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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
65 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
66 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
67 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
68 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
69 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
70 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
72 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
74 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
75 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
76 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
77 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
78 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)"};
80 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
81 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
82 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
84 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
85 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
86 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
87 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
88 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
89 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
90 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
92 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
93 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
94 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
95 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
97 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"};
99 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"};
101 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
103 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
104 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
106 typedef struct r_glsl_bloomshader_s
109 int loc_Texture_Bloom;
111 r_glsl_bloomshader_t;
113 static struct r_bloomstate_s
118 int bloomwidth, bloomheight;
120 int screentexturewidth, screentextureheight;
121 rtexture_t *texture_screen;
123 int bloomtexturewidth, bloomtextureheight;
124 rtexture_t *texture_bloom;
126 r_glsl_bloomshader_t *shader;
128 // arrays for rendering the screen passes
129 float screentexcoord2f[8];
130 float bloomtexcoord2f[8];
131 float offsettexcoord2f[8];
135 // shadow volume bsp struct with automatically growing nodes buffer
138 rtexture_t *r_texture_blanknormalmap;
139 rtexture_t *r_texture_white;
140 rtexture_t *r_texture_black;
141 rtexture_t *r_texture_notexture;
142 rtexture_t *r_texture_whitecube;
143 rtexture_t *r_texture_normalizationcube;
144 rtexture_t *r_texture_fogattenuation;
145 //rtexture_t *r_texture_fogintensity;
147 // information about each possible shader permutation
148 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
149 // currently selected permutation
150 r_glsl_permutation_t *r_glsl_permutation;
152 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
153 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
155 // vertex coordinates for a quad that covers the screen exactly
156 const static float r_screenvertex3f[12] =
164 extern void R_DrawModelShadows(void);
166 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
169 for (i = 0;i < verts;i++)
180 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
183 for (i = 0;i < verts;i++)
193 // FIXME: move this to client?
196 if (gamemode == GAME_NEHAHRA)
198 Cvar_Set("gl_fogenable", "0");
199 Cvar_Set("gl_fogdensity", "0.2");
200 Cvar_Set("gl_fogred", "0.3");
201 Cvar_Set("gl_foggreen", "0.3");
202 Cvar_Set("gl_fogblue", "0.3");
204 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
207 float FogPoint_World(const vec3_t p)
209 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
210 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
213 float FogPoint_Model(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 static void R_BuildBlankTextures(void)
221 unsigned char data[4];
222 data[0] = 128; // normal X
223 data[1] = 128; // normal Y
224 data[2] = 255; // normal Z
225 data[3] = 128; // height
226 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
231 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
236 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239 static void R_BuildNoTexture(void)
242 unsigned char pix[16][16][4];
243 // this makes a light grey/dark grey checkerboard texture
244 for (y = 0;y < 16;y++)
246 for (x = 0;x < 16;x++)
248 if ((y < 8) ^ (x < 8))
264 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
267 static void R_BuildWhiteCube(void)
269 unsigned char data[6*1*1*4];
270 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
271 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
272 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
273 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
274 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
275 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
276 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
279 static void R_BuildNormalizationCube(void)
283 vec_t s, t, intensity;
285 unsigned char data[6][NORMSIZE][NORMSIZE][4];
286 for (side = 0;side < 6;side++)
288 for (y = 0;y < NORMSIZE;y++)
290 for (x = 0;x < NORMSIZE;x++)
292 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
293 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
328 intensity = 127.0f / sqrt(DotProduct(v, v));
329 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
330 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
331 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
332 data[side][y][x][3] = 255;
336 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
339 static void R_BuildFogTexture(void)
343 unsigned char data1[FOGWIDTH][4];
344 //unsigned char data2[FOGWIDTH][4];
345 for (x = 0;x < FOGWIDTH;x++)
347 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
352 //data2[x][0] = 255 - b;
353 //data2[x][1] = 255 - b;
354 //data2[x][2] = 255 - b;
357 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
358 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361 static const char *builtinshaderstring =
362 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
363 "// written by Forest 'LordHavoc' Hale\n"
365 "// common definitions between vertex shader and fragment shader:\n"
367 "#ifdef __GLSL_CG_DATA_TYPES\n"
368 "#define myhalf half\n"
369 "#define myhvec2 hvec2\n"
370 "#define myhvec3 hvec3\n"
371 "#define myhvec4 hvec4\n"
373 "#define myhalf float\n"
374 "#define myhvec2 vec2\n"
375 "#define myhvec3 vec3\n"
376 "#define myhvec4 vec4\n"
379 "varying vec2 TexCoord;\n"
380 "varying vec2 TexCoordLightmap;\n"
382 "varying vec3 CubeVector;\n"
383 "varying vec3 LightVector;\n"
384 "varying vec3 EyeVector;\n"
386 "varying vec3 EyeVectorModelSpace;\n"
389 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
390 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
391 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
396 "// vertex shader specific:\n"
397 "#ifdef VERTEX_SHADER\n"
399 "uniform vec3 LightPosition;\n"
400 "uniform vec3 EyePosition;\n"
401 "uniform vec3 LightDir;\n"
403 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
407 " gl_FrontColor = gl_Color;\n"
408 " // copy the surface texcoord\n"
409 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
410 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
411 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
414 "#ifdef MODE_LIGHTSOURCE\n"
415 " // transform vertex position into light attenuation/cubemap space\n"
416 " // (-1 to +1 across the light box)\n"
417 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
419 " // transform unnormalized light direction into tangent space\n"
420 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
421 " // normalize it per pixel)\n"
422 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
423 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
424 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
425 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
428 "#ifdef MODE_LIGHTDIRECTION\n"
429 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
434 " // transform unnormalized eye direction into tangent space\n"
436 " vec3 EyeVectorModelSpace;\n"
438 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
439 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
440 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
441 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
443 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
444 " VectorS = gl_MultiTexCoord1.xyz;\n"
445 " VectorT = gl_MultiTexCoord2.xyz;\n"
446 " VectorR = gl_MultiTexCoord3.xyz;\n"
449 " // transform vertex to camera space, using ftransform to match non-VS\n"
451 " gl_Position = ftransform();\n"
454 "#endif // VERTEX_SHADER\n"
459 "// fragment shader specific:\n"
460 "#ifdef FRAGMENT_SHADER\n"
462 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
463 "uniform sampler2D Texture_Normal;\n"
464 "uniform sampler2D Texture_Color;\n"
465 "uniform sampler2D Texture_Gloss;\n"
466 "uniform samplerCube Texture_Cube;\n"
467 "uniform sampler2D Texture_Attenuation;\n"
468 "uniform sampler2D Texture_FogMask;\n"
469 "uniform sampler2D Texture_Pants;\n"
470 "uniform sampler2D Texture_Shirt;\n"
471 "uniform sampler2D Texture_Lightmap;\n"
472 "uniform sampler2D Texture_Deluxemap;\n"
473 "uniform sampler2D Texture_Glow;\n"
475 "uniform myhvec3 LightColor;\n"
476 "uniform myhvec3 AmbientColor;\n"
477 "uniform myhvec3 DiffuseColor;\n"
478 "uniform myhvec3 SpecularColor;\n"
479 "uniform myhvec3 Color_Pants;\n"
480 "uniform myhvec3 Color_Shirt;\n"
481 "uniform myhvec3 FogColor;\n"
483 "uniform myhalf GlowScale;\n"
484 "uniform myhalf SceneBrightness;\n"
486 "uniform float OffsetMapping_Scale;\n"
487 "uniform float OffsetMapping_Bias;\n"
488 "uniform float FogRangeRecip;\n"
490 "uniform myhalf AmbientScale;\n"
491 "uniform myhalf DiffuseScale;\n"
492 "uniform myhalf SpecularScale;\n"
493 "uniform myhalf SpecularPower;\n"
495 "#ifdef USEOFFSETMAPPING\n"
496 "vec2 OffsetMapping(vec2 TexCoord)\n"
498 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
499 " // 14 sample relief mapping: linear search and then binary search\n"
500 " // this basically steps forward a small amount repeatedly until it finds\n"
501 " // itself inside solid, then jitters forward and back using decreasing\n"
502 " // amounts to find the impact\n"
503 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
504 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
505 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
506 " vec3 RT = vec3(TexCoord, 1);\n"
507 " OffsetVector *= 0.1;\n"
508 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
509 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
510 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
518 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
519 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
524 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
525 " // this basically moves forward the full distance, and then backs up based\n"
526 " // on height of samples\n"
527 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
528 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
529 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
530 " TexCoord += OffsetVector;\n"
531 " OffsetVector *= 0.333;\n"
532 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
533 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
534 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
535 " return TexCoord;\n"
542 "#ifdef USEOFFSETMAPPING\n"
543 " // apply offsetmapping\n"
544 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
545 "#define TexCoord TexCoordOffset\n"
548 " // combine the diffuse textures (base, pants, shirt)\n"
549 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
550 "#ifdef USECOLORMAPPING\n"
551 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
557 "#ifdef MODE_LIGHTSOURCE\n"
560 " // calculate surface normal, light normal, and specular normal\n"
561 " // compute color intensity for the two textures (colormap and glossmap)\n"
562 " // scale by light color and attenuation as efficiently as possible\n"
563 " // (do as much scalar math as possible rather than vector math)\n"
564 "#ifdef USESPECULAR\n"
565 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
566 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
567 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
569 " // calculate directional shading\n"
570 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
572 "#ifdef USEDIFFUSE\n"
573 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
574 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " // calculate directional shading\n"
577 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
579 " // calculate directionless shading\n"
580 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
584 "#ifdef USECUBEFILTER\n"
585 " // apply light cubemap filter\n"
586 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
587 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
593 "#elif defined(MODE_LIGHTDIRECTION)\n"
594 " // directional model lighting\n"
596 " // get the surface normal and light normal\n"
597 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
598 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
600 " // calculate directional shading\n"
601 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
602 "#ifdef USESPECULAR\n"
603 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
604 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
610 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
611 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
613 " // get the surface normal and light normal\n"
614 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
616 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
617 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
618 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
620 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
622 " // calculate directional shading\n"
623 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
624 "#ifdef USESPECULAR\n"
625 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
626 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
629 " // apply lightmap color\n"
630 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
633 "#else // MODE none (lightmap)\n"
634 " // apply lightmap color\n"
635 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
638 " color *= myhvec4(gl_Color);\n"
641 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
646 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
649 " color.rgb *= SceneBrightness;\n"
651 " gl_FragColor = vec4(color);\n"
654 "#endif // FRAGMENT_SHADER\n"
657 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
658 const char *permutationinfo[][2] =
660 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
661 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
662 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
663 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEFOG\n", " fog"},
666 {"#define USECOLORMAPPING\n", " colormapping"},
667 {"#define USEDIFFUSE\n", " diffuse"},
668 {"#define USESPECULAR\n", " specular"},
669 {"#define USECUBEFILTER\n", " cubefilter"},
670 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
671 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
675 void R_GLSL_CompilePermutation(const char *filename, int permutation)
678 qboolean shaderfound;
679 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
680 int vertstrings_count;
681 int geomstrings_count;
682 int fragstrings_count;
684 const char *vertstrings_list[32+1];
685 const char *geomstrings_list[32+1];
686 const char *fragstrings_list[32+1];
687 char permutationname[256];
692 vertstrings_list[0] = "#define VERTEX_SHADER\n";
693 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
694 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
695 vertstrings_count = 1;
696 geomstrings_count = 1;
697 fragstrings_count = 1;
698 permutationname[0] = 0;
699 for (i = 0;permutationinfo[i][0];i++)
701 if (permutation & (1<<i))
703 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
704 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
705 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
706 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
710 // keep line numbers correct
711 vertstrings_list[vertstrings_count++] = "\n";
712 geomstrings_list[geomstrings_count++] = "\n";
713 fragstrings_list[fragstrings_count++] = "\n";
716 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
720 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
721 vertstrings_list[vertstrings_count++] = shaderstring;
722 geomstrings_list[geomstrings_count++] = shaderstring;
723 fragstrings_list[fragstrings_count++] = shaderstring;
726 else if (!strcmp(filename, "glsl/default.glsl"))
728 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
729 vertstrings_list[vertstrings_count++] = builtinshaderstring;
730 geomstrings_list[geomstrings_count++] = builtinshaderstring;
731 fragstrings_list[fragstrings_count++] = builtinshaderstring;
734 // clear any lists that are not needed by this shader
735 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
736 vertstrings_count = 0;
737 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
738 geomstrings_count = 0;
739 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
740 fragstrings_count = 0;
741 // compile the shader program
742 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
743 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
747 qglUseProgramObjectARB(p->program);CHECKGLERROR
748 // look up all the uniform variable names we care about, so we don't
749 // have to look them up every time we set them
750 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
751 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
752 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
753 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
754 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
755 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
756 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
757 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
758 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
759 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
760 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
761 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
762 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
763 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
764 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
765 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
766 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
767 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
768 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
769 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
770 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
771 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
772 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
773 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
774 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
775 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
776 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
777 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
778 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
779 // initialize the samplers to refer to the texture units we use
780 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
781 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
782 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
783 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
784 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
785 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
786 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
787 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
788 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
789 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
790 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
792 qglUseProgramObjectARB(0);CHECKGLERROR
795 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
797 Mem_Free(shaderstring);
800 void R_GLSL_Restart_f(void)
803 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
804 if (r_glsl_permutations[i].program)
805 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
806 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
809 extern rtexture_t *r_shadow_attenuationgradienttexture;
810 extern rtexture_t *r_shadow_attenuation2dtexture;
811 extern rtexture_t *r_shadow_attenuation3dtexture;
812 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
814 // select a permutation of the lighting shader appropriate to this
815 // combination of texture, entity, light source, and fogging, only use the
816 // minimum features necessary to avoid wasting rendering time in the
817 // fragment shader on features that are not being used
818 const char *shaderfilename = NULL;
819 unsigned int permutation = 0;
820 r_glsl_permutation = NULL;
821 // TODO: implement geometry-shader based shadow volumes someday
822 if (r_shadow_rtlight)
825 shaderfilename = "glsl/default.glsl";
826 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
827 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
828 permutation |= SHADERPERMUTATION_CUBEFILTER;
829 if (diffusescale > 0)
830 permutation |= SHADERPERMUTATION_DIFFUSE;
831 if (specularscale > 0)
832 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
833 if (r_refdef.fogenabled)
834 permutation |= SHADERPERMUTATION_FOG;
835 if (rsurface_texture->colormapping)
836 permutation |= SHADERPERMUTATION_COLORMAPPING;
837 if (r_glsl_offsetmapping.integer)
839 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
840 if (r_glsl_offsetmapping_reliefmapping.integer)
841 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
844 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
846 // bright unshaded geometry
847 shaderfilename = "glsl/default.glsl";
848 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
849 if (rsurface_texture->currentskinframe->glow)
850 permutation |= SHADERPERMUTATION_GLOW;
851 if (r_refdef.fogenabled)
852 permutation |= SHADERPERMUTATION_FOG;
853 if (rsurface_texture->colormapping)
854 permutation |= SHADERPERMUTATION_COLORMAPPING;
855 if (r_glsl_offsetmapping.integer)
857 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
858 if (r_glsl_offsetmapping_reliefmapping.integer)
859 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
862 else if (modellighting)
864 // directional model lighting
865 shaderfilename = "glsl/default.glsl";
866 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
867 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
868 if (rsurface_texture->currentskinframe->glow)
869 permutation |= SHADERPERMUTATION_GLOW;
870 if (specularscale > 0)
871 permutation |= SHADERPERMUTATION_SPECULAR;
872 if (r_refdef.fogenabled)
873 permutation |= SHADERPERMUTATION_FOG;
874 if (rsurface_texture->colormapping)
875 permutation |= SHADERPERMUTATION_COLORMAPPING;
876 if (r_glsl_offsetmapping.integer)
878 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
879 if (r_glsl_offsetmapping_reliefmapping.integer)
880 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
886 shaderfilename = "glsl/default.glsl";
887 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
888 if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
890 // deluxemapping (light direction texture)
891 if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
892 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
894 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
895 if (specularscale > 0)
896 permutation |= SHADERPERMUTATION_SPECULAR;
898 else if (r_glsl_deluxemapping.integer >= 2)
900 // fake deluxemapping (uniform light direction in tangentspace)
901 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
902 if (specularscale > 0)
903 permutation |= SHADERPERMUTATION_SPECULAR;
907 // ordinary lightmapping
910 if (rsurface_texture->currentskinframe->glow)
911 permutation |= SHADERPERMUTATION_GLOW;
912 if (r_refdef.fogenabled)
913 permutation |= SHADERPERMUTATION_FOG;
914 if (rsurface_texture->colormapping)
915 permutation |= SHADERPERMUTATION_COLORMAPPING;
916 if (r_glsl_offsetmapping.integer)
918 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
919 if (r_glsl_offsetmapping_reliefmapping.integer)
920 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
923 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
925 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
926 R_GLSL_CompilePermutation(shaderfilename, permutation);
927 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
929 // remove features until we find a valid permutation
931 for (i = SHADERPERMUTATION_MASK;;i>>=1)
934 return 0; // utterly failed
935 // reduce i more quickly whenever it would not remove any bits
939 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
940 R_GLSL_CompilePermutation(shaderfilename, permutation);
941 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
946 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
948 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
949 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
950 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
952 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
953 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
954 if (permutation & SHADERPERMUTATION_DIFFUSE)
956 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
957 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
958 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
959 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
963 // ambient only is simpler
964 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
965 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
966 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
967 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
970 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
972 if (r_glsl_permutation->loc_AmbientColor >= 0)
973 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
974 if (r_glsl_permutation->loc_DiffuseColor >= 0)
975 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
976 if (r_glsl_permutation->loc_SpecularColor >= 0)
977 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
978 if (r_glsl_permutation->loc_LightDir >= 0)
979 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
983 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
984 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
985 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
987 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
988 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
989 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
990 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
991 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
992 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
993 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
994 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
995 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
996 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
997 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
998 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
999 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1000 if (r_glsl_permutation->loc_FogColor >= 0)
1002 // additive passes are only darkened by fog, not tinted
1003 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1004 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1006 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1008 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1009 if (r_glsl_permutation->loc_Color_Pants >= 0)
1011 if (rsurface_texture->currentskinframe->pants)
1012 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1014 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1016 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1018 if (rsurface_texture->currentskinframe->shirt)
1019 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1021 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1023 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1024 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1025 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1030 void R_SwitchSurfaceShader(int permutation)
1032 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1034 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1036 qglUseProgramObjectARB(r_glsl_permutation->program);
1041 #define SKINFRAME_HASH 1024
1045 int loadsequence; // incremented each level change
1046 memexpandablearray_t array;
1047 skinframe_t *hash[SKINFRAME_HASH];
1051 void R_SkinFrame_PrepareForPurge(void)
1053 r_skinframe.loadsequence++;
1054 // wrap it without hitting zero
1055 if (r_skinframe.loadsequence >= 200)
1056 r_skinframe.loadsequence = 1;
1059 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1063 // mark the skinframe as used for the purging code
1064 skinframe->loadsequence = r_skinframe.loadsequence;
1067 void R_SkinFrame_Purge(void)
1071 for (i = 0;i < SKINFRAME_HASH;i++)
1073 for (s = r_skinframe.hash[i];s;s = s->next)
1075 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1077 if (s->base == r_texture_notexture) s->base = NULL;
1078 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1079 if (s->merged == s->base) s->merged = NULL;
1080 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1081 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1082 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1083 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1084 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1085 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1086 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1087 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1088 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1089 s->loadsequence = 0;
1095 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1099 char basename[MAX_QPATH];
1101 Image_StripImageExtension(name, basename, sizeof(basename));
1103 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1104 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1105 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1111 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1112 memset(item, 0, sizeof(*item));
1113 strlcpy(item->basename, basename, sizeof(item->basename));
1114 item->textureflags = textureflags;
1115 item->comparewidth = comparewidth;
1116 item->compareheight = compareheight;
1117 item->comparecrc = comparecrc;
1118 item->next = r_skinframe.hash[hashindex];
1119 r_skinframe.hash[hashindex] = item;
1121 R_SkinFrame_MarkUsed(item);
1125 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1127 // FIXME: it should be possible to disable loading various layers using
1128 // cvars, to prevent wasted loading time and memory usage if the user does
1130 qboolean loadnormalmap = true;
1131 qboolean loadgloss = true;
1132 qboolean loadpantsandshirt = true;
1133 qboolean loadglow = true;
1135 unsigned char *pixels;
1136 unsigned char *bumppixels;
1137 unsigned char *basepixels = NULL;
1138 int basepixels_width;
1139 int basepixels_height;
1140 skinframe_t *skinframe;
1142 if (cls.state == ca_dedicated)
1145 // return an existing skinframe if already loaded
1146 // if loading of the first image fails, don't make a new skinframe as it
1147 // would cause all future lookups of this to be missing
1148 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1149 if (skinframe && skinframe->base)
1152 basepixels = loadimagepixels(name, complain, 0, 0);
1153 if (basepixels == NULL)
1156 // we've got some pixels to store, so really allocate this new texture now
1158 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1159 skinframe->stain = NULL;
1160 skinframe->merged = NULL;
1161 skinframe->base = r_texture_notexture;
1162 skinframe->pants = NULL;
1163 skinframe->shirt = NULL;
1164 skinframe->nmap = r_texture_blanknormalmap;
1165 skinframe->gloss = NULL;
1166 skinframe->glow = NULL;
1167 skinframe->fog = NULL;
1169 basepixels_width = image_width;
1170 basepixels_height = image_height;
1171 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1173 if (textureflags & TEXF_ALPHA)
1175 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1176 if (basepixels[j] < 255)
1178 if (j < basepixels_width * basepixels_height * 4)
1180 // has transparent pixels
1181 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1182 for (j = 0;j < image_width * image_height * 4;j += 4)
1187 pixels[j+3] = basepixels[j+3];
1189 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1194 // _norm is the name used by tenebrae and has been adopted as standard
1197 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1199 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1203 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1205 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1206 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1207 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1209 Mem_Free(bumppixels);
1211 else if (r_shadow_bumpscale_basetexture.value > 0)
1213 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1214 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1215 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1219 // _luma is supported for tenebrae compatibility
1220 // (I think it's a very stupid name, but oh well)
1221 // _glow is the preferred name
1222 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1223 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1224 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1225 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228 Mem_Free(basepixels);
1233 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1238 for (i = 0;i < width*height;i++)
1239 if (((unsigned char *)&palette[in[i]])[3] > 0)
1241 if (i == width*height)
1244 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1247 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1250 unsigned char *temp1, *temp2;
1251 skinframe_t *skinframe;
1253 if (cls.state == ca_dedicated)
1256 // if already loaded just return it, otherwise make a new skinframe
1257 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1258 if (skinframe && skinframe->base)
1261 skinframe->stain = NULL;
1262 skinframe->merged = NULL;
1263 skinframe->base = r_texture_notexture;
1264 skinframe->pants = NULL;
1265 skinframe->shirt = NULL;
1266 skinframe->nmap = r_texture_blanknormalmap;
1267 skinframe->gloss = NULL;
1268 skinframe->glow = NULL;
1269 skinframe->fog = NULL;
1271 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1275 if (bitsperpixel == 32)
1277 if (r_shadow_bumpscale_basetexture.value > 0)
1279 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1280 temp2 = temp1 + width * height * 4;
1281 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1282 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1285 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1286 if (textureflags & TEXF_ALPHA)
1288 for (i = 3;i < width * height * 4;i += 4)
1289 if (skindata[i] < 255)
1291 if (i < width * height * 4)
1293 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1294 memcpy(fogpixels, skindata, width * height * 4);
1295 for (i = 0;i < width * height * 4;i += 4)
1296 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1297 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1298 Mem_Free(fogpixels);
1302 else if (bitsperpixel == 8)
1304 if (r_shadow_bumpscale_basetexture.value > 0)
1306 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1307 temp2 = temp1 + width * height * 4;
1308 if (bitsperpixel == 32)
1309 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1312 // use either a custom palette or the quake palette
1313 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1314 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1316 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1319 // use either a custom palette, or the quake palette
1320 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1321 if (!palette && loadglowtexture)
1322 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1323 if (!palette && loadpantsandshirt)
1325 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1326 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1328 if (skinframe->pants || skinframe->shirt)
1329 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1330 if (textureflags & TEXF_ALPHA)
1332 // if not using a custom alphapalette, use the quake one
1334 alphapalette = palette_alpha;
1335 for (i = 0;i < width * height;i++)
1336 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1338 if (i < width * height)
1339 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1346 skinframe_t *R_SkinFrame_LoadMissing(void)
1348 skinframe_t *skinframe;
1350 if (cls.state == ca_dedicated)
1353 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1354 skinframe->stain = NULL;
1355 skinframe->merged = NULL;
1356 skinframe->base = r_texture_notexture;
1357 skinframe->pants = NULL;
1358 skinframe->shirt = NULL;
1359 skinframe->nmap = r_texture_blanknormalmap;
1360 skinframe->gloss = NULL;
1361 skinframe->glow = NULL;
1362 skinframe->fog = NULL;
1367 void gl_main_start(void)
1372 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1373 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1375 alpha = 1 - exp(r / ((double)x*(double)x));
1376 if (x == FOGMASKTABLEWIDTH - 1)
1378 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1381 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1382 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1384 // set up r_skinframe loading system for textures
1385 memset(&r_skinframe, 0, sizeof(r_skinframe));
1386 r_skinframe.loadsequence = 1;
1387 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1389 r_main_texturepool = R_AllocTexturePool();
1390 R_BuildBlankTextures();
1392 if (gl_texturecubemap)
1395 R_BuildNormalizationCube();
1397 R_BuildFogTexture();
1398 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1399 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1400 memset(&r_svbsp, 0, sizeof (r_svbsp));
1403 void gl_main_shutdown(void)
1405 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1406 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1408 // clear out the r_skinframe state
1409 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1410 memset(&r_skinframe, 0, sizeof(r_skinframe));
1413 Mem_Free(r_svbsp.nodes);
1414 memset(&r_svbsp, 0, sizeof (r_svbsp));
1415 R_FreeTexturePool(&r_main_texturepool);
1416 r_texture_blanknormalmap = NULL;
1417 r_texture_white = NULL;
1418 r_texture_black = NULL;
1419 r_texture_whitecube = NULL;
1420 r_texture_normalizationcube = NULL;
1421 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1425 extern void CL_ParseEntityLump(char *entitystring);
1426 void gl_main_newmap(void)
1428 // FIXME: move this code to client
1430 char *entities, entname[MAX_QPATH];
1433 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1434 l = (int)strlen(entname) - 4;
1435 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1437 memcpy(entname + l, ".ent", 5);
1438 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1440 CL_ParseEntityLump(entities);
1445 if (cl.worldmodel->brush.entities)
1446 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1450 void GL_Main_Init(void)
1452 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1454 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1455 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1456 if (gamemode == GAME_NEHAHRA)
1458 Cvar_RegisterVariable (&gl_fogenable);
1459 Cvar_RegisterVariable (&gl_fogdensity);
1460 Cvar_RegisterVariable (&gl_fogred);
1461 Cvar_RegisterVariable (&gl_foggreen);
1462 Cvar_RegisterVariable (&gl_fogblue);
1463 Cvar_RegisterVariable (&gl_fogstart);
1464 Cvar_RegisterVariable (&gl_fogend);
1466 Cvar_RegisterVariable(&r_nearclip);
1467 Cvar_RegisterVariable(&r_showbboxes);
1468 Cvar_RegisterVariable(&r_showsurfaces);
1469 Cvar_RegisterVariable(&r_showtris);
1470 Cvar_RegisterVariable(&r_shownormals);
1471 Cvar_RegisterVariable(&r_showlighting);
1472 Cvar_RegisterVariable(&r_showshadowvolumes);
1473 Cvar_RegisterVariable(&r_showcollisionbrushes);
1474 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1475 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1476 Cvar_RegisterVariable(&r_showdisabledepthtest);
1477 Cvar_RegisterVariable(&r_drawportals);
1478 Cvar_RegisterVariable(&r_drawentities);
1479 Cvar_RegisterVariable(&r_cullentities_trace);
1480 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1481 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1482 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1483 Cvar_RegisterVariable(&r_drawviewmodel);
1484 Cvar_RegisterVariable(&r_speeds);
1485 Cvar_RegisterVariable(&r_fullbrights);
1486 Cvar_RegisterVariable(&r_wateralpha);
1487 Cvar_RegisterVariable(&r_dynamic);
1488 Cvar_RegisterVariable(&r_fullbright);
1489 Cvar_RegisterVariable(&r_shadows);
1490 Cvar_RegisterVariable(&r_shadows_throwdistance);
1491 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1492 Cvar_RegisterVariable(&r_textureunits);
1493 Cvar_RegisterVariable(&r_glsl);
1494 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1495 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1496 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1497 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1498 Cvar_RegisterVariable(&r_lerpsprites);
1499 Cvar_RegisterVariable(&r_lerpmodels);
1500 Cvar_RegisterVariable(&r_waterscroll);
1501 Cvar_RegisterVariable(&r_bloom);
1502 Cvar_RegisterVariable(&r_bloom_colorscale);
1503 Cvar_RegisterVariable(&r_bloom_brighten);
1504 Cvar_RegisterVariable(&r_bloom_blur);
1505 Cvar_RegisterVariable(&r_bloom_resolution);
1506 Cvar_RegisterVariable(&r_bloom_colorexponent);
1507 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1508 Cvar_RegisterVariable(&r_hdr);
1509 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1510 Cvar_RegisterVariable(&r_hdr_glowintensity);
1511 Cvar_RegisterVariable(&r_hdr_range);
1512 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1513 Cvar_RegisterVariable(&developer_texturelogging);
1514 Cvar_RegisterVariable(&gl_lightmaps);
1515 Cvar_RegisterVariable(&r_test);
1516 Cvar_RegisterVariable(&r_batchmode);
1517 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1518 Cvar_SetValue("r_fullbrights", 0);
1519 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1522 extern void R_Textures_Init(void);
1523 extern void GL_Draw_Init(void);
1524 extern void GL_Main_Init(void);
1525 extern void R_Shadow_Init(void);
1526 extern void R_Sky_Init(void);
1527 extern void GL_Surf_Init(void);
1528 extern void R_Light_Init(void);
1529 extern void R_Particles_Init(void);
1530 extern void R_Explosion_Init(void);
1531 extern void gl_backend_init(void);
1532 extern void Sbar_Init(void);
1533 extern void R_LightningBeams_Init(void);
1534 extern void Mod_RenderInit(void);
1536 void Render_Init(void)
1549 R_LightningBeams_Init();
1558 extern char *ENGINE_EXTENSIONS;
1561 VID_CheckExtensions();
1563 // LordHavoc: report supported extensions
1564 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1566 // clear to black (loading plaque will be seen over this)
1568 qglClearColor(0,0,0,1);CHECKGLERROR
1569 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1572 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1576 for (i = 0;i < 4;i++)
1578 p = r_view.frustum + i;
1583 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1587 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1591 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1595 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1599 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1603 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1607 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1611 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1619 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1623 for (i = 0;i < numplanes;i++)
1630 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1634 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1638 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1642 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1646 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1650 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1654 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1658 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1666 //==================================================================================
1668 static void R_UpdateEntityLighting(entity_render_t *ent)
1670 vec3_t tempdiffusenormal;
1672 // fetch the lighting from the worldmodel data
1673 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1674 VectorClear(ent->modellight_diffuse);
1675 VectorClear(tempdiffusenormal);
1676 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1679 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1680 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1683 VectorSet(ent->modellight_ambient, 1, 1, 1);
1685 // move the light direction into modelspace coordinates for lighting code
1686 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1687 VectorNormalize(ent->modellight_lightdir);
1689 // scale ambient and directional light contributions according to rendering variables
1690 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1691 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1692 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1693 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1694 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1695 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1698 static void R_View_UpdateEntityVisible (void)
1701 entity_render_t *ent;
1703 if (!r_drawentities.integer)
1706 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1707 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1709 // worldmodel can check visibility
1710 for (i = 0;i < r_refdef.numentities;i++)
1712 ent = r_refdef.entities[i];
1713 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1715 if(r_cullentities_trace.integer)
1717 for (i = 0;i < r_refdef.numentities;i++)
1719 ent = r_refdef.entities[i];
1720 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1722 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1723 ent->last_trace_visibility = realtime;
1724 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1725 r_viewcache.entityvisible[i] = 0;
1732 // no worldmodel or it can't check visibility
1733 for (i = 0;i < r_refdef.numentities;i++)
1735 ent = r_refdef.entities[i];
1736 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1740 // update entity lighting (even on hidden entities for r_shadows)
1741 for (i = 0;i < r_refdef.numentities;i++)
1742 R_UpdateEntityLighting(r_refdef.entities[i]);
1745 // only used if skyrendermasked, and normally returns false
1746 int R_DrawBrushModelsSky (void)
1749 entity_render_t *ent;
1751 if (!r_drawentities.integer)
1755 for (i = 0;i < r_refdef.numentities;i++)
1757 if (!r_viewcache.entityvisible[i])
1759 ent = r_refdef.entities[i];
1760 if (!ent->model || !ent->model->DrawSky)
1762 ent->model->DrawSky(ent);
1768 void R_DrawNoModel(entity_render_t *ent);
1769 void R_DrawModels(void)
1772 entity_render_t *ent;
1774 if (!r_drawentities.integer)
1777 for (i = 0;i < r_refdef.numentities;i++)
1779 if (!r_viewcache.entityvisible[i])
1781 ent = r_refdef.entities[i];
1782 r_refdef.stats.entities++;
1783 if (ent->model && ent->model->Draw != NULL)
1784 ent->model->Draw(ent);
1790 static void R_View_SetFrustum(void)
1792 double slopex, slopey;
1794 // break apart the view matrix into vectors for various purposes
1795 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1796 VectorNegate(r_view.left, r_view.right);
1799 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1800 r_view.frustum[0].normal[1] = 0 - 0;
1801 r_view.frustum[0].normal[2] = -1 - 0;
1802 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1803 r_view.frustum[1].normal[1] = 0 + 0;
1804 r_view.frustum[1].normal[2] = -1 + 0;
1805 r_view.frustum[2].normal[0] = 0 - 0;
1806 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1807 r_view.frustum[2].normal[2] = -1 - 0;
1808 r_view.frustum[3].normal[0] = 0 + 0;
1809 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1810 r_view.frustum[3].normal[2] = -1 + 0;
1814 zNear = r_refdef.nearclip;
1815 nudge = 1.0 - 1.0 / (1<<23);
1816 r_view.frustum[4].normal[0] = 0 - 0;
1817 r_view.frustum[4].normal[1] = 0 - 0;
1818 r_view.frustum[4].normal[2] = -1 - -nudge;
1819 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1820 r_view.frustum[5].normal[0] = 0 + 0;
1821 r_view.frustum[5].normal[1] = 0 + 0;
1822 r_view.frustum[5].normal[2] = -1 + -nudge;
1823 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1829 r_view.frustum[0].normal[0] = m[3] - m[0];
1830 r_view.frustum[0].normal[1] = m[7] - m[4];
1831 r_view.frustum[0].normal[2] = m[11] - m[8];
1832 r_view.frustum[0].dist = m[15] - m[12];
1834 r_view.frustum[1].normal[0] = m[3] + m[0];
1835 r_view.frustum[1].normal[1] = m[7] + m[4];
1836 r_view.frustum[1].normal[2] = m[11] + m[8];
1837 r_view.frustum[1].dist = m[15] + m[12];
1839 r_view.frustum[2].normal[0] = m[3] - m[1];
1840 r_view.frustum[2].normal[1] = m[7] - m[5];
1841 r_view.frustum[2].normal[2] = m[11] - m[9];
1842 r_view.frustum[2].dist = m[15] - m[13];
1844 r_view.frustum[3].normal[0] = m[3] + m[1];
1845 r_view.frustum[3].normal[1] = m[7] + m[5];
1846 r_view.frustum[3].normal[2] = m[11] + m[9];
1847 r_view.frustum[3].dist = m[15] + m[13];
1849 r_view.frustum[4].normal[0] = m[3] - m[2];
1850 r_view.frustum[4].normal[1] = m[7] - m[6];
1851 r_view.frustum[4].normal[2] = m[11] - m[10];
1852 r_view.frustum[4].dist = m[15] - m[14];
1854 r_view.frustum[5].normal[0] = m[3] + m[2];
1855 r_view.frustum[5].normal[1] = m[7] + m[6];
1856 r_view.frustum[5].normal[2] = m[11] + m[10];
1857 r_view.frustum[5].dist = m[15] + m[14];
1862 slopex = 1.0 / r_view.frustum_x;
1863 slopey = 1.0 / r_view.frustum_y;
1864 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1865 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1866 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1867 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1868 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1869 VectorNormalize(r_view.frustum[0].normal);
1870 VectorNormalize(r_view.frustum[1].normal);
1871 VectorNormalize(r_view.frustum[2].normal);
1872 VectorNormalize(r_view.frustum[3].normal);
1873 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1874 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1875 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1876 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1877 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1878 PlaneClassify(&r_view.frustum[0]);
1879 PlaneClassify(&r_view.frustum[1]);
1880 PlaneClassify(&r_view.frustum[2]);
1881 PlaneClassify(&r_view.frustum[3]);
1882 PlaneClassify(&r_view.frustum[4]);
1884 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1885 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1886 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1887 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1888 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1890 // LordHavoc: note to all quake engine coders, Quake had a special case
1891 // for 90 degrees which assumed a square view (wrong), so I removed it,
1892 // Quake2 has it disabled as well.
1894 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1895 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1896 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1897 //PlaneClassify(&frustum[0]);
1899 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1900 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1901 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1902 //PlaneClassify(&frustum[1]);
1904 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1905 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1906 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1907 //PlaneClassify(&frustum[2]);
1909 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1910 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1911 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1912 //PlaneClassify(&frustum[3]);
1915 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1916 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1917 //PlaneClassify(&frustum[4]);
1920 void R_View_Update(void)
1922 R_View_SetFrustum();
1923 R_View_WorldVisibility();
1924 R_View_UpdateEntityVisible();
1927 void R_SetupView(const matrix4x4_t *matrix)
1929 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1930 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1932 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1934 GL_SetupView_Orientation_FromEntity(matrix);
1937 void R_ResetViewRendering2D(void)
1939 if (gl_support_fragment_shader)
1941 qglUseProgramObjectARB(0);CHECKGLERROR
1946 // GL is weird because it's bottom to top, r_view.y is top to bottom
1947 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1948 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1949 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1950 GL_Color(1, 1, 1, 1);
1951 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1952 GL_BlendFunc(GL_ONE, GL_ZERO);
1953 GL_AlphaTest(false);
1954 GL_ScissorTest(false);
1955 GL_DepthMask(false);
1956 GL_DepthRange(0, 1);
1957 GL_DepthTest(false);
1958 R_Mesh_Matrix(&identitymatrix);
1959 R_Mesh_ResetTextureState();
1960 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1961 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1962 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1963 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1964 qglStencilMask(~0);CHECKGLERROR
1965 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1966 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1967 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1970 void R_ResetViewRendering3D(void)
1972 if (gl_support_fragment_shader)
1974 qglUseProgramObjectARB(0);CHECKGLERROR
1979 // GL is weird because it's bottom to top, r_view.y is top to bottom
1980 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1981 R_SetupView(&r_view.matrix);
1982 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1983 GL_Color(1, 1, 1, 1);
1984 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1985 GL_BlendFunc(GL_ONE, GL_ZERO);
1986 GL_AlphaTest(false);
1987 GL_ScissorTest(true);
1989 GL_DepthRange(0, 1);
1991 R_Mesh_Matrix(&identitymatrix);
1992 R_Mesh_ResetTextureState();
1993 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1994 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1995 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1996 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1997 qglStencilMask(~0);CHECKGLERROR
1998 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1999 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2000 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2004 R_Bloom_SetupShader(
2006 "// written by Forest 'LordHavoc' Hale\n"
2008 "// common definitions between vertex shader and fragment shader:\n"
2010 "#ifdef __GLSL_CG_DATA_TYPES\n"
2011 "#define myhalf half\n"
2012 "#define myhvec2 hvec2\n"
2013 "#define myhvec3 hvec3\n"
2014 "#define myhvec4 hvec4\n"
2016 "#define myhalf float\n"
2017 "#define myhvec2 vec2\n"
2018 "#define myhvec3 vec3\n"
2019 "#define myhvec4 vec4\n"
2022 "varying vec2 ScreenTexCoord;\n"
2023 "varying vec2 BloomTexCoord;\n"
2028 "// vertex shader specific:\n"
2029 "#ifdef VERTEX_SHADER\n"
2033 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2034 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2035 " // transform vertex to camera space, using ftransform to match non-VS\n"
2037 " gl_Position = ftransform();\n"
2040 "#endif // VERTEX_SHADER\n"
2045 "// fragment shader specific:\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2051 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2052 " for (x = -BLUR_X;x <= BLUR_X;x++)
2053 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2054 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2055 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2056 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2058 " gl_FragColor = vec4(color);\n"
2061 "#endif // FRAGMENT_SHADER\n"
2064 void R_RenderScene(void);
2066 void R_Bloom_StartFrame(void)
2068 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2070 // set bloomwidth and bloomheight to the bloom resolution that will be
2071 // used (often less than the screen resolution for faster rendering)
2072 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2073 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2074 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2076 // calculate desired texture sizes
2077 if (gl_support_arb_texture_non_power_of_two)
2079 screentexturewidth = r_view.width;
2080 screentextureheight = r_view.height;
2081 bloomtexturewidth = r_bloomstate.bloomwidth;
2082 bloomtextureheight = r_bloomstate.bloomheight;
2086 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2087 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2088 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2089 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2094 screentexturewidth = screentextureheight = 0;
2096 else if (r_bloom.integer)
2101 screentexturewidth = screentextureheight = 0;
2102 bloomtexturewidth = bloomtextureheight = 0;
2105 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2107 // can't use bloom if the parameters are too weird
2108 // can't use bloom if the card does not support the texture size
2109 if (r_bloomstate.texture_screen)
2110 R_FreeTexture(r_bloomstate.texture_screen);
2111 if (r_bloomstate.texture_bloom)
2112 R_FreeTexture(r_bloomstate.texture_bloom);
2113 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2117 r_bloomstate.enabled = true;
2118 r_bloomstate.hdr = r_hdr.integer != 0;
2120 // allocate textures as needed
2121 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2123 if (r_bloomstate.texture_screen)
2124 R_FreeTexture(r_bloomstate.texture_screen);
2125 r_bloomstate.texture_screen = NULL;
2126 r_bloomstate.screentexturewidth = screentexturewidth;
2127 r_bloomstate.screentextureheight = screentextureheight;
2128 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2129 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2131 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2133 if (r_bloomstate.texture_bloom)
2134 R_FreeTexture(r_bloomstate.texture_bloom);
2135 r_bloomstate.texture_bloom = NULL;
2136 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2137 r_bloomstate.bloomtextureheight = bloomtextureheight;
2138 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2139 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2142 // set up a texcoord array for the full resolution screen image
2143 // (we have to keep this around to copy back during final render)
2144 r_bloomstate.screentexcoord2f[0] = 0;
2145 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2146 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2147 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2148 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2149 r_bloomstate.screentexcoord2f[5] = 0;
2150 r_bloomstate.screentexcoord2f[6] = 0;
2151 r_bloomstate.screentexcoord2f[7] = 0;
2153 // set up a texcoord array for the reduced resolution bloom image
2154 // (which will be additive blended over the screen image)
2155 r_bloomstate.bloomtexcoord2f[0] = 0;
2156 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2157 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2158 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2159 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2160 r_bloomstate.bloomtexcoord2f[5] = 0;
2161 r_bloomstate.bloomtexcoord2f[6] = 0;
2162 r_bloomstate.bloomtexcoord2f[7] = 0;
2165 void R_Bloom_CopyScreenTexture(float colorscale)
2167 r_refdef.stats.bloom++;
2169 R_ResetViewRendering2D();
2170 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2171 R_Mesh_ColorPointer(NULL, 0, 0);
2172 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2173 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2175 // copy view into the screen texture
2176 GL_ActiveTexture(0);
2178 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2179 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2181 // now scale it down to the bloom texture size
2183 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2184 GL_BlendFunc(GL_ONE, GL_ZERO);
2185 GL_Color(colorscale, colorscale, colorscale, 1);
2186 // TODO: optimize with multitexture or GLSL
2187 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2188 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2190 // we now have a bloom image in the framebuffer
2191 // copy it into the bloom image texture for later processing
2192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2193 GL_ActiveTexture(0);
2195 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2196 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2199 void R_Bloom_CopyHDRTexture(void)
2201 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2202 GL_ActiveTexture(0);
2204 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2205 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2208 void R_Bloom_MakeTexture(void)
2211 float xoffset, yoffset, r, brighten;
2213 r_refdef.stats.bloom++;
2215 R_ResetViewRendering2D();
2216 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2217 R_Mesh_ColorPointer(NULL, 0, 0);
2219 // we have a bloom image in the framebuffer
2221 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2223 for (x = 1;x < r_bloom_colorexponent.value;)
2226 r = bound(0, r_bloom_colorexponent.value / x, 1);
2227 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2228 GL_Color(r, r, r, 1);
2229 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2230 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2231 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2232 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2234 // copy the vertically blurred bloom view to a texture
2235 GL_ActiveTexture(0);
2237 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2238 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2241 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2242 brighten = r_bloom_brighten.value;
2244 brighten *= r_hdr_range.value;
2245 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2246 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2248 for (dir = 0;dir < 2;dir++)
2250 // blend on at multiple vertical offsets to achieve a vertical blur
2251 // TODO: do offset blends using GLSL
2252 GL_BlendFunc(GL_ONE, GL_ZERO);
2253 for (x = -range;x <= range;x++)
2255 if (!dir){xoffset = 0;yoffset = x;}
2256 else {xoffset = x;yoffset = 0;}
2257 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2258 yoffset /= (float)r_bloomstate.bloomtextureheight;
2259 // compute a texcoord array with the specified x and y offset
2260 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2261 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2262 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2263 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2264 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2265 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2266 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2267 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2268 // this r value looks like a 'dot' particle, fading sharply to
2269 // black at the edges
2270 // (probably not realistic but looks good enough)
2271 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2272 //r = (dir ? 1.0f : brighten)/(range*2+1);
2273 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2274 GL_Color(r, r, r, 1);
2275 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2276 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2277 GL_BlendFunc(GL_ONE, GL_ONE);
2280 // copy the vertically blurred bloom view to a texture
2281 GL_ActiveTexture(0);
2283 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2284 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2287 // apply subtract last
2288 // (just like it would be in a GLSL shader)
2289 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2291 GL_BlendFunc(GL_ONE, GL_ZERO);
2292 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2293 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2294 GL_Color(1, 1, 1, 1);
2295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2296 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2298 GL_BlendFunc(GL_ONE, GL_ONE);
2299 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2300 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2301 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2302 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2303 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2304 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2305 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2307 // copy the darkened bloom view to a texture
2308 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2309 GL_ActiveTexture(0);
2311 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2312 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2316 void R_HDR_RenderBloomTexture(void)
2318 int oldwidth, oldheight;
2320 oldwidth = r_view.width;
2321 oldheight = r_view.height;
2322 r_view.width = r_bloomstate.bloomwidth;
2323 r_view.height = r_bloomstate.bloomheight;
2325 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2326 // TODO: add exposure compensation features
2327 // TODO: add fp16 framebuffer support
2329 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2331 r_view.colorscale /= r_hdr_range.value;
2334 R_ResetViewRendering2D();
2336 R_Bloom_CopyHDRTexture();
2337 R_Bloom_MakeTexture();
2339 R_ResetViewRendering3D();
2342 if (r_timereport_active)
2343 R_TimeReport("clear");
2346 // restore the view settings
2347 r_view.width = oldwidth;
2348 r_view.height = oldheight;
2351 static void R_BlendView(void)
2353 if (r_bloomstate.enabled && r_bloomstate.hdr)
2355 // render high dynamic range bloom effect
2356 // the bloom texture was made earlier this render, so we just need to
2357 // blend it onto the screen...
2358 R_ResetViewRendering2D();
2359 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2360 R_Mesh_ColorPointer(NULL, 0, 0);
2361 GL_Color(1, 1, 1, 1);
2362 GL_BlendFunc(GL_ONE, GL_ONE);
2363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2364 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2365 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2366 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2368 else if (r_bloomstate.enabled)
2370 // render simple bloom effect
2371 // copy the screen and shrink it and darken it for the bloom process
2372 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2373 // make the bloom texture
2374 R_Bloom_MakeTexture();
2375 // put the original screen image back in place and blend the bloom
2377 R_ResetViewRendering2D();
2378 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2379 R_Mesh_ColorPointer(NULL, 0, 0);
2380 GL_Color(1, 1, 1, 1);
2381 GL_BlendFunc(GL_ONE, GL_ZERO);
2382 // do both in one pass if possible
2383 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2384 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2385 if (r_textureunits.integer >= 2 && gl_combine.integer)
2387 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2388 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2389 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2393 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2394 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2395 // now blend on the bloom texture
2396 GL_BlendFunc(GL_ONE, GL_ONE);
2397 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2398 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2400 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2401 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2403 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2405 // apply a color tint to the whole view
2406 R_ResetViewRendering2D();
2407 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2408 R_Mesh_ColorPointer(NULL, 0, 0);
2409 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2410 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2411 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2415 void R_RenderScene(void);
2417 matrix4x4_t r_waterscrollmatrix;
2419 void R_UpdateVariables(void)
2423 r_refdef.farclip = 4096;
2424 if (r_refdef.worldmodel)
2425 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2426 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2428 r_refdef.polygonfactor = 0;
2429 r_refdef.polygonoffset = 0;
2430 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2431 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2433 r_refdef.rtworld = r_shadow_realtime_world.integer;
2434 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2435 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2436 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2437 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2438 if (r_showsurfaces.integer)
2440 r_refdef.rtworld = false;
2441 r_refdef.rtworldshadows = false;
2442 r_refdef.rtdlight = false;
2443 r_refdef.rtdlightshadows = false;
2444 r_refdef.lightmapintensity = 0;
2447 if (gamemode == GAME_NEHAHRA)
2449 if (gl_fogenable.integer)
2451 r_refdef.oldgl_fogenable = true;
2452 r_refdef.fog_density = gl_fogdensity.value;
2453 r_refdef.fog_red = gl_fogred.value;
2454 r_refdef.fog_green = gl_foggreen.value;
2455 r_refdef.fog_blue = gl_fogblue.value;
2457 else if (r_refdef.oldgl_fogenable)
2459 r_refdef.oldgl_fogenable = false;
2460 r_refdef.fog_density = 0;
2461 r_refdef.fog_red = 0;
2462 r_refdef.fog_green = 0;
2463 r_refdef.fog_blue = 0;
2466 if (r_refdef.fog_density)
2468 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2469 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2470 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2472 if (r_refdef.fog_density)
2474 r_refdef.fogenabled = true;
2475 // this is the point where the fog reaches 0.9986 alpha, which we
2476 // consider a good enough cutoff point for the texture
2477 // (0.9986 * 256 == 255.6)
2478 r_refdef.fogrange = 400 / r_refdef.fog_density;
2479 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2480 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2481 // fog color was already set
2484 r_refdef.fogenabled = false;
2492 void R_RenderView(void)
2494 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2495 return; //Host_Error ("R_RenderView: NULL worldmodel");
2497 R_Shadow_UpdateWorldLightSelection();
2500 if (r_timereport_active)
2501 R_TimeReport("setup");
2504 if (r_timereport_active)
2505 R_TimeReport("visibility");
2507 R_ResetViewRendering3D();
2510 if (r_timereport_active)
2511 R_TimeReport("clear");
2513 R_Bloom_StartFrame();
2515 // this produces a bloom texture to be used in R_BlendView() later
2517 R_HDR_RenderBloomTexture();
2519 r_view.colorscale = r_hdr_scenebrightness.value;
2523 if (r_timereport_active)
2524 R_TimeReport("blendview");
2526 GL_Scissor(0, 0, vid.width, vid.height);
2527 GL_ScissorTest(false);
2531 extern void R_DrawLightningBeams (void);
2532 extern void VM_CL_AddPolygonsToMeshQueue (void);
2533 extern void R_DrawPortals (void);
2534 extern cvar_t cl_locs_show;
2535 static void R_DrawLocs(void);
2536 static void R_DrawEntityBBoxes(void);
2537 void R_RenderScene(void)
2539 // don't let sound skip if going slow
2540 if (r_refdef.extraupdate)
2543 R_ResetViewRendering3D();
2545 R_MeshQueue_BeginScene();
2549 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2551 if (cl.csqc_vidvars.drawworld)
2553 // don't let sound skip if going slow
2554 if (r_refdef.extraupdate)
2557 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2559 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2560 if (r_timereport_active)
2561 R_TimeReport("worldsky");
2564 if (R_DrawBrushModelsSky() && r_timereport_active)
2565 R_TimeReport("bmodelsky");
2567 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2569 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2570 if (r_timereport_active)
2571 R_TimeReport("world");
2575 // don't let sound skip if going slow
2576 if (r_refdef.extraupdate)
2580 if (r_timereport_active)
2581 R_TimeReport("models");
2583 // don't let sound skip if going slow
2584 if (r_refdef.extraupdate)
2587 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2589 R_DrawModelShadows();
2591 R_ResetViewRendering3D();
2593 // don't let sound skip if going slow
2594 if (r_refdef.extraupdate)
2598 R_ShadowVolumeLighting(false);
2599 if (r_timereport_active)
2600 R_TimeReport("rtlights");
2602 // don't let sound skip if going slow
2603 if (r_refdef.extraupdate)
2606 if (cl.csqc_vidvars.drawworld)
2608 R_DrawLightningBeams();
2609 if (r_timereport_active)
2610 R_TimeReport("lightning");
2613 if (r_timereport_active)
2614 R_TimeReport("particles");
2617 if (r_timereport_active)
2618 R_TimeReport("explosions");
2621 if (gl_support_fragment_shader)
2623 qglUseProgramObjectARB(0);CHECKGLERROR
2625 VM_CL_AddPolygonsToMeshQueue();
2627 if (cl_locs_show.integer)
2630 if (r_timereport_active)
2631 R_TimeReport("showlocs");
2634 if (r_drawportals.integer)
2637 if (r_timereport_active)
2638 R_TimeReport("portals");
2641 if (r_showbboxes.value > 0)
2643 R_DrawEntityBBoxes();
2644 if (r_timereport_active)
2645 R_TimeReport("bboxes");
2648 if (gl_support_fragment_shader)
2650 qglUseProgramObjectARB(0);CHECKGLERROR
2652 R_MeshQueue_RenderTransparent();
2653 if (r_timereport_active)
2654 R_TimeReport("drawtrans");
2656 if (gl_support_fragment_shader)
2658 qglUseProgramObjectARB(0);CHECKGLERROR
2661 if (cl.csqc_vidvars.drawworld)
2664 if (r_timereport_active)
2665 R_TimeReport("coronas");
2668 // don't let sound skip if going slow
2669 if (r_refdef.extraupdate)
2672 R_ResetViewRendering2D();
2675 static const int bboxelements[36] =
2685 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2688 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2689 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2690 GL_DepthMask(false);
2691 GL_DepthRange(0, 1);
2692 R_Mesh_Matrix(&identitymatrix);
2693 R_Mesh_ResetTextureState();
2695 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2696 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2697 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2698 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2699 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2700 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2701 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2702 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2703 R_FillColors(color4f, 8, cr, cg, cb, ca);
2704 if (r_refdef.fogenabled)
2706 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2708 f1 = FogPoint_World(v);
2710 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2711 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2712 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2715 R_Mesh_VertexPointer(vertex3f, 0, 0);
2716 R_Mesh_ColorPointer(color4f, 0, 0);
2717 R_Mesh_ResetTextureState();
2718 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2721 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2725 prvm_edict_t *edict;
2726 // this function draws bounding boxes of server entities
2730 for (i = 0;i < numsurfaces;i++)
2732 edict = PRVM_EDICT_NUM(surfacelist[i]);
2733 switch ((int)edict->fields.server->solid)
2735 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2736 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2737 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2738 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2739 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2740 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2742 color[3] *= r_showbboxes.value;
2743 color[3] = bound(0, color[3], 1);
2744 GL_DepthTest(!r_showdisabledepthtest.integer);
2745 GL_CullFace(GL_BACK);
2746 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2751 static void R_DrawEntityBBoxes(void)
2754 prvm_edict_t *edict;
2756 // this function draws bounding boxes of server entities
2760 for (i = 0;i < prog->num_edicts;i++)
2762 edict = PRVM_EDICT_NUM(i);
2763 if (edict->priv.server->free)
2765 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2766 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2771 int nomodelelements[24] =
2783 float nomodelvertex3f[6*3] =
2793 float nomodelcolor4f[6*4] =
2795 0.0f, 0.0f, 0.5f, 1.0f,
2796 0.0f, 0.0f, 0.5f, 1.0f,
2797 0.0f, 0.5f, 0.0f, 1.0f,
2798 0.0f, 0.5f, 0.0f, 1.0f,
2799 0.5f, 0.0f, 0.0f, 1.0f,
2800 0.5f, 0.0f, 0.0f, 1.0f
2803 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2808 // this is only called once per entity so numsurfaces is always 1, and
2809 // surfacelist is always {0}, so this code does not handle batches
2810 R_Mesh_Matrix(&ent->matrix);
2812 if (ent->flags & EF_ADDITIVE)
2814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2815 GL_DepthMask(false);
2817 else if (ent->alpha < 1)
2819 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2820 GL_DepthMask(false);
2824 GL_BlendFunc(GL_ONE, GL_ZERO);
2827 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2828 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2829 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2830 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2831 if (r_refdef.fogenabled)
2834 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2835 R_Mesh_ColorPointer(color4f, 0, 0);
2836 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2837 f1 = FogPoint_World(org);
2839 for (i = 0, c = color4f;i < 6;i++, c += 4)
2841 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2842 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2843 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2847 else if (ent->alpha != 1)
2849 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2850 R_Mesh_ColorPointer(color4f, 0, 0);
2851 for (i = 0, c = color4f;i < 6;i++, c += 4)
2855 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2856 R_Mesh_ResetTextureState();
2857 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2860 void R_DrawNoModel(entity_render_t *ent)
2863 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2864 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2865 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2867 // R_DrawNoModelCallback(ent, 0);
2870 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2872 vec3_t right1, right2, diff, normal;
2874 VectorSubtract (org2, org1, normal);
2876 // calculate 'right' vector for start
2877 VectorSubtract (r_view.origin, org1, diff);
2878 CrossProduct (normal, diff, right1);
2879 VectorNormalize (right1);
2881 // calculate 'right' vector for end
2882 VectorSubtract (r_view.origin, org2, diff);
2883 CrossProduct (normal, diff, right2);
2884 VectorNormalize (right2);
2886 vert[ 0] = org1[0] + width * right1[0];
2887 vert[ 1] = org1[1] + width * right1[1];
2888 vert[ 2] = org1[2] + width * right1[2];
2889 vert[ 3] = org1[0] - width * right1[0];
2890 vert[ 4] = org1[1] - width * right1[1];
2891 vert[ 5] = org1[2] - width * right1[2];
2892 vert[ 6] = org2[0] - width * right2[0];
2893 vert[ 7] = org2[1] - width * right2[1];
2894 vert[ 8] = org2[2] - width * right2[2];
2895 vert[ 9] = org2[0] + width * right2[0];
2896 vert[10] = org2[1] + width * right2[1];
2897 vert[11] = org2[2] + width * right2[2];
2900 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2902 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2907 if (r_refdef.fogenabled)
2908 fog = FogPoint_World(origin);
2910 R_Mesh_Matrix(&identitymatrix);
2911 GL_BlendFunc(blendfunc1, blendfunc2);
2912 GL_DepthMask(false);
2913 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2914 GL_DepthTest(!depthdisable);
2916 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2917 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2918 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2919 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2920 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2921 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2922 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2923 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2924 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2925 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2926 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2927 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2929 R_Mesh_VertexPointer(vertex3f, 0, 0);
2930 R_Mesh_ColorPointer(NULL, 0, 0);
2931 R_Mesh_ResetTextureState();
2932 R_Mesh_TexBind(0, R_GetTexture(texture));
2933 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2934 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2935 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2936 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2938 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2940 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2941 GL_BlendFunc(blendfunc1, GL_ONE);
2943 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2944 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2948 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2953 VectorSet(v, x, y, z);
2954 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2955 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2957 if (i == mesh->numvertices)
2959 if (mesh->numvertices < mesh->maxvertices)
2961 VectorCopy(v, vertex3f);
2962 mesh->numvertices++;
2964 return mesh->numvertices;
2970 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2974 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2975 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2976 e = mesh->element3i + mesh->numtriangles * 3;
2977 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2979 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2980 if (mesh->numtriangles < mesh->maxtriangles)
2985 mesh->numtriangles++;
2987 element[1] = element[2];
2991 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2995 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2996 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2997 e = mesh->element3i + mesh->numtriangles * 3;
2998 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3000 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3001 if (mesh->numtriangles < mesh->maxtriangles)
3006 mesh->numtriangles++;
3008 element[1] = element[2];
3012 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3013 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3015 int planenum, planenum2;
3018 mplane_t *plane, *plane2;
3020 double temppoints[2][256*3];
3021 // figure out how large a bounding box we need to properly compute this brush
3023 for (w = 0;w < numplanes;w++)
3024 maxdist = max(maxdist, planes[w].dist);
3025 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3026 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3027 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3031 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3032 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3034 if (planenum2 == planenum)
3036 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);
3039 if (tempnumpoints < 3)
3041 // generate elements forming a triangle fan for this polygon
3042 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3046 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3049 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3050 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3051 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3052 GL_LockArrays(0, brush->numpoints);
3053 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3054 GL_LockArrays(0, 0);
3057 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3060 if (!surface->num_collisiontriangles)
3062 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3063 i = (int)(((size_t)surface) / sizeof(msurface_t));
3064 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3065 GL_LockArrays(0, surface->num_collisionvertices);
3066 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3067 GL_LockArrays(0, 0);
3070 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)
3072 texturelayer_t *layer;
3073 layer = t->currentlayers + t->currentnumlayers++;
3075 layer->depthmask = depthmask;
3076 layer->blendfunc1 = blendfunc1;
3077 layer->blendfunc2 = blendfunc2;
3078 layer->texture = texture;
3079 layer->texmatrix = *matrix;
3080 layer->color[0] = r * r_view.colorscale;
3081 layer->color[1] = g * r_view.colorscale;
3082 layer->color[2] = b * r_view.colorscale;
3083 layer->color[3] = a;
3086 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3089 model_t *model = ent->model;
3091 // switch to an alternate material if this is a q1bsp animated material
3093 texture_t *texture = t;
3094 int s = ent->skinnum;
3095 if ((unsigned int)s >= (unsigned int)model->numskins)
3097 if (model->skinscenes)
3099 if (model->skinscenes[s].framecount > 1)
3100 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3102 s = model->skinscenes[s].firstframe;
3105 t = t + s * model->num_surfaces;
3108 // use an alternate animation if the entity's frame is not 0,
3109 // and only if the texture has an alternate animation
3110 if (ent->frame != 0 && t->anim_total[1])
3111 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3113 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3115 texture->currentframe = t;
3118 // update currentskinframe to be a qw skin or animation frame
3119 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3121 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3123 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3124 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3125 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3127 t->currentskinframe = r_qwskincache_skinframe[i];
3128 if (t->currentskinframe == NULL)
3129 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3131 else if (t->numskinframes >= 2)
3132 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3133 if (t->backgroundnumskinframes >= 2)
3134 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3136 t->currentmaterialflags = t->basematerialflags;
3137 t->currentalpha = ent->alpha;
3138 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3139 t->currentalpha *= r_wateralpha.value;
3140 if (!(ent->flags & RENDER_LIGHT))
3141 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3142 if (ent->effects & EF_ADDITIVE)
3143 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3144 else if (t->currentalpha < 1)
3145 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3146 if (ent->effects & EF_DOUBLESIDED)
3147 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3148 if (ent->effects & EF_NODEPTHTEST)
3149 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3150 if (ent->flags & RENDER_VIEWMODEL)
3151 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3152 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3153 t->currenttexmatrix = r_waterscrollmatrix;
3155 t->currenttexmatrix = identitymatrix;
3156 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3157 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3159 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3160 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3161 t->glosstexture = r_texture_white;
3162 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3163 t->backgroundglosstexture = r_texture_white;
3164 t->specularpower = r_shadow_glossexponent.value;
3165 // TODO: store reference values for these in the texture?
3166 t->specularscale = 0;
3167 if (r_shadow_gloss.integer > 0)
3169 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3171 if (r_shadow_glossintensity.value > 0)
3173 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3174 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3175 t->specularscale = r_shadow_glossintensity.value;
3178 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3179 t->specularscale = r_shadow_gloss2intensity.value;
3182 t->currentnumlayers = 0;
3183 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3185 if (gl_lightmaps.integer)
3186 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
3187 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3189 int blendfunc1, blendfunc2, depthmask;
3190 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3192 blendfunc1 = GL_SRC_ALPHA;
3193 blendfunc2 = GL_ONE;
3195 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3197 blendfunc1 = GL_SRC_ALPHA;
3198 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3200 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3202 blendfunc1 = t->customblendfunc[0];
3203 blendfunc2 = t->customblendfunc[1];
3207 blendfunc1 = GL_ONE;
3208 blendfunc2 = GL_ZERO;
3210 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3211 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3213 rtexture_t *currentbasetexture;
3215 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3216 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3217 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3218 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3220 // fullbright is not affected by r_refdef.lightmapintensity
3221 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3222 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3223 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3224 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3225 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3231 // q3bsp has no lightmap updates, so the lightstylevalue that
3232 // would normally be baked into the lightmap must be
3233 // applied to the color
3234 if (ent->model->type == mod_brushq3)
3235 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3236 colorscale *= r_refdef.lightmapintensity;
3237 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3238 if (r_ambient.value >= (1.0f/64.0f))
3239 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3240 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3242 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3243 if (r_ambient.value >= (1.0f/64.0f))
3244 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3246 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3248 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3249 if (r_ambient.value >= (1.0f/64.0f))
3250 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3253 if (t->currentskinframe->glow != NULL)
3254 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3255 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3257 // if this is opaque use alpha blend which will darken the earlier
3260 // if this is an alpha blended material, all the earlier passes
3261 // were darkened by fog already, so we only need to add the fog
3262 // color ontop through the fog mask texture
3264 // if this is an additive blended material, all the earlier passes
3265 // were darkened by fog already, and we should not add fog color
3266 // (because the background was not darkened, there is no fog color
3267 // that was lost behind it).
3268 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3275 void R_UpdateAllTextureInfo(entity_render_t *ent)
3279 for (i = 0;i < ent->model->num_texturesperskin;i++)
3280 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3283 int rsurface_array_size = 0;
3284 float *rsurface_array_modelvertex3f = NULL;
3285 float *rsurface_array_modelsvector3f = NULL;
3286 float *rsurface_array_modeltvector3f = NULL;
3287 float *rsurface_array_modelnormal3f = NULL;
3288 float *rsurface_array_deformedvertex3f = NULL;
3289 float *rsurface_array_deformedsvector3f = NULL;
3290 float *rsurface_array_deformedtvector3f = NULL;
3291 float *rsurface_array_deformednormal3f = NULL;
3292 float *rsurface_array_color4f = NULL;
3293 float *rsurface_array_texcoord3f = NULL;
3295 void R_Mesh_ResizeArrays(int newvertices)
3298 if (rsurface_array_size >= newvertices)
3300 if (rsurface_array_modelvertex3f)
3301 Mem_Free(rsurface_array_modelvertex3f);
3302 rsurface_array_size = (newvertices + 1023) & ~1023;
3303 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
3304 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
3305 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
3306 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
3307 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
3308 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
3309 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
3310 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
3311 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
3312 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
3313 rsurface_array_color4f = base + rsurface_array_size * 27;
3316 float *rsurface_modelvertex3f;
3317 int rsurface_modelvertex3f_bufferobject;
3318 size_t rsurface_modelvertex3f_bufferoffset;
3319 float *rsurface_modelsvector3f;
3320 int rsurface_modelsvector3f_bufferobject;
3321 size_t rsurface_modelsvector3f_bufferoffset;
3322 float *rsurface_modeltvector3f;
3323 int rsurface_modeltvector3f_bufferobject;
3324 size_t rsurface_modeltvector3f_bufferoffset;
3325 float *rsurface_modelnormal3f;
3326 int rsurface_modelnormal3f_bufferobject;
3327 size_t rsurface_modelnormal3f_bufferoffset;
3328 float *rsurface_vertex3f;
3329 int rsurface_vertex3f_bufferobject;
3330 size_t rsurface_vertex3f_bufferoffset;
3331 float *rsurface_svector3f;
3332 int rsurface_svector3f_bufferobject;
3333 size_t rsurface_svector3f_bufferoffset;
3334 float *rsurface_tvector3f;
3335 int rsurface_tvector3f_bufferobject;
3336 size_t rsurface_tvector3f_bufferoffset;
3337 float *rsurface_normal3f;
3338 int rsurface_normal3f_bufferobject;
3339 size_t rsurface_normal3f_bufferoffset;
3340 float *rsurface_lightmapcolor4f;
3341 int rsurface_lightmapcolor4f_bufferobject;
3342 size_t rsurface_lightmapcolor4f_bufferoffset;
3343 vec3_t rsurface_modelorg;
3344 qboolean rsurface_generatedvertex;
3345 const entity_render_t *rsurface_entity;
3346 const model_t *rsurface_model;
3347 texture_t *rsurface_texture;
3348 rtexture_t *rsurface_lightmaptexture;
3349 rtexture_t *rsurface_deluxemaptexture;
3350 rsurfmode_t rsurface_mode;
3351 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
3353 void RSurf_CleanUp(void)
3356 if (rsurface_mode == RSURFMODE_GLSL)
3358 qglUseProgramObjectARB(0);CHECKGLERROR
3360 GL_AlphaTest(false);
3361 rsurface_mode = RSURFMODE_NONE;
3362 rsurface_lightmaptexture = NULL;
3363 rsurface_deluxemaptexture = NULL;
3364 rsurface_texture = NULL;
3367 void RSurf_ActiveWorldEntity(void)
3370 rsurface_entity = r_refdef.worldentity;
3371 rsurface_model = r_refdef.worldmodel;
3372 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3373 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3374 R_Mesh_Matrix(&identitymatrix);
3375 VectorCopy(r_view.origin, rsurface_modelorg);
3376 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3377 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3378 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3379 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3380 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3381 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3382 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3383 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3384 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3385 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3386 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3387 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3388 rsurface_generatedvertex = false;
3389 rsurface_vertex3f = rsurface_modelvertex3f;
3390 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3391 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3392 rsurface_svector3f = rsurface_modelsvector3f;
3393 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3394 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3395 rsurface_tvector3f = rsurface_modeltvector3f;
3396 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3397 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3398 rsurface_normal3f = rsurface_modelnormal3f;
3399 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3400 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3403 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3406 rsurface_entity = ent;
3407 rsurface_model = ent->model;
3408 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3409 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3410 R_Mesh_Matrix(&ent->matrix);
3411 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
3412 if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
3416 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3417 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3418 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3419 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3420 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
3422 else if (wantnormals)
3424 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3425 rsurface_modelsvector3f = NULL;
3426 rsurface_modeltvector3f = NULL;
3427 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3428 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3432 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3433 rsurface_modelsvector3f = NULL;
3434 rsurface_modeltvector3f = NULL;
3435 rsurface_modelnormal3f = NULL;
3436 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3438 rsurface_modelvertex3f_bufferobject = 0;
3439 rsurface_modelvertex3f_bufferoffset = 0;
3440 rsurface_modelsvector3f_bufferobject = 0;
3441 rsurface_modelsvector3f_bufferoffset = 0;
3442 rsurface_modeltvector3f_bufferobject = 0;
3443 rsurface_modeltvector3f_bufferoffset = 0;
3444 rsurface_modelnormal3f_bufferobject = 0;
3445 rsurface_modelnormal3f_bufferoffset = 0;
3446 rsurface_generatedvertex = true;
3450 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3451 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3452 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3453 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3454 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3455 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3456 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3457 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3458 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3459 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3460 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3461 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3462 rsurface_generatedvertex = false;
3464 rsurface_vertex3f = rsurface_modelvertex3f;
3465 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3466 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3467 rsurface_svector3f = rsurface_modelsvector3f;
3468 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3469 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3470 rsurface_tvector3f = rsurface_modeltvector3f;
3471 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3472 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3473 rsurface_normal3f = rsurface_modelnormal3f;
3474 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3475 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3478 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3480 // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
3481 if (rsurface_generatedvertex)
3483 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3484 generatetangents = true;
3485 if (generatetangents)
3486 generatenormals = true;
3487 if (generatenormals && !rsurface_modelnormal3f)
3489 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3490 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3491 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3492 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3494 if (generatetangents && !rsurface_modelsvector3f)
3496 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3497 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3498 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3499 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3500 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3501 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3502 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3505 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
3506 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3508 int texturesurfaceindex;
3509 float center[3], forward[3], right[3], up[3], v[4][3];
3510 matrix4x4_t matrix1, imatrix1;
3511 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3512 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3513 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3514 // make deformed versions of only the model vertices used by the specified surfaces
3515 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3518 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3519 // a single autosprite surface can contain multiple sprites...
3520 for (j = 0;j < surface->num_vertices - 3;j += 4)
3522 VectorClear(center);
3523 for (i = 0;i < 4;i++)
3524 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3525 VectorScale(center, 0.25f, center);
3526 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3528 forward[0] = rsurface_modelorg[0] - center[0];
3529 forward[1] = rsurface_modelorg[1] - center[1];
3531 VectorNormalize(forward);
3532 right[0] = forward[1];
3533 right[1] = -forward[0];
3535 VectorSet(up, 0, 0, 1);
3537 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3538 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
3539 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3540 for (i = 0;i < 4;i++)
3541 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3542 for (i = 0;i < 4;i++)
3543 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3545 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3546 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3548 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3549 rsurface_vertex3f_bufferobject = 0;
3550 rsurface_vertex3f_bufferoffset = 0;
3551 rsurface_svector3f = rsurface_array_deformedsvector3f;
3552 rsurface_svector3f_bufferobject = 0;
3553 rsurface_svector3f_bufferoffset = 0;
3554 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3555 rsurface_tvector3f_bufferobject = 0;
3556 rsurface_tvector3f_bufferoffset = 0;
3557 rsurface_normal3f = rsurface_array_deformednormal3f;
3558 rsurface_normal3f_bufferobject = 0;
3559 rsurface_normal3f_bufferoffset = 0;
3563 rsurface_vertex3f = rsurface_modelvertex3f;
3564 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3565 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3566 rsurface_svector3f = rsurface_modelsvector3f;
3567 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3568 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3569 rsurface_tvector3f = rsurface_modeltvector3f;
3570 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3571 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3572 rsurface_normal3f = rsurface_modelnormal3f;
3573 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3574 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3576 R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3579 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3582 const msurface_t *surface = texturesurfacelist[0];
3583 const msurface_t *surface2;
3588 // TODO: lock all array ranges before render, rather than on each surface
3589 if (texturenumsurfaces == 1)
3591 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3592 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3594 else if (r_batchmode.integer == 2)
3596 #define MAXBATCHTRIANGLES 4096
3597 int batchtriangles = 0;
3598 int batchelements[MAXBATCHTRIANGLES*3];
3599 for (i = 0;i < texturenumsurfaces;i = j)
3601 surface = texturesurfacelist[i];
3603 if (surface->num_triangles > MAXBATCHTRIANGLES)
3605 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3608 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3609 batchtriangles = surface->num_triangles;
3610 firstvertex = surface->num_firstvertex;
3611 endvertex = surface->num_firstvertex + surface->num_vertices;
3612 for (;j < texturenumsurfaces;j++)
3614 surface2 = texturesurfacelist[j];
3615 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3617 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3618 batchtriangles += surface2->num_triangles;
3619 firstvertex = min(firstvertex, surface2->num_firstvertex);
3620 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3622 surface2 = texturesurfacelist[j-1];
3623 numvertices = endvertex - firstvertex;
3624 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3627 else if (r_batchmode.integer == 1)
3629 for (i = 0;i < texturenumsurfaces;i = j)
3631 surface = texturesurfacelist[i];
3632 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3633 if (texturesurfacelist[j] != surface2)
3635 surface2 = texturesurfacelist[j-1];
3636 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3637 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3638 GL_LockArrays(surface->num_firstvertex, numvertices);
3639 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3644 for (i = 0;i < texturenumsurfaces;i++)
3646 surface = texturesurfacelist[i];
3647 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3648 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3653 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3656 int texturesurfaceindex;
3657 if (r_showsurfaces.integer == 2)
3659 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3661 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3662 for (j = 0;j < surface->num_triangles;j++)
3664 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3665 GL_Color(f, f, f, 1);
3666 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3672 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3674 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3675 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3676 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3677 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3678 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3683 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3685 int texturesurfaceindex;
3689 if (rsurface_lightmapcolor4f)
3691 // generate color arrays for the surfaces in this list
3692 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3694 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3695 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
3697 f = FogPoint_Model(v);
3707 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3709 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3710 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
3712 f = FogPoint_Model(v);
3720 rsurface_lightmapcolor4f = rsurface_array_color4f;
3721 rsurface_lightmapcolor4f_bufferobject = 0;
3722 rsurface_lightmapcolor4f_bufferoffset = 0;
3725 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3727 int texturesurfaceindex;
3730 if (!rsurface_lightmapcolor4f)
3732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3735 for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
3743 rsurface_lightmapcolor4f = rsurface_array_color4f;
3744 rsurface_lightmapcolor4f_bufferobject = 0;
3745 rsurface_lightmapcolor4f_bufferoffset = 0;
3748 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3751 rsurface_lightmapcolor4f = NULL;
3752 rsurface_lightmapcolor4f_bufferobject = 0;
3753 rsurface_lightmapcolor4f_bufferoffset = 0;
3754 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3755 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3756 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3757 GL_Color(r, g, b, a);
3758 R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
3759 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3762 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3764 // TODO: optimize applyfog && applycolor case
3765 // just apply fog if necessary, and tint the fog color array if necessary
3766 rsurface_lightmapcolor4f = NULL;
3767 rsurface_lightmapcolor4f_bufferobject = 0;
3768 rsurface_lightmapcolor4f_bufferoffset = 0;
3769 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3770 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3771 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3772 GL_Color(r, g, b, a);
3773 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3776 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3778 int texturesurfaceindex;
3782 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3784 // generate color arrays for the surfaces in this list
3785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3788 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3790 if (surface->lightmapinfo->samples)
3792 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3793 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3794 VectorScale(lm, scale, c);
3795 if (surface->lightmapinfo->styles[1] != 255)
3797 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3799 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3800 VectorMA(c, scale, lm, c);
3801 if (surface->lightmapinfo->styles[2] != 255)
3804 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3805 VectorMA(c, scale, lm, c);
3806 if (surface->lightmapinfo->styles[3] != 255)
3809 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3810 VectorMA(c, scale, lm, c);
3820 rsurface_lightmapcolor4f = rsurface_array_color4f;
3821 rsurface_lightmapcolor4f_bufferobject = 0;
3822 rsurface_lightmapcolor4f_bufferoffset = 0;
3826 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3827 rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
3828 rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
3830 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3831 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3832 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3833 GL_Color(r, g, b, a);
3834 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3837 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3839 int texturesurfaceindex;
3843 vec3_t ambientcolor;
3844 vec3_t diffusecolor;
3848 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3849 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3850 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3851 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3852 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3853 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3854 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3855 if (VectorLength2(diffusecolor) > 0)
3857 // generate color arrays for the surfaces in this list
3858 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3860 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3861 int numverts = surface->num_vertices;
3862 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3863 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3864 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3865 // q3-style directional shading
3866 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3868 if ((f = DotProduct(c2, lightdir)) > 0)
3869 VectorMA(ambientcolor, f, diffusecolor, c);
3871 VectorCopy(ambientcolor, c);
3880 rsurface_lightmapcolor4f = rsurface_array_color4f;
3881 rsurface_lightmapcolor4f_bufferobject = 0;
3882 rsurface_lightmapcolor4f_bufferoffset = 0;
3886 r = ambientcolor[0];
3887 g = ambientcolor[1];
3888 b = ambientcolor[2];
3889 rsurface_lightmapcolor4f = NULL;
3890 rsurface_lightmapcolor4f_bufferobject = 0;
3891 rsurface_lightmapcolor4f_bufferoffset = 0;
3893 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3894 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3895 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3896 GL_Color(r, g, b, a);
3897 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3900 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3902 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3903 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3904 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3905 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3907 rsurface_mode = RSURFMODE_SHOWSURFACES;
3909 GL_BlendFunc(GL_ONE, GL_ZERO);
3910 R_Mesh_ColorPointer(NULL, 0, 0);
3911 R_Mesh_ResetTextureState();
3913 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3914 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3917 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3919 // transparent sky would be ridiculous
3920 if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3922 if (rsurface_mode != RSURFMODE_SKY)
3924 if (rsurface_mode == RSURFMODE_GLSL)
3926 qglUseProgramObjectARB(0);CHECKGLERROR
3928 rsurface_mode = RSURFMODE_SKY;
3932 skyrendernow = false;
3934 // restore entity matrix
3935 R_Mesh_Matrix(&rsurface_entity->matrix);
3937 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3938 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3939 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3941 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3942 // skymasking on them, and Quake3 never did sky masking (unlike
3943 // software Quake and software Quake2), so disable the sky masking
3944 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3945 // and skymasking also looks very bad when noclipping outside the
3946 // level, so don't use it then either.
3947 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3949 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3950 R_Mesh_ColorPointer(NULL, 0, 0);
3951 R_Mesh_ResetTextureState();
3952 if (skyrendermasked)
3954 // depth-only (masking)
3955 GL_ColorMask(0,0,0,0);
3956 // just to make sure that braindead drivers don't draw
3957 // anything despite that colormask...
3958 GL_BlendFunc(GL_ZERO, GL_ONE);
3963 GL_BlendFunc(GL_ONE, GL_ZERO);
3965 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3966 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3967 if (skyrendermasked)
3968 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3972 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3974 if (rsurface_mode != RSURFMODE_GLSL)
3976 rsurface_mode = RSURFMODE_GLSL;
3977 R_Mesh_ResetTextureState();
3980 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
3981 if (!r_glsl_permutation)
3984 if (rsurface_lightmode == 2)
3985 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3987 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3988 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
3989 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
3990 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
3991 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
3992 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
3994 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3996 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3997 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3998 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3999 R_Mesh_ColorPointer(NULL, 0, 0);
4001 else if (rsurface_lightmaptexture)
4003 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4004 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4005 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4006 R_Mesh_ColorPointer(NULL, 0, 0);
4010 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4011 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4012 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4013 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
4016 if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4018 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4019 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4020 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4022 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4023 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4028 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4030 // OpenGL 1.3 path - anything not completely ancient
4031 int texturesurfaceindex;
4032 qboolean applycolor;
4036 const texturelayer_t *layer;
4037 if (rsurface_mode != RSURFMODE_MULTIPASS)
4038 rsurface_mode = RSURFMODE_MULTIPASS;
4039 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4040 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4043 int layertexrgbscale;
4044 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4046 if (layerindex == 0)
4050 GL_AlphaTest(false);
4051 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4054 GL_DepthMask(layer->depthmask);
4055 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4056 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4058 layertexrgbscale = 4;
4059 VectorScale(layer->color, 0.25f, layercolor);
4061 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4063 layertexrgbscale = 2;
4064 VectorScale(layer->color, 0.5f, layercolor);
4068 layertexrgbscale = 1;
4069 VectorScale(layer->color, 1.0f, layercolor);
4071 layercolor[3] = layer->color[3];
4072 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4073 R_Mesh_ColorPointer(NULL, 0, 0);
4074 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4075 switch (layer->type)
4077 case TEXTURELAYERTYPE_LITTEXTURE:
4078 memset(&m, 0, sizeof(m));
4079 m.tex[0] = R_GetTexture(r_texture_white);
4080 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4081 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4082 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4083 m.tex[1] = R_GetTexture(layer->texture);
4084 m.texmatrix[1] = layer->texmatrix;
4085 m.texrgbscale[1] = layertexrgbscale;
4086 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
4087 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
4088 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4089 R_Mesh_TextureState(&m);
4090 if (rsurface_lightmode == 2)
4091 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4092 else if (rsurface_lightmaptexture)
4093 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4095 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4097 case TEXTURELAYERTYPE_TEXTURE:
4098 memset(&m, 0, sizeof(m));
4099 m.tex[0] = R_GetTexture(layer->texture);
4100 m.texmatrix[0] = layer->texmatrix;
4101 m.texrgbscale[0] = layertexrgbscale;
4102 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4103 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4104 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4105 R_Mesh_TextureState(&m);
4106 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4108 case TEXTURELAYERTYPE_FOG:
4109 memset(&m, 0, sizeof(m));
4110 m.texrgbscale[0] = layertexrgbscale;
4113 m.tex[0] = R_GetTexture(layer->texture);
4114 m.texmatrix[0] = layer->texmatrix;
4115 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4116 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4117 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4119 R_Mesh_TextureState(&m);
4120 // generate a color array for the fog pass
4121 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4122 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4126 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4127 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4129 f = 1 - FogPoint_Model(v);
4130 c[0] = layercolor[0];
4131 c[1] = layercolor[1];
4132 c[2] = layercolor[2];
4133 c[3] = f * layercolor[3];
4136 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4139 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4141 GL_LockArrays(0, 0);
4144 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4146 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4147 GL_AlphaTest(false);
4151 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4153 // OpenGL 1.1 - crusty old voodoo path
4154 int texturesurfaceindex;
4158 const texturelayer_t *layer;
4159 if (rsurface_mode != RSURFMODE_MULTIPASS)
4160 rsurface_mode = RSURFMODE_MULTIPASS;
4161 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4162 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4164 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4166 if (layerindex == 0)
4170 GL_AlphaTest(false);
4171 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4174 GL_DepthMask(layer->depthmask);
4175 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4176 R_Mesh_ColorPointer(NULL, 0, 0);
4177 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4178 switch (layer->type)
4180 case TEXTURELAYERTYPE_LITTEXTURE:
4181 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4183 // two-pass lit texture with 2x rgbscale
4184 // first the lightmap pass
4185 memset(&m, 0, sizeof(m));
4186 m.tex[0] = R_GetTexture(r_texture_white);
4187 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4188 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4189 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4190 R_Mesh_TextureState(&m);
4191 if (rsurface_lightmode == 2)
4192 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4193 else if (rsurface_lightmaptexture)
4194 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4196 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4197 GL_LockArrays(0, 0);
4198 // then apply the texture to it
4199 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4200 memset(&m, 0, sizeof(m));
4201 m.tex[0] = R_GetTexture(layer->texture);
4202 m.texmatrix[0] = layer->texmatrix;
4203 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4204 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4205 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4206 R_Mesh_TextureState(&m);
4207 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
4211 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4212 memset(&m, 0, sizeof(m));
4213 m.tex[0] = R_GetTexture(layer->texture);
4214 m.texmatrix[0] = layer->texmatrix;
4215 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4216 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4217 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4218 R_Mesh_TextureState(&m);
4219 if (rsurface_lightmode == 2)
4220 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4222 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4225 case TEXTURELAYERTYPE_TEXTURE:
4226 // singletexture unlit texture with transparency support
4227 memset(&m, 0, sizeof(m));
4228 m.tex[0] = R_GetTexture(layer->texture);
4229 m.texmatrix[0] = layer->texmatrix;
4230 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4231 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4232 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4233 R_Mesh_TextureState(&m);
4234 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4236 case TEXTURELAYERTYPE_FOG:
4237 // singletexture fogging
4238 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4241 memset(&m, 0, sizeof(m));
4242 m.tex[0] = R_GetTexture(layer->texture);
4243 m.texmatrix[0] = layer->texmatrix;
4244 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4245 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4246 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4247 R_Mesh_TextureState(&m);
4250 R_Mesh_ResetTextureState();
4251 // generate a color array for the fog pass
4252 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4256 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4257 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4259 f = 1 - FogPoint_Model(v);
4260 c[0] = layer->color[0];
4261 c[1] = layer->color[1];
4262 c[2] = layer->color[2];
4263 c[3] = f * layer->color[3];
4266 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4269 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4271 GL_LockArrays(0, 0);
4274 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4276 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4277 GL_AlphaTest(false);
4281 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
4283 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4285 r_shadow_rtlight = NULL;
4286 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4288 if (r_showsurfaces.integer)
4289 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4290 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
4291 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4292 else if (rsurface_texture->currentnumlayers)
4294 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4295 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4296 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4297 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
4298 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4299 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
4300 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4301 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
4302 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
4303 if (r_glsl.integer && gl_support_fragment_shader)
4304 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4305 else if (gl_combine.integer && r_textureunits.integer >= 2)
4306 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4308 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4311 GL_LockArrays(0, 0);
4314 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4317 int texturenumsurfaces, endsurface;
4319 msurface_t *surface;
4320 msurface_t *texturesurfacelist[1024];
4322 // if the model is static it doesn't matter what value we give for
4323 // wantnormals and wanttangents, so this logic uses only rules applicable
4324 // to a model, knowing that they are meaningless otherwise
4325 if (ent == r_refdef.worldentity)
4326 RSurf_ActiveWorldEntity();
4327 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4328 RSurf_ActiveModelEntity(ent, false, false);
4330 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4332 for (i = 0;i < numsurfaces;i = j)
4335 surface = rsurface_model->data_surfaces + surfacelist[i];
4336 texture = surface->texture;
4337 R_UpdateTextureInfo(ent, texture);
4338 rsurface_texture = texture->currentframe;
4339 rsurface_lightmaptexture = surface->lightmaptexture;
4340 rsurface_deluxemaptexture = surface->deluxemaptexture;
4341 // scan ahead until we find a different texture
4342 endsurface = min(i + 1024, numsurfaces);
4343 texturenumsurfaces = 0;
4344 texturesurfacelist[texturenumsurfaces++] = surface;
4345 for (;j < endsurface;j++)
4347 surface = rsurface_model->data_surfaces + surfacelist[j];
4348 if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
4350 texturesurfacelist[texturenumsurfaces++] = surface;
4352 // render the range of surfaces
4353 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
4359 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
4362 vec3_t tempcenter, center;
4364 // break the surface list down into batches by texture and use of lightmapping
4365 for (i = 0;i < numsurfaces;i = j)
4368 // texture is the base texture pointer, rsurface_texture is the
4369 // current frame/skin the texture is directing us to use (for example
4370 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4371 // use skin 1 instead)
4372 texture = surfacelist[i]->texture;
4373 rsurface_texture = texture->currentframe;
4374 rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
4375 rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
4376 if (!(rsurface_texture->currentmaterialflags & flagsmask))
4378 // if this texture is not the kind we want, skip ahead to the next one
4379 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4383 if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4385 // transparent surfaces get pushed off into the transparent queue
4386 const msurface_t *surface = surfacelist[i];
4387 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4388 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4389 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4390 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
4391 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
4395 // simply scan ahead until we find a different texture or lightmap state
4396 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
4398 // render the range of surfaces
4399 R_DrawTextureSurfaceList(j - i, surfacelist + i);
4404 float locboxvertex3f[6*4*3] =
4406 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4407 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4408 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4409 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4410 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4411 1,0,0, 0,0,0, 0,1,0, 1,1,0
4414 int locboxelement3i[6*2*3] =
4424 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4427 cl_locnode_t *loc = (cl_locnode_t *)ent;
4429 float vertex3f[6*4*3];
4431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4432 GL_DepthMask(false);
4433 GL_DepthRange(0, 1);
4435 GL_CullFace(GL_NONE);
4436 R_Mesh_Matrix(&identitymatrix);
4438 R_Mesh_VertexPointer(vertex3f, 0, 0);
4439 R_Mesh_ColorPointer(NULL, 0, 0);
4440 R_Mesh_ResetTextureState();
4443 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4444 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4445 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4446 surfacelist[0] < 0 ? 0.5f : 0.125f);
4448 if (VectorCompare(loc->mins, loc->maxs))
4450 VectorSet(size, 2, 2, 2);
4451 VectorMA(loc->mins, -0.5f, size, mins);
4455 VectorCopy(loc->mins, mins);
4456 VectorSubtract(loc->maxs, loc->mins, size);
4459 for (i = 0;i < 6*4*3;)
4460 for (j = 0;j < 3;j++, i++)
4461 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4463 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4466 void R_DrawLocs(void)
4469 cl_locnode_t *loc, *nearestloc;
4471 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4472 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4474 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4475 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4479 void R_DrawCollisionBrushes(entity_render_t *ent)
4483 msurface_t *surface;
4484 model_t *model = ent->model;
4485 if (!model->brush.num_brushes)
4488 R_Mesh_ColorPointer(NULL, 0, 0);
4489 R_Mesh_ResetTextureState();
4490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4491 GL_DepthMask(false);
4492 GL_DepthRange(0, 1);
4493 GL_DepthTest(!r_showdisabledepthtest.integer);
4494 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4495 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4496 if (brush->colbrushf && brush->colbrushf->numtriangles)
4497 R_DrawCollisionBrush(brush->colbrushf);
4498 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4499 if (surface->num_collisiontriangles)
4500 R_DrawCollisionSurface(ent, surface);
4501 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4504 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4507 const int *elements;
4508 msurface_t *surface;
4509 model_t *model = ent->model;
4512 GL_DepthRange(0, 1);
4513 GL_DepthTest(!r_showdisabledepthtest.integer);
4515 GL_BlendFunc(GL_ONE, GL_ZERO);
4516 R_Mesh_ColorPointer(NULL, 0, 0);
4517 R_Mesh_ResetTextureState();
4518 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4520 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4522 rsurface_texture = surface->texture->currentframe;
4523 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4525 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4528 if (!rsurface_texture->currentlayers->depthmask)
4529 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4530 else if (ent == r_refdef.worldentity)
4531 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4533 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4534 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4537 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4539 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
4540 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4541 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4542 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4549 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4551 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4553 VectorCopy(rsurface_vertex3f + l * 3, v);
4554 qglVertex3f(v[0], v[1], v[2]);
4555 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4556 qglVertex3f(v[0], v[1], v[2]);
4560 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4562 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4564 VectorCopy(rsurface_vertex3f + l * 3, v);
4565 qglVertex3f(v[0], v[1], v[2]);
4566 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4567 qglVertex3f(v[0], v[1], v[2]);
4571 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4573 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4575 VectorCopy(rsurface_vertex3f + l * 3, v);
4576 qglVertex3f(v[0], v[1], v[2]);
4577 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4578 qglVertex3f(v[0], v[1], v[2]);
4585 rsurface_texture = NULL;
4588 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4589 void R_DrawWorldSurfaces(qboolean skysurfaces)
4591 int i, j, endj, f, flagsmask;
4592 int counttriangles = 0;
4593 msurface_t *surface, **surfacechain;
4595 model_t *model = r_refdef.worldmodel;
4596 const int maxsurfacelist = 1024;
4597 int numsurfacelist = 0;
4598 msurface_t *surfacelist[1024];
4602 RSurf_ActiveWorldEntity();
4604 // update light styles
4605 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4607 for (i = 0;i < model->brushq1.light_styles;i++)
4609 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4611 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4612 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4613 for (;(surface = *surfacechain);surfacechain++)
4614 surface->cached_dlight = true;
4619 R_UpdateAllTextureInfo(r_refdef.worldentity);
4620 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4623 rsurface_lightmaptexture = NULL;
4624 rsurface_deluxemaptexture = NULL;
4625 rsurface_texture = NULL;
4627 j = model->firstmodelsurface;
4628 endj = j + model->nummodelsurfaces;
4631 // quickly skip over non-visible surfaces
4632 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4634 // quickly iterate over visible surfaces
4635 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4637 // process this surface
4638 surface = model->data_surfaces + j;
4639 // if this surface fits the criteria, add it to the list
4640 if (surface->num_triangles)
4642 // if lightmap parameters changed, rebuild lightmap texture
4643 if (surface->cached_dlight)
4644 R_BuildLightMap(r_refdef.worldentity, surface);
4645 // add face to draw list
4646 surfacelist[numsurfacelist++] = surface;
4647 counttriangles += surface->num_triangles;
4648 if (numsurfacelist >= maxsurfacelist)
4650 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4657 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4658 r_refdef.stats.entities_triangles += counttriangles;
4661 if (r_showcollisionbrushes.integer && !skysurfaces)
4662 R_DrawCollisionBrushes(r_refdef.worldentity);
4664 if (r_showtris.integer || r_shownormals.integer)
4665 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4668 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
4670 int i, f, flagsmask;
4671 int counttriangles = 0;
4672 msurface_t *surface, *endsurface, **surfacechain;
4674 model_t *model = ent->model;
4675 const int maxsurfacelist = 1024;
4676 int numsurfacelist = 0;
4677 msurface_t *surfacelist[1024];
4681 // if the model is static it doesn't matter what value we give for
4682 // wantnormals and wanttangents, so this logic uses only rules applicable
4683 // to a model, knowing that they are meaningless otherwise
4684 if (ent == r_refdef.worldentity)
4685 RSurf_ActiveWorldEntity();
4686 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4687 RSurf_ActiveModelEntity(ent, false, false);
4689 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4691 // update light styles
4692 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4694 for (i = 0;i < model->brushq1.light_styles;i++)
4696 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4698 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4699 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4700 for (;(surface = *surfacechain);surfacechain++)
4701 surface->cached_dlight = true;
4706 R_UpdateAllTextureInfo(ent);
4707 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4710 rsurface_lightmaptexture = NULL;
4711 rsurface_deluxemaptexture = NULL;
4712 rsurface_texture = NULL;
4714 surface = model->data_surfaces + model->firstmodelsurface;
4715 endsurface = surface + model->nummodelsurfaces;
4716 for (;surface < endsurface;surface++)
4718 // if this surface fits the criteria, add it to the list
4719 if (surface->num_triangles)
4721 // if lightmap parameters changed, rebuild lightmap texture
4722 if (surface->cached_dlight)
4723 R_BuildLightMap(ent, surface);
4724 // add face to draw list
4725 surfacelist[numsurfacelist++] = surface;
4726 counttriangles += surface->num_triangles;
4727 if (numsurfacelist >= maxsurfacelist)
4729 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4735 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4736 r_refdef.stats.entities_triangles += counttriangles;
4739 if (r_showcollisionbrushes.integer && !skysurfaces)
4740 R_DrawCollisionBrushes(ent);
4742 if (r_showtris.integer || r_shownormals.integer)
4743 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);