_FogVertex(v);
9491 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9492 rsurface.passcolor4f_vertexbuffer = 0;
9493 rsurface.passcolor4f_bufferoffset = 0;
9494 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9496 f = RSurf_FogVertex(v);
9505 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9512 if (!rsurface.passcolor4f)
9514 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9515 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9516 rsurface.passcolor4f_vertexbuffer = 0;
9517 rsurface.passcolor4f_bufferoffset = 0;
9518 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9520 f = RSurf_FogVertex(v);
9521 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9522 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9523 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9528 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9533 if (!rsurface.passcolor4f)
9535 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9536 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9537 rsurface.passcolor4f_vertexbuffer = 0;
9538 rsurface.passcolor4f_bufferoffset = 0;
9539 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9548 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9553 if (!rsurface.passcolor4f)
9555 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9556 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9557 rsurface.passcolor4f_vertexbuffer = 0;
9558 rsurface.passcolor4f_bufferoffset = 0;
9559 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9561 c2[0] = c[0] + r_refdef.scene.ambient;
9562 c2[1] = c[1] + r_refdef.scene.ambient;
9563 c2[2] = c[2] + r_refdef.scene.ambient;
9568 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9571 rsurface.passcolor4f = NULL;
9572 rsurface.passcolor4f_vertexbuffer = 0;
9573 rsurface.passcolor4f_bufferoffset = 0;
9574 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9575 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9576 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9577 GL_Color(r, g, b, a);
9578 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9582 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9584 // TODO: optimize applyfog && applycolor case
9585 // just apply fog if necessary, and tint the fog color array if necessary
9586 rsurface.passcolor4f = NULL;
9587 rsurface.passcolor4f_vertexbuffer = 0;
9588 rsurface.passcolor4f_bufferoffset = 0;
9589 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9590 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9591 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9592 GL_Color(r, g, b, a);
9596 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9599 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9600 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9601 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9602 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9603 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9604 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9605 GL_Color(r, g, b, a);
9609 static void RSurf_DrawBatch_GL11_ClampColor(void)
9614 if (!rsurface.passcolor4f)
9616 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9618 c2[0] = bound(0.0f, c1[0], 1.0f);
9619 c2[1] = bound(0.0f, c1[1], 1.0f);
9620 c2[2] = bound(0.0f, c1[2], 1.0f);
9621 c2[3] = bound(0.0f, c1[3], 1.0f);
9625 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9635 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9636 rsurface.passcolor4f_vertexbuffer = 0;
9637 rsurface.passcolor4f_bufferoffset = 0;
9638 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9640 f = -DotProduct(r_refdef.view.forward, n);
9642 f = f * 0.85 + 0.15; // work around so stuff won't get black
9643 f *= r_refdef.lightmapintensity;
9644 Vector4Set(c, f, f, f, 1);
9648 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9650 RSurf_DrawBatch_GL11_ApplyFakeLight();
9651 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9652 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9653 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9654 GL_Color(r, g, b, a);
9658 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9666 vec3_t ambientcolor;
9667 vec3_t diffusecolor;
9671 VectorCopy(rsurface.modellight_lightdir, lightdir);
9672 f = 0.5f * r_refdef.lightmapintensity;
9673 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9674 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9675 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9676 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9677 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9678 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9680 if (VectorLength2(diffusecolor) > 0)
9682 // q3-style directional shading
9683 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9684 rsurface.passcolor4f_vertexbuffer = 0;
9685 rsurface.passcolor4f_bufferoffset = 0;
9686 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9688 if ((f = DotProduct(n, lightdir)) > 0)
9689 VectorMA(ambientcolor, f, diffusecolor, c);
9691 VectorCopy(ambientcolor, c);
9698 *applycolor = false;
9702 *r = ambientcolor[0];
9703 *g = ambientcolor[1];
9704 *b = ambientcolor[2];
9705 rsurface.passcolor4f = NULL;
9706 rsurface.passcolor4f_vertexbuffer = 0;
9707 rsurface.passcolor4f_bufferoffset = 0;
9711 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9713 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9714 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9715 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9716 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9717 GL_Color(r, g, b, a);
9721 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9729 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9730 rsurface.passcolor4f_vertexbuffer = 0;
9731 rsurface.passcolor4f_bufferoffset = 0;
9733 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9735 f = 1 - RSurf_FogVertex(v);
9743 void RSurf_SetupDepthAndCulling(void)
9745 // submodels are biased to avoid z-fighting with world surfaces that they
9746 // may be exactly overlapping (avoids z-fighting artifacts on certain
9747 // doors and things in Quake maps)
9748 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9749 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9750 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9751 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9754 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9756 // transparent sky would be ridiculous
9757 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9759 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9760 skyrenderlater = true;
9761 RSurf_SetupDepthAndCulling();
9763 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9764 // skymasking on them, and Quake3 never did sky masking (unlike
9765 // software Quake and software Quake2), so disable the sky masking
9766 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9767 // and skymasking also looks very bad when noclipping outside the
9768 // level, so don't use it then either.
9769 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9771 R_Mesh_ResetTextureState();
9772 if (skyrendermasked)
9774 R_SetupShader_DepthOrShadow(false);
9775 // depth-only (masking)
9776 GL_ColorMask(0,0,0,0);
9777 // just to make sure that braindead drivers don't draw
9778 // anything despite that colormask...
9779 GL_BlendFunc(GL_ZERO, GL_ONE);
9780 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9781 if (rsurface.batchvertex3fbuffer)
9782 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9784 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9788 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9790 GL_BlendFunc(GL_ONE, GL_ZERO);
9791 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9792 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9793 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9796 if (skyrendermasked)
9797 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9799 R_Mesh_ResetTextureState();
9800 GL_Color(1, 1, 1, 1);
9803 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9804 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9805 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9807 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9811 // render screenspace normalmap to texture
9813 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9817 // bind lightmap texture
9819 // water/refraction/reflection/camera surfaces have to be handled specially
9820 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9822 int start, end, startplaneindex;
9823 for (start = 0;start < texturenumsurfaces;start = end)
9825 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9826 if(startplaneindex < 0)
9828 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9829 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9833 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9835 // now that we have a batch using the same planeindex, render it
9836 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9838 // render water or distortion background
9840 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9842 // blend surface on top
9843 GL_DepthMask(false);
9844 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9847 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9849 // render surface with reflection texture as input
9850 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9851 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9858 // render surface batch normally
9859 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9860 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9864 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9866 // OpenGL 1.3 path - anything not completely ancient
9867 qboolean applycolor;
9870 const texturelayer_t *layer;
9871 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9872 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9874 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9877 int layertexrgbscale;
9878 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9880 if (layerindex == 0)
9884 GL_AlphaTest(false);
9885 GL_DepthFunc(GL_EQUAL);
9888 GL_DepthMask(layer->depthmask && writedepth);
9889 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9890 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9892 layertexrgbscale = 4;
9893 VectorScale(layer->color, 0.25f, layercolor);
9895 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9897 layertexrgbscale = 2;
9898 VectorScale(layer->color, 0.5f, layercolor);
9902 layertexrgbscale = 1;
9903 VectorScale(layer->color, 1.0f, layercolor);
9905 layercolor[3] = layer->color[3];
9906 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9907 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9908 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9909 switch (layer->type)
9911 case TEXTURELAYERTYPE_LITTEXTURE:
9912 // single-pass lightmapped texture with 2x rgbscale
9913 R_Mesh_TexBind(0, r_texture_white);
9914 R_Mesh_TexMatrix(0, NULL);
9915 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9916 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9917 R_Mesh_TexBind(1, layer->texture);
9918 R_Mesh_TexMatrix(1, &layer->texmatrix);
9919 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9920 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9921 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9922 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9923 else if (FAKELIGHT_ENABLED)
9924 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9925 else if (rsurface.uselightmaptexture)
9926 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9928 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 case TEXTURELAYERTYPE_TEXTURE:
9931 // singletexture unlit texture with transparency support
9932 R_Mesh_TexBind(0, layer->texture);
9933 R_Mesh_TexMatrix(0, &layer->texmatrix);
9934 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9936 R_Mesh_TexBind(1, 0);
9937 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9938 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9940 case TEXTURELAYERTYPE_FOG:
9941 // singletexture fogging
9944 R_Mesh_TexBind(0, layer->texture);
9945 R_Mesh_TexMatrix(0, &layer->texmatrix);
9946 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9947 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9951 R_Mesh_TexBind(0, 0);
9952 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9954 R_Mesh_TexBind(1, 0);
9955 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9956 // generate a color array for the fog pass
9957 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9958 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9962 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9965 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9967 GL_DepthFunc(GL_LEQUAL);
9968 GL_AlphaTest(false);
9972 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9974 // OpenGL 1.1 - crusty old voodoo path
9977 const texturelayer_t *layer;
9978 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9979 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9981 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9983 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9985 if (layerindex == 0)
9989 GL_AlphaTest(false);
9990 GL_DepthFunc(GL_EQUAL);
9993 GL_DepthMask(layer->depthmask && writedepth);
9994 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9995 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9996 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9997 switch (layer->type)
9999 case TEXTURELAYERTYPE_LITTEXTURE:
10000 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10002 // two-pass lit texture with 2x rgbscale
10003 // first the lightmap pass
10004 R_Mesh_TexBind(0, r_texture_white);
10005 R_Mesh_TexMatrix(0, NULL);
10006 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10007 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10008 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10009 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10010 else if (FAKELIGHT_ENABLED)
10011 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10012 else if (rsurface.uselightmaptexture)
10013 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10015 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10016 // then apply the texture to it
10017 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10018 R_Mesh_TexBind(0, layer->texture);
10019 R_Mesh_TexMatrix(0, &layer->texmatrix);
10020 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10021 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10022 RSurf_DrawBatch_GL11_Unlit(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);
10026 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10027 R_Mesh_TexBind(0, layer->texture);
10028 R_Mesh_TexMatrix(0, &layer->texmatrix);
10029 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10030 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10031 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10032 RSurf_DrawBatch_GL11_VertexShade(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);
10034 RSurf_DrawBatch_GL11_VertexColor(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);
10037 case TEXTURELAYERTYPE_TEXTURE:
10038 // singletexture unlit texture with transparency support
10039 R_Mesh_TexBind(0, layer->texture);
10040 R_Mesh_TexMatrix(0, &layer->texmatrix);
10041 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10042 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10043 RSurf_DrawBatch_GL11_Unlit(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);
10045 case TEXTURELAYERTYPE_FOG:
10046 // singletexture fogging
10047 if (layer->texture)
10049 R_Mesh_TexBind(0, layer->texture);
10050 R_Mesh_TexMatrix(0, &layer->texmatrix);
10051 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10052 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10056 R_Mesh_TexBind(0, 0);
10057 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10059 // generate a color array for the fog pass
10060 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10061 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10065 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10068 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10070 GL_DepthFunc(GL_LEQUAL);
10071 GL_AlphaTest(false);
10075 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10079 r_vertexgeneric_t *batchvertex;
10082 // R_Mesh_ResetTextureState();
10083 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10085 if(rsurface.texture && rsurface.texture->currentskinframe)
10087 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10088 c[3] *= rsurface.texture->currentalpha;
10098 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10100 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10101 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10102 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10105 // brighten it up (as texture value 127 means "unlit")
10106 c[0] *= 2 * r_refdef.view.colorscale;
10107 c[1] *= 2 * r_refdef.view.colorscale;
10108 c[2] *= 2 * r_refdef.view.colorscale;
10110 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10111 c[3] *= r_wateralpha.value;
10113 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10116 GL_DepthMask(false);
10118 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10120 GL_BlendFunc(GL_ONE, GL_ONE);
10121 GL_DepthMask(false);
10123 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10126 GL_DepthMask(false);
10128 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10130 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10131 GL_DepthMask(false);
10135 GL_BlendFunc(GL_ONE, GL_ZERO);
10136 GL_DepthMask(writedepth);
10139 if (r_showsurfaces.integer == 3)
10141 rsurface.passcolor4f = NULL;
10143 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10145 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10147 rsurface.passcolor4f = NULL;
10148 rsurface.passcolor4f_vertexbuffer = 0;
10149 rsurface.passcolor4f_bufferoffset = 0;
10151 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10153 qboolean applycolor = true;
10156 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10158 r_refdef.lightmapintensity = 1;
10159 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10160 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10162 else if (FAKELIGHT_ENABLED)
10164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10166 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10167 RSurf_DrawBatch_GL11_ApplyFakeLight();
10168 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10172 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10175 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10176 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10179 if(!rsurface.passcolor4f)
10180 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10182 RSurf_DrawBatch_GL11_ApplyAmbient();
10183 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10184 if(r_refdef.fogenabled)
10185 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10186 RSurf_DrawBatch_GL11_ClampColor();
10188 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10189 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10192 else if (!r_refdef.view.showdebug)
10194 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10195 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10196 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10198 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10199 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10201 R_Mesh_PrepareVertices_Generic_Unlock();
10204 else if (r_showsurfaces.integer == 4)
10206 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10207 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10208 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10210 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10211 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10212 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10214 R_Mesh_PrepareVertices_Generic_Unlock();
10217 else if (r_showsurfaces.integer == 2)
10220 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10221 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10222 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10224 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10225 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10226 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10227 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10228 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10229 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10230 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10232 R_Mesh_PrepareVertices_Generic_Unlock();
10233 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10237 int texturesurfaceindex;
10239 const msurface_t *surface;
10240 float surfacecolor4f[4];
10241 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10242 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10244 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10246 surface = texturesurfacelist[texturesurfaceindex];
10247 k = (int)(((size_t)surface) / sizeof(msurface_t));
10248 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10249 for (j = 0;j < surface->num_vertices;j++)
10251 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10252 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10256 R_Mesh_PrepareVertices_Generic_Unlock();
10261 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10264 RSurf_SetupDepthAndCulling();
10265 if (r_showsurfaces.integer)
10267 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10270 switch (vid.renderpath)
10272 case RENDERPATH_GL20:
10273 case RENDERPATH_D3D9:
10274 case RENDERPATH_D3D10:
10275 case RENDERPATH_D3D11:
10276 case RENDERPATH_SOFT:
10277 case RENDERPATH_GLES2:
10278 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10280 case RENDERPATH_GL13:
10281 case RENDERPATH_GLES1:
10282 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10284 case RENDERPATH_GL11:
10285 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10291 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10294 RSurf_SetupDepthAndCulling();
10295 if (r_showsurfaces.integer)
10297 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10300 switch (vid.renderpath)
10302 case RENDERPATH_GL20:
10303 case RENDERPATH_D3D9:
10304 case RENDERPATH_D3D10:
10305 case RENDERPATH_D3D11:
10306 case RENDERPATH_SOFT:
10307 case RENDERPATH_GLES2:
10308 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10310 case RENDERPATH_GL13:
10311 case RENDERPATH_GLES1:
10312 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10314 case RENDERPATH_GL11:
10315 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10321 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10324 int texturenumsurfaces, endsurface;
10325 texture_t *texture;
10326 const msurface_t *surface;
10327 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10329 // if the model is static it doesn't matter what value we give for
10330 // wantnormals and wanttangents, so this logic uses only rules applicable
10331 // to a model, knowing that they are meaningless otherwise
10332 if (ent == r_refdef.scene.worldentity)
10333 RSurf_ActiveWorldEntity();
10334 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10335 RSurf_ActiveModelEntity(ent, false, false, false);
10338 switch (vid.renderpath)
10340 case RENDERPATH_GL20:
10341 case RENDERPATH_D3D9:
10342 case RENDERPATH_D3D10:
10343 case RENDERPATH_D3D11:
10344 case RENDERPATH_SOFT:
10345 case RENDERPATH_GLES2:
10346 RSurf_ActiveModelEntity(ent, true, true, false);
10348 case RENDERPATH_GL11:
10349 case RENDERPATH_GL13:
10350 case RENDERPATH_GLES1:
10351 RSurf_ActiveModelEntity(ent, true, false, false);
10356 if (r_transparentdepthmasking.integer)
10358 qboolean setup = false;
10359 for (i = 0;i < numsurfaces;i = j)
10362 surface = rsurface.modelsurfaces + surfacelist[i];
10363 texture = surface->texture;
10364 rsurface.texture = R_GetCurrentTexture(texture);
10365 rsurface.lightmaptexture = NULL;
10366 rsurface.deluxemaptexture = NULL;
10367 rsurface.uselightmaptexture = false;
10368 // scan ahead until we find a different texture
10369 endsurface = min(i + 1024, numsurfaces);
10370 texturenumsurfaces = 0;
10371 texturesurfacelist[texturenumsurfaces++] = surface;
10372 for (;j < endsurface;j++)
10374 surface = rsurface.modelsurfaces + surfacelist[j];
10375 if (texture != surface->texture)
10377 texturesurfacelist[texturenumsurfaces++] = surface;
10379 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10381 // render the range of surfaces as depth
10385 GL_ColorMask(0,0,0,0);
10387 GL_DepthTest(true);
10388 GL_BlendFunc(GL_ONE, GL_ZERO);
10389 GL_DepthMask(true);
10390 // R_Mesh_ResetTextureState();
10391 R_SetupShader_DepthOrShadow(false);
10393 RSurf_SetupDepthAndCulling();
10394 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10395 if (rsurface.batchvertex3fbuffer)
10396 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10398 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10402 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10405 for (i = 0;i < numsurfaces;i = j)
10408 surface = rsurface.modelsurfaces + surfacelist[i];
10409 texture = surface->texture;
10410 rsurface.texture = R_GetCurrentTexture(texture);
10411 // scan ahead until we find a different texture
10412 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10413 texturenumsurfaces = 0;
10414 texturesurfacelist[texturenumsurfaces++] = surface;
10415 if(FAKELIGHT_ENABLED)
10417 rsurface.lightmaptexture = NULL;
10418 rsurface.deluxemaptexture = NULL;
10419 rsurface.uselightmaptexture = false;
10420 for (;j < endsurface;j++)
10422 surface = rsurface.modelsurfaces + surfacelist[j];
10423 if (texture != surface->texture)
10425 texturesurfacelist[texturenumsurfaces++] = surface;
10430 rsurface.lightmaptexture = surface->lightmaptexture;
10431 rsurface.deluxemaptexture = surface->deluxemaptexture;
10432 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10433 for (;j < endsurface;j++)
10435 surface = rsurface.modelsurfaces + surfacelist[j];
10436 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10438 texturesurfacelist[texturenumsurfaces++] = surface;
10441 // render the range of surfaces
10442 if (ent == r_refdef.scene.worldentity)
10443 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10445 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10447 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10450 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10452 // transparent surfaces get pushed off into the transparent queue
10453 int surfacelistindex;
10454 const msurface_t *surface;
10455 vec3_t tempcenter, center;
10456 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10458 surface = texturesurfacelist[surfacelistindex];
10459 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10460 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10461 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10462 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10463 if (queueentity->transparent_offset) // transparent offset
10465 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10466 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10467 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10469 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10473 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10475 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10477 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10479 RSurf_SetupDepthAndCulling();
10480 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10481 if (rsurface.batchvertex3fbuffer)
10482 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10484 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10488 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10490 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10493 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10496 if (!rsurface.texture->currentnumlayers)
10498 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10499 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10501 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10503 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10504 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10505 else if (!rsurface.texture->currentnumlayers)
10507 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10509 // in the deferred case, transparent surfaces were queued during prepass
10510 if (!r_shadow_usingdeferredprepass)
10511 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10515 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10516 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10521 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10524 texture_t *texture;
10525 R_FrameData_SetMark();
10526 // break the surface list down into batches by texture and use of lightmapping
10527 for (i = 0;i < numsurfaces;i = j)
10530 // texture is the base texture pointer, rsurface.texture is the
10531 // current frame/skin the texture is directing us to use (for example
10532 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10533 // use skin 1 instead)
10534 texture = surfacelist[i]->texture;
10535 rsurface.texture = R_GetCurrentTexture(texture);
10536 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10538 // if this texture is not the kind we want, skip ahead to the next one
10539 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10543 if(FAKELIGHT_ENABLED || depthonly || prepass)
10545 rsurface.lightmaptexture = NULL;
10546 rsurface.deluxemaptexture = NULL;
10547 rsurface.uselightmaptexture = false;
10548 // simply scan ahead until we find a different texture or lightmap state
10549 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10554 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10555 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10556 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10557 // simply scan ahead until we find a different texture or lightmap state
10558 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10561 // render the range of surfaces
10562 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10564 R_FrameData_ReturnToMark();
10567 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10571 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10574 if (!rsurface.texture->currentnumlayers)
10576 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10577 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10579 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10581 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10582 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10583 else if (!rsurface.texture->currentnumlayers)
10585 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10587 // in the deferred case, transparent surfaces were queued during prepass
10588 if (!r_shadow_usingdeferredprepass)
10589 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10593 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10594 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10599 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10602 texture_t *texture;
10603 R_FrameData_SetMark();
10604 // break the surface list down into batches by texture and use of lightmapping
10605 for (i = 0;i < numsurfaces;i = j)
10608 // texture is the base texture pointer, rsurface.texture is the
10609 // current frame/skin the texture is directing us to use (for example
10610 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10611 // use skin 1 instead)
10612 texture = surfacelist[i]->texture;
10613 rsurface.texture = R_GetCurrentTexture(texture);
10614 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10616 // if this texture is not the kind we want, skip ahead to the next one
10617 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10621 if(FAKELIGHT_ENABLED || depthonly || prepass)
10623 rsurface.lightmaptexture = NULL;
10624 rsurface.deluxemaptexture = NULL;
10625 rsurface.uselightmaptexture = false;
10626 // simply scan ahead until we find a different texture or lightmap state
10627 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10632 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10633 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10634 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10635 // simply scan ahead until we find a different texture or lightmap state
10636 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10639 // render the range of surfaces
10640 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10642 R_FrameData_ReturnToMark();
10645 float locboxvertex3f[6*4*3] =
10647 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10648 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10649 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10650 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10651 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10652 1,0,0, 0,0,0, 0,1,0, 1,1,0
10655 unsigned short locboxelements[6*2*3] =
10660 12,13,14, 12,14,15,
10661 16,17,18, 16,18,19,
10665 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10668 cl_locnode_t *loc = (cl_locnode_t *)ent;
10670 float vertex3f[6*4*3];
10672 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10673 GL_DepthMask(false);
10674 GL_DepthRange(0, 1);
10675 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10676 GL_DepthTest(true);
10677 GL_CullFace(GL_NONE);
10678 R_EntityMatrix(&identitymatrix);
10680 // R_Mesh_ResetTextureState();
10682 i = surfacelist[0];
10683 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10684 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10685 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10686 surfacelist[0] < 0 ? 0.5f : 0.125f);
10688 if (VectorCompare(loc->mins, loc->maxs))
10690 VectorSet(size, 2, 2, 2);
10691 VectorMA(loc->mins, -0.5f, size, mins);
10695 VectorCopy(loc->mins, mins);
10696 VectorSubtract(loc->maxs, loc->mins, size);
10699 for (i = 0;i < 6*4*3;)
10700 for (j = 0;j < 3;j++, i++)
10701 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10703 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10704 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10705 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10708 void R_DrawLocs(void)
10711 cl_locnode_t *loc, *nearestloc;
10713 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10714 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10716 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10717 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10721 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10723 if (decalsystem->decals)
10724 Mem_Free(decalsystem->decals);
10725 memset(decalsystem, 0, sizeof(*decalsystem));
10728 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10731 tridecal_t *decals;
10734 // expand or initialize the system
10735 if (decalsystem->maxdecals <= decalsystem->numdecals)
10737 decalsystem_t old = *decalsystem;
10738 qboolean useshortelements;
10739 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10740 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10741 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10742 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10743 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10744 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10745 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10746 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10747 if (decalsystem->numdecals)
10748 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10750 Mem_Free(old.decals);
10751 for (i = 0;i < decalsystem->maxdecals*3;i++)
10752 decalsystem->element3i[i] = i;
10753 if (useshortelements)
10754 for (i = 0;i < decalsystem->maxdecals*3;i++)
10755 decalsystem->element3s[i] = i;
10758 // grab a decal and search for another free slot for the next one
10759 decals = decalsystem->decals;
10760 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10761 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10763 decalsystem->freedecal = i;
10764 if (decalsystem->numdecals <= i)
10765 decalsystem->numdecals = i + 1;
10767 // initialize the decal
10769 decal->triangleindex = triangleindex;
10770 decal->surfaceindex = surfaceindex;
10771 decal->decalsequence = decalsequence;
10772 decal->color4f[0][0] = c0[0];
10773 decal->color4f[0][1] = c0[1];
10774 decal->color4f[0][2] = c0[2];
10775 decal->color4f[0][3] = 1;
10776 decal->color4f[1][0] = c1[0];
10777 decal->color4f[1][1] = c1[1];
10778 decal->color4f[1][2] = c1[2];
10779 decal->color4f[1][3] = 1;
10780 decal->color4f[2][0] = c2[0];
10781 decal->color4f[2][1] = c2[1];
10782 decal->color4f[2][2] = c2[2];
10783 decal->color4f[2][3] = 1;
10784 decal->vertex3f[0][0] = v0[0];
10785 decal->vertex3f[0][1] = v0[1];
10786 decal->vertex3f[0][2] = v0[2];
10787 decal->vertex3f[1][0] = v1[0];
10788 decal->vertex3f[1][1] = v1[1];
10789 decal->vertex3f[1][2] = v1[2];
10790 decal->vertex3f[2][0] = v2[0];
10791 decal->vertex3f[2][1] = v2[1];
10792 decal->vertex3f[2][2] = v2[2];
10793 decal->texcoord2f[0][0] = t0[0];
10794 decal->texcoord2f[0][1] = t0[1];
10795 decal->texcoord2f[1][0] = t1[0];
10796 decal->texcoord2f[1][1] = t1[1];
10797 decal->texcoord2f[2][0] = t2[0];
10798 decal->texcoord2f[2][1] = t2[1];
10799 TriangleNormal(v0, v1, v2, decal->plane);
10800 VectorNormalize(decal->plane);
10801 decal->plane[3] = DotProduct(v0, decal->plane);
10804 extern cvar_t cl_decals_bias;
10805 extern cvar_t cl_decals_models;
10806 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10807 // baseparms, parms, temps
10808 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10813 const float *vertex3f;
10814 const float *normal3f;
10816 float points[2][9][3];
10823 e = rsurface.modelelement3i + 3*triangleindex;
10825 vertex3f = rsurface.modelvertex3f;
10826 normal3f = rsurface.modelnormal3f;
10830 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10832 index = 3*e[cornerindex];
10833 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10838 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10840 index = 3*e[cornerindex];
10841 VectorCopy(vertex3f + index, v[cornerindex]);
10846 //TriangleNormal(v[0], v[1], v[2], normal);
10847 //if (DotProduct(normal, localnormal) < 0.0f)
10849 // clip by each of the box planes formed from the projection matrix
10850 // if anything survives, we emit the decal
10851 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10854 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10857 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10860 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10863 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10866 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10869 // some part of the triangle survived, so we have to accept it...
10872 // dynamic always uses the original triangle
10874 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10876 index = 3*e[cornerindex];
10877 VectorCopy(vertex3f + index, v[cornerindex]);
10880 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10882 // convert vertex positions to texcoords
10883 Matrix4x4_Transform(projection, v[cornerindex], temp);
10884 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10885 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10886 // calculate distance fade from the projection origin
10887 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10888 f = bound(0.0f, f, 1.0f);
10889 c[cornerindex][0] = r * f;
10890 c[cornerindex][1] = g * f;
10891 c[cornerindex][2] = b * f;
10892 c[cornerindex][3] = 1.0f;
10893 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10896 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10898 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10899 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10901 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10903 matrix4x4_t projection;
10904 decalsystem_t *decalsystem;
10907 const msurface_t *surface;
10908 const msurface_t *surfaces;
10909 const int *surfacelist;
10910 const texture_t *texture;
10912 int numsurfacelist;
10913 int surfacelistindex;
10916 float localorigin[3];
10917 float localnormal[3];
10918 float localmins[3];
10919 float localmaxs[3];
10922 float planes[6][4];
10925 int bih_triangles_count;
10926 int bih_triangles[256];
10927 int bih_surfaces[256];
10929 decalsystem = &ent->decalsystem;
10930 model = ent->model;
10931 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10933 R_DecalSystem_Reset(&ent->decalsystem);
10937 if (!model->brush.data_leafs && !cl_decals_models.integer)
10939 if (decalsystem->model)
10940 R_DecalSystem_Reset(decalsystem);
10944 if (decalsystem->model != model)
10945 R_DecalSystem_Reset(decalsystem);
10946 decalsystem->model = model;
10948 RSurf_ActiveModelEntity(ent, true, false, false);
10950 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10951 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10952 VectorNormalize(localnormal);
10953 localsize = worldsize*rsurface.inversematrixscale;
10954 localmins[0] = localorigin[0] - localsize;
10955 localmins[1] = localorigin[1] - localsize;
10956 localmins[2] = localorigin[2] - localsize;
10957 localmaxs[0] = localorigin[0] + localsize;
10958 localmaxs[1] = localorigin[1] + localsize;
10959 localmaxs[2] = localorigin[2] + localsize;
10961 //VectorCopy(localnormal, planes[4]);
10962 //VectorVectors(planes[4], planes[2], planes[0]);
10963 AnglesFromVectors(angles, localnormal, NULL, false);
10964 AngleVectors(angles, planes[0], planes[2], planes[4]);
10965 VectorNegate(planes[0], planes[1]);
10966 VectorNegate(planes[2], planes[3]);
10967 VectorNegate(planes[4], planes[5]);
10968 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10969 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10970 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10971 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10972 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10973 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10978 matrix4x4_t forwardprojection;
10979 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10980 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10985 float projectionvector[4][3];
10986 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10987 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10988 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10989 projectionvector[0][0] = planes[0][0] * ilocalsize;
10990 projectionvector[0][1] = planes[1][0] * ilocalsize;
10991 projectionvector[0][2] = planes[2][0] * ilocalsize;
10992 projectionvector[1][0] = planes[0][1] * ilocalsize;
10993 projectionvector[1][1] = planes[1][1] * ilocalsize;
10994 projectionvector[1][2] = planes[2][1] * ilocalsize;
10995 projectionvector[2][0] = planes[0][2] * ilocalsize;
10996 projectionvector[2][1] = planes[1][2] * ilocalsize;
10997 projectionvector[2][2] = planes[2][2] * ilocalsize;
10998 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10999 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11000 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11001 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11005 dynamic = model->surfmesh.isanimated;
11006 numsurfacelist = model->nummodelsurfaces;
11007 surfacelist = model->sortedmodelsurfaces;
11008 surfaces = model->data_surfaces;
11011 bih_triangles_count = -1;
11014 if(model->render_bih.numleafs)
11015 bih = &model->render_bih;
11016 else if(model->collision_bih.numleafs)
11017 bih = &model->collision_bih;
11020 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11021 if(bih_triangles_count == 0)
11023 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11025 if(bih_triangles_count > 0)
11027 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11029 surfaceindex = bih_surfaces[triangleindex];
11030 surface = surfaces + surfaceindex;
11031 texture = surface->texture;
11032 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11034 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11036 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11041 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11043 surfaceindex = surfacelist[surfacelistindex];
11044 surface = surfaces + surfaceindex;
11045 // check cull box first because it rejects more than any other check
11046 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11048 // skip transparent surfaces
11049 texture = surface->texture;
11050 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11052 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11054 numtriangles = surface->num_triangles;
11055 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11056 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11061 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11062 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11064 int renderentityindex;
11065 float worldmins[3];
11066 float worldmaxs[3];
11067 entity_render_t *ent;
11069 if (!cl_decals_newsystem.integer)
11072 worldmins[0] = worldorigin[0] - worldsize;
11073 worldmins[1] = worldorigin[1] - worldsize;
11074 worldmins[2] = worldorigin[2] - worldsize;
11075 worldmaxs[0] = worldorigin[0] + worldsize;
11076 worldmaxs[1] = worldorigin[1] + worldsize;
11077 worldmaxs[2] = worldorigin[2] + worldsize;
11079 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11081 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11083 ent = r_refdef.scene.entities[renderentityindex];
11084 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11087 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11091 typedef struct r_decalsystem_splatqueue_s
11093 vec3_t worldorigin;
11094 vec3_t worldnormal;
11100 r_decalsystem_splatqueue_t;
11102 int r_decalsystem_numqueued = 0;
11103 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11105 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11107 r_decalsystem_splatqueue_t *queue;
11109 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11112 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11113 VectorCopy(worldorigin, queue->worldorigin);
11114 VectorCopy(worldnormal, queue->worldnormal);
11115 Vector4Set(queue->color, r, g, b, a);
11116 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11117 queue->worldsize = worldsize;
11118 queue->decalsequence = cl.decalsequence++;
11121 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11124 r_decalsystem_splatqueue_t *queue;
11126 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11127 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11128 r_decalsystem_numqueued = 0;
11131 extern cvar_t cl_decals_max;
11132 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11135 decalsystem_t *decalsystem = &ent->decalsystem;
11142 if (!decalsystem->numdecals)
11145 if (r_showsurfaces.integer)
11148 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11150 R_DecalSystem_Reset(decalsystem);
11154 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11155 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11157 if (decalsystem->lastupdatetime)
11158 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11161 decalsystem->lastupdatetime = r_refdef.scene.time;
11162 decal = decalsystem->decals;
11163 numdecals = decalsystem->numdecals;
11165 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11167 if (decal->color4f[0][3])
11169 decal->lived += frametime;
11170 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11172 memset(decal, 0, sizeof(*decal));
11173 if (decalsystem->freedecal > i)
11174 decalsystem->freedecal = i;
11178 decal = decalsystem->decals;
11179 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11182 // collapse the array by shuffling the tail decals into the gaps
11185 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11186 decalsystem->freedecal++;
11187 if (decalsystem->freedecal == numdecals)
11189 decal[decalsystem->freedecal] = decal[--numdecals];
11192 decalsystem->numdecals = numdecals;
11194 if (numdecals <= 0)
11196 // if there are no decals left, reset decalsystem
11197 R_DecalSystem_Reset(decalsystem);
11201 extern skinframe_t *decalskinframe;
11202 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11205 decalsystem_t *decalsystem = &ent->decalsystem;
11214 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11217 numdecals = decalsystem->numdecals;
11221 if (r_showsurfaces.integer)
11224 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11226 R_DecalSystem_Reset(decalsystem);
11230 // if the model is static it doesn't matter what value we give for
11231 // wantnormals and wanttangents, so this logic uses only rules applicable
11232 // to a model, knowing that they are meaningless otherwise
11233 if (ent == r_refdef.scene.worldentity)
11234 RSurf_ActiveWorldEntity();
11236 RSurf_ActiveModelEntity(ent, false, false, false);
11238 decalsystem->lastupdatetime = r_refdef.scene.time;
11239 decal = decalsystem->decals;
11241 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11243 // update vertex positions for animated models
11244 v3f = decalsystem->vertex3f;
11245 c4f = decalsystem->color4f;
11246 t2f = decalsystem->texcoord2f;
11247 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11249 if (!decal->color4f[0][3])
11252 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11256 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11259 // update color values for fading decals
11260 if (decal->lived >= cl_decals_time.value)
11261 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11265 c4f[ 0] = decal->color4f[0][0] * alpha;
11266 c4f[ 1] = decal->color4f[0][1] * alpha;
11267 c4f[ 2] = decal->color4f[0][2] * alpha;
11269 c4f[ 4] = decal->color4f[1][0] * alpha;
11270 c4f[ 5] = decal->color4f[1][1] * alpha;
11271 c4f[ 6] = decal->color4f[1][2] * alpha;
11273 c4f[ 8] = decal->color4f[2][0] * alpha;
11274 c4f[ 9] = decal->color4f[2][1] * alpha;
11275 c4f[10] = decal->color4f[2][2] * alpha;
11278 t2f[0] = decal->texcoord2f[0][0];
11279 t2f[1] = decal->texcoord2f[0][1];
11280 t2f[2] = decal->texcoord2f[1][0];
11281 t2f[3] = decal->texcoord2f[1][1];
11282 t2f[4] = decal->texcoord2f[2][0];
11283 t2f[5] = decal->texcoord2f[2][1];
11285 // update vertex positions for animated models
11286 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11288 e = rsurface.modelelement3i + 3*decal->triangleindex;
11289 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11290 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11291 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11295 VectorCopy(decal->vertex3f[0], v3f);
11296 VectorCopy(decal->vertex3f[1], v3f + 3);
11297 VectorCopy(decal->vertex3f[2], v3f + 6);
11300 if (r_refdef.fogenabled)
11302 alpha = RSurf_FogVertex(v3f);
11303 VectorScale(c4f, alpha, c4f);
11304 alpha = RSurf_FogVertex(v3f + 3);
11305 VectorScale(c4f + 4, alpha, c4f + 4);
11306 alpha = RSurf_FogVertex(v3f + 6);
11307 VectorScale(c4f + 8, alpha, c4f + 8);
11318 r_refdef.stats.drawndecals += numtris;
11320 // now render the decals all at once
11321 // (this assumes they all use one particle font texture!)
11322 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11323 // R_Mesh_ResetTextureState();
11324 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11325 GL_DepthMask(false);
11326 GL_DepthRange(0, 1);
11327 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11328 GL_DepthTest(true);
11329 GL_CullFace(GL_NONE);
11330 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11331 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11332 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11336 static void R_DrawModelDecals(void)
11340 // fade faster when there are too many decals
11341 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11342 for (i = 0;i < r_refdef.scene.numentities;i++)
11343 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11345 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11346 for (i = 0;i < r_refdef.scene.numentities;i++)
11347 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11348 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11350 R_DecalSystem_ApplySplatEntitiesQueue();
11352 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11353 for (i = 0;i < r_refdef.scene.numentities;i++)
11354 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11356 r_refdef.stats.totaldecals += numdecals;
11358 if (r_showsurfaces.integer)
11361 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11363 for (i = 0;i < r_refdef.scene.numentities;i++)
11365 if (!r_refdef.viewcache.entityvisible[i])
11367 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11368 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11372 extern cvar_t mod_collision_bih;
11373 void R_DrawDebugModel(void)
11375 entity_render_t *ent = rsurface.entity;
11376 int i, j, k, l, flagsmask;
11377 const msurface_t *surface;
11378 dp_model_t *model = ent->model;
11381 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11384 if (r_showoverdraw.value > 0)
11386 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11387 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11388 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11389 GL_DepthTest(false);
11390 GL_DepthMask(false);
11391 GL_DepthRange(0, 1);
11392 GL_BlendFunc(GL_ONE, GL_ONE);
11393 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11395 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11397 rsurface.texture = R_GetCurrentTexture(surface->texture);
11398 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11400 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11401 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11402 if (!rsurface.texture->currentlayers->depthmask)
11403 GL_Color(c, 0, 0, 1.0f);
11404 else if (ent == r_refdef.scene.worldentity)
11405 GL_Color(c, c, c, 1.0f);
11407 GL_Color(0, c, 0, 1.0f);
11408 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11412 rsurface.texture = NULL;
11415 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11417 // R_Mesh_ResetTextureState();
11418 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11419 GL_DepthRange(0, 1);
11420 GL_DepthTest(!r_showdisabledepthtest.integer);
11421 GL_DepthMask(false);
11422 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11424 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11428 qboolean cullbox = ent == r_refdef.scene.worldentity;
11429 const q3mbrush_t *brush;
11430 const bih_t *bih = &model->collision_bih;
11431 const bih_leaf_t *bihleaf;
11432 float vertex3f[3][3];
11433 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11435 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11437 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11439 switch (bihleaf->type)
11442 brush = model->brush.data_brushes + bihleaf->itemindex;
11443 if (brush->colbrushf && brush->colbrushf->numtriangles)
11445 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11446 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11447 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11450 case BIH_COLLISIONTRIANGLE:
11451 triangleindex = bihleaf->itemindex;
11452 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11453 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11454 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11455 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11456 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11457 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11459 case BIH_RENDERTRIANGLE:
11460 triangleindex = bihleaf->itemindex;
11461 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11462 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11463 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11464 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11465 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11466 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11472 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11475 if (r_showtris.integer && qglPolygonMode)
11477 if (r_showdisabledepthtest.integer)
11479 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11480 GL_DepthMask(false);
11484 GL_BlendFunc(GL_ONE, GL_ZERO);
11485 GL_DepthMask(true);
11487 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11488 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11490 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11492 rsurface.texture = R_GetCurrentTexture(surface->texture);
11493 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11495 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11496 if (!rsurface.texture->currentlayers->depthmask)
11497 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11498 else if (ent == r_refdef.scene.worldentity)
11499 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11501 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11502 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11506 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11507 rsurface.texture = NULL;
11510 if (r_shownormals.value != 0 && qglBegin)
11512 if (r_showdisabledepthtest.integer)
11514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11515 GL_DepthMask(false);
11519 GL_BlendFunc(GL_ONE, GL_ZERO);
11520 GL_DepthMask(true);
11522 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11524 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11526 rsurface.texture = R_GetCurrentTexture(surface->texture);
11527 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11529 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11530 qglBegin(GL_LINES);
11531 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11533 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11535 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11536 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11537 qglVertex3f(v[0], v[1], v[2]);
11538 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11539 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11540 qglVertex3f(v[0], v[1], v[2]);
11543 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11545 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11547 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11548 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11549 qglVertex3f(v[0], v[1], v[2]);
11550 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11551 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11552 qglVertex3f(v[0], v[1], v[2]);
11555 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11557 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11559 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11560 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11561 qglVertex3f(v[0], v[1], v[2]);
11562 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11563 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11564 qglVertex3f(v[0], v[1], v[2]);
11567 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11569 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11571 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11572 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11573 qglVertex3f(v[0], v[1], v[2]);
11574 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11575 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11576 qglVertex3f(v[0], v[1], v[2]);
11583 rsurface.texture = NULL;
11588 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11589 int r_maxsurfacelist = 0;
11590 const msurface_t **r_surfacelist = NULL;
11591 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11593 int i, j, endj, flagsmask;
11594 dp_model_t *model = r_refdef.scene.worldmodel;
11595 msurface_t *surfaces;
11596 unsigned char *update;
11597 int numsurfacelist = 0;
11601 if (r_maxsurfacelist < model->num_surfaces)
11603 r_maxsurfacelist = model->num_surfaces;
11605 Mem_Free((msurface_t**)r_surfacelist);
11606 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11609 RSurf_ActiveWorldEntity();
11611 surfaces = model->data_surfaces;
11612 update = model->brushq1.lightmapupdateflags;
11614 // update light styles on this submodel
11615 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11617 model_brush_lightstyleinfo_t *style;
11618 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11620 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11622 int *list = style->surfacelist;
11623 style->value = r_refdef.scene.lightstylevalue[style->style];
11624 for (j = 0;j < style->numsurfaces;j++)
11625 update[list[j]] = true;
11630 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11634 R_DrawDebugModel();
11635 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11639 rsurface.lightmaptexture = NULL;
11640 rsurface.deluxemaptexture = NULL;
11641 rsurface.uselightmaptexture = false;
11642 rsurface.texture = NULL;
11643 rsurface.rtlight = NULL;
11644 numsurfacelist = 0;
11645 // add visible surfaces to draw list
11646 for (i = 0;i < model->nummodelsurfaces;i++)
11648 j = model->sortedmodelsurfaces[i];
11649 if (r_refdef.viewcache.world_surfacevisible[j])
11650 r_surfacelist[numsurfacelist++] = surfaces + j;
11652 // update lightmaps if needed
11653 if (model->brushq1.firstrender)
11655 model->brushq1.firstrender = false;
11656 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11658 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11662 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11663 if (r_refdef.viewcache.world_surfacevisible[j])
11665 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11667 // don't do anything if there were no surfaces
11668 if (!numsurfacelist)
11670 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11673 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11675 // add to stats if desired
11676 if (r_speeds.integer && !skysurfaces && !depthonly)
11678 r_refdef.stats.world_surfaces += numsurfacelist;
11679 for (j = 0;j < numsurfacelist;j++)
11680 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11683 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11686 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11688 int i, j, endj, flagsmask;
11689 dp_model_t *model = ent->model;
11690 msurface_t *surfaces;
11691 unsigned char *update;
11692 int numsurfacelist = 0;
11696 if (r_maxsurfacelist < model->num_surfaces)
11698 r_maxsurfacelist = model->num_surfaces;
11700 Mem_Free((msurface_t **)r_surfacelist);
11701 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11704 // if the model is static it doesn't matter what value we give for
11705 // wantnormals and wanttangents, so this logic uses only rules applicable
11706 // to a model, knowing that they are meaningless otherwise
11707 if (ent == r_refdef.scene.worldentity)
11708 RSurf_ActiveWorldEntity();
11709 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11710 RSurf_ActiveModelEntity(ent, false, false, false);
11712 RSurf_ActiveModelEntity(ent, true, true, true);
11713 else if (depthonly)
11715 switch (vid.renderpath)
11717 case RENDERPATH_GL20:
11718 case RENDERPATH_D3D9:
11719 case RENDERPATH_D3D10:
11720 case RENDERPATH_D3D11:
11721 case RENDERPATH_SOFT:
11722 case RENDERPATH_GLES2:
11723 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11725 case RENDERPATH_GL11:
11726 case RENDERPATH_GL13:
11727 case RENDERPATH_GLES1:
11728 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11734 switch (vid.renderpath)
11736 case RENDERPATH_GL20:
11737 case RENDERPATH_D3D9:
11738 case RENDERPATH_D3D10:
11739 case RENDERPATH_D3D11:
11740 case RENDERPATH_SOFT:
11741 case RENDERPATH_GLES2:
11742 RSurf_ActiveModelEntity(ent, true, true, false);
11744 case RENDERPATH_GL11:
11745 case RENDERPATH_GL13:
11746 case RENDERPATH_GLES1:
11747 RSurf_ActiveModelEntity(ent, true, false, false);
11752 surfaces = model->data_surfaces;
11753 update = model->brushq1.lightmapupdateflags;
11755 // update light styles
11756 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11758 model_brush_lightstyleinfo_t *style;
11759 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11761 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11763 int *list = style->surfacelist;
11764 style->value = r_refdef.scene.lightstylevalue[style->style];
11765 for (j = 0;j < style->numsurfaces;j++)
11766 update[list[j]] = true;
11771 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11775 R_DrawDebugModel();
11776 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11780 rsurface.lightmaptexture = NULL;
11781 rsurface.deluxemaptexture = NULL;
11782 rsurface.uselightmaptexture = false;
11783 rsurface.texture = NULL;
11784 rsurface.rtlight = NULL;
11785 numsurfacelist = 0;
11786 // add visible surfaces to draw list
11787 for (i = 0;i < model->nummodelsurfaces;i++)
11788 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11789 // don't do anything if there were no surfaces
11790 if (!numsurfacelist)
11792 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11795 // update lightmaps if needed
11799 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11804 R_BuildLightMap(ent, surfaces + j);
11809 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11811 R_BuildLightMap(ent, surfaces + j);
11812 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11814 // add to stats if desired
11815 if (r_speeds.integer && !skysurfaces && !depthonly)
11817 r_refdef.stats.entities_surfaces += numsurfacelist;
11818 for (j = 0;j < numsurfacelist;j++)
11819 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11822 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11825 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11827 static texture_t texture;
11828 static msurface_t surface;
11829 const msurface_t *surfacelist = &surface;
11831 // fake enough texture and surface state to render this geometry
11833 texture.update_lastrenderframe = -1; // regenerate this texture
11834 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11835 texture.currentskinframe = skinframe;
11836 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11837 texture.offsetmapping = OFFSETMAPPING_OFF;
11838 texture.offsetscale = 1;
11839 texture.specularscalemod = 1;
11840 texture.specularpowermod = 1;
11842 surface.texture = &texture;
11843 surface.num_triangles = numtriangles;
11844 surface.num_firsttriangle = firsttriangle;
11845 surface.num_vertices = numvertices;
11846 surface.num_firstvertex = firstvertex;
11849 rsurface.texture = R_GetCurrentTexture(surface.texture);
11850 rsurface.lightmaptexture = NULL;
11851 rsurface.deluxemaptexture = NULL;
11852 rsurface.uselightmaptexture = false;
11853 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11856 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11858 static msurface_t surface;
11859 const msurface_t *surfacelist = &surface;
11861 // fake enough texture and surface state to render this geometry
11862 surface.texture = texture;
11863 surface.num_triangles = numtriangles;
11864 surface.num_firsttriangle = firsttriangle;
11865 surface.num_vertices = numvertices;
11866 surface.num_firstvertex = firstvertex;
11869 rsurface.texture = R_GetCurrentTexture(surface.texture);
11870 rsurface.lightmaptexture = NULL;
11871 rsurface.deluxemaptexture = NULL;
11872 rsurface.uselightmaptexture = false;
11873 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);