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_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 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)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 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)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 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)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 typedef struct r_glsl_bloomshader_s
110 int loc_Texture_Bloom;
112 r_glsl_bloomshader_t;
114 static struct r_bloomstate_s
119 int bloomwidth, bloomheight;
121 int screentexturewidth, screentextureheight;
122 rtexture_t *texture_screen;
124 int bloomtexturewidth, bloomtextureheight;
125 rtexture_t *texture_bloom;
127 r_glsl_bloomshader_t *shader;
129 // arrays for rendering the screen passes
130 float screentexcoord2f[8];
131 float bloomtexcoord2f[8];
132 float offsettexcoord2f[8];
136 // shadow volume bsp struct with automatically growing nodes buffer
139 rtexture_t *r_texture_blanknormalmap;
140 rtexture_t *r_texture_white;
141 rtexture_t *r_texture_black;
142 rtexture_t *r_texture_notexture;
143 rtexture_t *r_texture_whitecube;
144 rtexture_t *r_texture_normalizationcube;
145 rtexture_t *r_texture_fogattenuation;
146 //rtexture_t *r_texture_fogintensity;
148 // information about each possible shader permutation
149 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
150 // currently selected permutation
151 r_glsl_permutation_t *r_glsl_permutation;
153 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
154 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
156 // vertex coordinates for a quad that covers the screen exactly
157 const static float r_screenvertex3f[12] =
165 extern void R_DrawModelShadows(void);
167 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
170 for (i = 0;i < verts;i++)
181 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
184 for (i = 0;i < verts;i++)
194 // FIXME: move this to client?
197 if (gamemode == GAME_NEHAHRA)
199 Cvar_Set("gl_fogenable", "0");
200 Cvar_Set("gl_fogdensity", "0.2");
201 Cvar_Set("gl_fogred", "0.3");
202 Cvar_Set("gl_foggreen", "0.3");
203 Cvar_Set("gl_fogblue", "0.3");
205 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
208 float FogPoint_World(const vec3_t p)
210 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
211 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
214 float FogPoint_Model(const vec3_t p)
216 int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
217 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
220 static void R_BuildBlankTextures(void)
222 unsigned char data[4];
223 data[0] = 128; // normal X
224 data[1] = 128; // normal Y
225 data[2] = 255; // normal Z
226 data[3] = 128; // height
227 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
232 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240 static void R_BuildNoTexture(void)
243 unsigned char pix[16][16][4];
244 // this makes a light grey/dark grey checkerboard texture
245 for (y = 0;y < 16;y++)
247 for (x = 0;x < 16;x++)
249 if ((y < 8) ^ (x < 8))
265 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
268 static void R_BuildWhiteCube(void)
270 unsigned char data[6*1*1*4];
271 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
272 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
273 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
274 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
275 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
276 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
277 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
280 static void R_BuildNormalizationCube(void)
284 vec_t s, t, intensity;
286 unsigned char data[6][NORMSIZE][NORMSIZE][4];
287 for (side = 0;side < 6;side++)
289 for (y = 0;y < NORMSIZE;y++)
291 for (x = 0;x < NORMSIZE;x++)
293 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
294 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
329 intensity = 127.0f / sqrt(DotProduct(v, v));
330 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
331 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
332 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
333 data[side][y][x][3] = 255;
337 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
340 static void R_BuildFogTexture(void)
344 unsigned char data1[FOGWIDTH][4];
345 //unsigned char data2[FOGWIDTH][4];
346 for (x = 0;x < FOGWIDTH;x++)
348 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
353 //data2[x][0] = 255 - b;
354 //data2[x][1] = 255 - b;
355 //data2[x][2] = 255 - b;
358 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
359 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
362 static const char *builtinshaderstring =
363 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
364 "// written by Forest 'LordHavoc' Hale\n"
366 "// common definitions between vertex shader and fragment shader:\n"
368 "#ifdef __GLSL_CG_DATA_TYPES\n"
369 "#define myhalf half\n"
370 "#define myhvec2 hvec2\n"
371 "#define myhvec3 hvec3\n"
372 "#define myhvec4 hvec4\n"
374 "#define myhalf float\n"
375 "#define myhvec2 vec2\n"
376 "#define myhvec3 vec3\n"
377 "#define myhvec4 vec4\n"
380 "varying vec2 TexCoord;\n"
381 "varying vec2 TexCoordLightmap;\n"
383 "varying vec3 CubeVector;\n"
384 "varying vec3 LightVector;\n"
385 "varying vec3 EyeVector;\n"
387 "varying vec3 EyeVectorModelSpace;\n"
390 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
391 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
392 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
397 "// vertex shader specific:\n"
398 "#ifdef VERTEX_SHADER\n"
400 "uniform vec3 LightPosition;\n"
401 "uniform vec3 EyePosition;\n"
402 "uniform vec3 LightDir;\n"
404 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
408 " gl_FrontColor = gl_Color;\n"
409 " // copy the surface texcoord\n"
410 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
411 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
412 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
415 "#ifdef MODE_LIGHTSOURCE\n"
416 " // transform vertex position into light attenuation/cubemap space\n"
417 " // (-1 to +1 across the light box)\n"
418 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
420 " // transform unnormalized light direction into tangent space\n"
421 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
422 " // normalize it per pixel)\n"
423 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
424 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
425 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
426 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
429 "#ifdef MODE_LIGHTDIRECTION\n"
430 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
431 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
432 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
435 " // transform unnormalized eye direction into tangent space\n"
437 " vec3 EyeVectorModelSpace;\n"
439 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
440 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
441 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
442 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
444 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
445 " VectorS = gl_MultiTexCoord1.xyz;\n"
446 " VectorT = gl_MultiTexCoord2.xyz;\n"
447 " VectorR = gl_MultiTexCoord3.xyz;\n"
450 " // transform vertex to camera space, using ftransform to match non-VS\n"
452 " gl_Position = ftransform();\n"
455 "#endif // VERTEX_SHADER\n"
460 "// fragment shader specific:\n"
461 "#ifdef FRAGMENT_SHADER\n"
463 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
464 "uniform sampler2D Texture_Normal;\n"
465 "uniform sampler2D Texture_Color;\n"
466 "uniform sampler2D Texture_Gloss;\n"
467 "uniform samplerCube Texture_Cube;\n"
468 "uniform sampler2D Texture_Attenuation;\n"
469 "uniform sampler2D Texture_FogMask;\n"
470 "uniform sampler2D Texture_Pants;\n"
471 "uniform sampler2D Texture_Shirt;\n"
472 "uniform sampler2D Texture_Lightmap;\n"
473 "uniform sampler2D Texture_Deluxemap;\n"
474 "uniform sampler2D Texture_Glow;\n"
476 "uniform myhvec3 LightColor;\n"
477 "uniform myhvec3 AmbientColor;\n"
478 "uniform myhvec3 DiffuseColor;\n"
479 "uniform myhvec3 SpecularColor;\n"
480 "uniform myhvec3 Color_Pants;\n"
481 "uniform myhvec3 Color_Shirt;\n"
482 "uniform myhvec3 FogColor;\n"
484 "uniform myhalf GlowScale;\n"
485 "uniform myhalf SceneBrightness;\n"
487 "uniform float OffsetMapping_Scale;\n"
488 "uniform float OffsetMapping_Bias;\n"
489 "uniform float FogRangeRecip;\n"
491 "uniform myhalf AmbientScale;\n"
492 "uniform myhalf DiffuseScale;\n"
493 "uniform myhalf SpecularScale;\n"
494 "uniform myhalf SpecularPower;\n"
496 "#ifdef USEOFFSETMAPPING\n"
497 "vec2 OffsetMapping(vec2 TexCoord)\n"
499 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
500 " // 14 sample relief mapping: linear search and then binary search\n"
501 " // this basically steps forward a small amount repeatedly until it finds\n"
502 " // itself inside solid, then jitters forward and back using decreasing\n"
503 " // amounts to find the impact\n"
504 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
505 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
506 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
507 " vec3 RT = vec3(TexCoord, 1);\n"
508 " OffsetVector *= 0.1;\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);\n"
518 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
519 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
525 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
526 " // this basically moves forward the full distance, and then backs up based\n"
527 " // on height of samples\n"
528 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
529 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
530 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
531 " TexCoord += OffsetVector;\n"
532 " OffsetVector *= 0.333;\n"
533 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
534 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " return TexCoord;\n"
543 "#ifdef USEOFFSETMAPPING\n"
544 " // apply offsetmapping\n"
545 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
546 "#define TexCoord TexCoordOffset\n"
549 " // combine the diffuse textures (base, pants, shirt)\n"
550 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
551 "#ifdef USECOLORMAPPING\n"
552 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
558 "#ifdef MODE_LIGHTSOURCE\n"
561 " // calculate surface normal, light normal, and specular normal\n"
562 " // compute color intensity for the two textures (colormap and glossmap)\n"
563 " // scale by light color and attenuation as efficiently as possible\n"
564 " // (do as much scalar math as possible rather than vector math)\n"
565 "#ifdef USESPECULAR\n"
566 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
567 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
568 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
570 " // calculate directional shading\n"
571 " 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"
573 "#ifdef USEDIFFUSE\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
577 " // calculate directional shading\n"
578 " 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"
580 " // calculate directionless shading\n"
581 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
585 "#ifdef USECUBEFILTER\n"
586 " // apply light cubemap filter\n"
587 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
588 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
594 "#elif defined(MODE_LIGHTDIRECTION)\n"
595 " // directional model lighting\n"
597 " // get the surface normal and light normal\n"
598 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
599 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
601 " // calculate directional shading\n"
602 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
603 "#ifdef USESPECULAR\n"
604 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
605 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
611 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
612 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
614 " // get the surface normal and light normal\n"
615 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
617 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
618 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
619 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
623 " // calculate directional shading\n"
624 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
625 "#ifdef USESPECULAR\n"
626 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
627 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
630 " // apply lightmap color\n"
631 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
634 "#else // MODE none (lightmap)\n"
635 " // apply lightmap color\n"
636 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
639 " color *= myhvec4(gl_Color);\n"
642 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
647 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
650 " color.rgb *= SceneBrightness;\n"
652 " gl_FragColor = vec4(color);\n"
655 "#endif // FRAGMENT_SHADER\n"
658 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
659 const char *permutationinfo[][2] =
661 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
662 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
663 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
664 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
665 {"#define USEGLOW\n", " glow"},
666 {"#define USEFOG\n", " fog"},
667 {"#define USECOLORMAPPING\n", " colormapping"},
668 {"#define USEDIFFUSE\n", " diffuse"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USECUBEFILTER\n", " cubefilter"},
671 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
672 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
676 void R_GLSL_CompilePermutation(const char *filename, int permutation)
679 qboolean shaderfound;
680 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
681 int vertstrings_count;
682 int geomstrings_count;
683 int fragstrings_count;
685 const char *vertstrings_list[32+1];
686 const char *geomstrings_list[32+1];
687 const char *fragstrings_list[32+1];
688 char permutationname[256];
693 vertstrings_list[0] = "#define VERTEX_SHADER\n";
694 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
695 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
696 vertstrings_count = 1;
697 geomstrings_count = 1;
698 fragstrings_count = 1;
699 permutationname[0] = 0;
700 for (i = 0;permutationinfo[i][0];i++)
702 if (permutation & (1<<i))
704 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
705 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
706 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
707 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
711 // keep line numbers correct
712 vertstrings_list[vertstrings_count++] = "\n";
713 geomstrings_list[geomstrings_count++] = "\n";
714 fragstrings_list[fragstrings_count++] = "\n";
717 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
721 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
722 vertstrings_list[vertstrings_count++] = shaderstring;
723 geomstrings_list[geomstrings_count++] = shaderstring;
724 fragstrings_list[fragstrings_count++] = shaderstring;
727 else if (!strcmp(filename, "glsl/default.glsl"))
729 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
730 vertstrings_list[vertstrings_count++] = builtinshaderstring;
731 geomstrings_list[geomstrings_count++] = builtinshaderstring;
732 fragstrings_list[fragstrings_count++] = builtinshaderstring;
735 // clear any lists that are not needed by this shader
736 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
737 vertstrings_count = 0;
738 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
739 geomstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
741 fragstrings_count = 0;
742 // compile the shader program
743 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
744 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
748 qglUseProgramObjectARB(p->program);CHECKGLERROR
749 // look up all the uniform variable names we care about, so we don't
750 // have to look them up every time we set them
751 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
752 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
753 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
754 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
755 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
756 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
757 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
758 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
759 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
760 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
761 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
762 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
764 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
765 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
766 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
767 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
768 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
769 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
770 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
771 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
772 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
773 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
774 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
775 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
776 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
777 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
778 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
779 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
780 // initialize the samplers to refer to the texture units we use
781 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
782 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
783 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
784 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
785 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
786 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
787 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
788 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
789 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
790 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
791 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
793 qglUseProgramObjectARB(0);CHECKGLERROR
796 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
798 Mem_Free(shaderstring);
801 void R_GLSL_Restart_f(void)
804 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
805 if (r_glsl_permutations[i].program)
806 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
807 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
810 extern rtexture_t *r_shadow_attenuationgradienttexture;
811 extern rtexture_t *r_shadow_attenuation2dtexture;
812 extern rtexture_t *r_shadow_attenuation3dtexture;
813 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
815 // select a permutation of the lighting shader appropriate to this
816 // combination of texture, entity, light source, and fogging, only use the
817 // minimum features necessary to avoid wasting rendering time in the
818 // fragment shader on features that are not being used
819 const char *shaderfilename = NULL;
820 unsigned int permutation = 0;
821 r_glsl_permutation = NULL;
822 // TODO: implement geometry-shader based shadow volumes someday
823 if (r_shadow_rtlight)
826 shaderfilename = "glsl/default.glsl";
827 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
828 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
829 permutation |= SHADERPERMUTATION_CUBEFILTER;
830 if (diffusescale > 0)
831 permutation |= SHADERPERMUTATION_DIFFUSE;
832 if (specularscale > 0)
833 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
834 if (r_refdef.fogenabled)
835 permutation |= SHADERPERMUTATION_FOG;
836 if (rsurface_texture->colormapping)
837 permutation |= SHADERPERMUTATION_COLORMAPPING;
838 if (r_glsl_offsetmapping.integer)
840 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
841 if (r_glsl_offsetmapping_reliefmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
845 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
847 // bright unshaded geometry
848 shaderfilename = "glsl/default.glsl";
849 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
850 if (rsurface_texture->currentskinframe->glow)
851 permutation |= SHADERPERMUTATION_GLOW;
852 if (r_refdef.fogenabled)
853 permutation |= SHADERPERMUTATION_FOG;
854 if (rsurface_texture->colormapping)
855 permutation |= SHADERPERMUTATION_COLORMAPPING;
856 if (r_glsl_offsetmapping.integer)
858 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
859 if (r_glsl_offsetmapping_reliefmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
863 else if (modellighting)
865 // directional model lighting
866 shaderfilename = "glsl/default.glsl";
867 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
868 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
869 if (rsurface_texture->currentskinframe->glow)
870 permutation |= SHADERPERMUTATION_GLOW;
871 if (specularscale > 0)
872 permutation |= SHADERPERMUTATION_SPECULAR;
873 if (r_refdef.fogenabled)
874 permutation |= SHADERPERMUTATION_FOG;
875 if (rsurface_texture->colormapping)
876 permutation |= SHADERPERMUTATION_COLORMAPPING;
877 if (r_glsl_offsetmapping.integer)
879 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
880 if (r_glsl_offsetmapping_reliefmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
887 shaderfilename = "glsl/default.glsl";
888 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
889 if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
891 // deluxemapping (light direction texture)
892 if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
893 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
896 if (specularscale > 0)
897 permutation |= SHADERPERMUTATION_SPECULAR;
899 else if (r_glsl_deluxemapping.integer >= 2)
901 // fake deluxemapping (uniform light direction in tangentspace)
902 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
903 if (specularscale > 0)
904 permutation |= SHADERPERMUTATION_SPECULAR;
908 // ordinary lightmapping
911 if (rsurface_texture->currentskinframe->glow)
912 permutation |= SHADERPERMUTATION_GLOW;
913 if (r_refdef.fogenabled)
914 permutation |= SHADERPERMUTATION_FOG;
915 if (rsurface_texture->colormapping)
916 permutation |= SHADERPERMUTATION_COLORMAPPING;
917 if (r_glsl_offsetmapping.integer)
919 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
920 if (r_glsl_offsetmapping_reliefmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
924 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
927 R_GLSL_CompilePermutation(shaderfilename, permutation);
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
930 // remove features until we find a valid permutation
932 for (i = SHADERPERMUTATION_MASK;;i>>=1)
935 return 0; // utterly failed
936 // reduce i more quickly whenever it would not remove any bits
940 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941 R_GLSL_CompilePermutation(shaderfilename, permutation);
942 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
947 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
949 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
950 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
951 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
953 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
954 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]);
955 if (permutation & SHADERPERMUTATION_DIFFUSE)
957 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
958 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
959 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
960 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
964 // ambient only is simpler
965 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
966 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
967 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
968 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
971 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
973 if (r_glsl_permutation->loc_AmbientColor >= 0)
974 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
975 if (r_glsl_permutation->loc_DiffuseColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
977 if (r_glsl_permutation->loc_SpecularColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
979 if (r_glsl_permutation->loc_LightDir >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
984 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
985 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
986 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
988 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
989 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
990 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
991 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
992 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
993 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
994 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
995 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
996 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
997 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
998 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
999 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1000 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1001 if (r_glsl_permutation->loc_FogColor >= 0)
1003 // additive passes are only darkened by fog, not tinted
1004 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1005 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1009 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1010 if (r_glsl_permutation->loc_Color_Pants >= 0)
1012 if (rsurface_texture->currentskinframe->pants)
1013 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1017 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1019 if (rsurface_texture->currentskinframe->shirt)
1020 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1024 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1025 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1026 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1031 void R_SwitchSurfaceShader(int permutation)
1033 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1035 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1037 qglUseProgramObjectARB(r_glsl_permutation->program);
1042 #define SKINFRAME_HASH 1024
1046 int loadsequence; // incremented each level change
1047 memexpandablearray_t array;
1048 skinframe_t *hash[SKINFRAME_HASH];
1052 void R_SkinFrame_PrepareForPurge(void)
1054 r_skinframe.loadsequence++;
1055 // wrap it without hitting zero
1056 if (r_skinframe.loadsequence >= 200)
1057 r_skinframe.loadsequence = 1;
1060 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1064 // mark the skinframe as used for the purging code
1065 skinframe->loadsequence = r_skinframe.loadsequence;
1068 void R_SkinFrame_Purge(void)
1072 for (i = 0;i < SKINFRAME_HASH;i++)
1074 for (s = r_skinframe.hash[i];s;s = s->next)
1076 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1078 if (s->base == r_texture_notexture) s->base = NULL;
1079 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1080 if (s->merged == s->base) s->merged = NULL;
1081 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1082 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1083 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1084 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1085 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1086 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1087 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1088 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1089 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1090 s->loadsequence = 0;
1096 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1100 char basename[MAX_QPATH];
1102 Image_StripImageExtension(name, basename, sizeof(basename));
1104 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1105 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1106 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1112 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1113 memset(item, 0, sizeof(*item));
1114 strlcpy(item->basename, basename, sizeof(item->basename));
1115 item->textureflags = textureflags;
1116 item->comparewidth = comparewidth;
1117 item->compareheight = compareheight;
1118 item->comparecrc = comparecrc;
1119 item->next = r_skinframe.hash[hashindex];
1120 r_skinframe.hash[hashindex] = item;
1122 R_SkinFrame_MarkUsed(item);
1126 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1128 // FIXME: it should be possible to disable loading various layers using
1129 // cvars, to prevent wasted loading time and memory usage if the user does
1131 qboolean loadnormalmap = true;
1132 qboolean loadgloss = true;
1133 qboolean loadpantsandshirt = true;
1134 qboolean loadglow = true;
1136 unsigned char *pixels;
1137 unsigned char *bumppixels;
1138 unsigned char *basepixels = NULL;
1139 int basepixels_width;
1140 int basepixels_height;
1141 skinframe_t *skinframe;
1143 if (cls.state == ca_dedicated)
1146 // return an existing skinframe if already loaded
1147 // if loading of the first image fails, don't make a new skinframe as it
1148 // would cause all future lookups of this to be missing
1149 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1150 if (skinframe && skinframe->base)
1153 basepixels = loadimagepixels(name, complain, 0, 0);
1154 if (basepixels == NULL)
1157 // we've got some pixels to store, so really allocate this new texture now
1159 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1160 skinframe->stain = NULL;
1161 skinframe->merged = NULL;
1162 skinframe->base = r_texture_notexture;
1163 skinframe->pants = NULL;
1164 skinframe->shirt = NULL;
1165 skinframe->nmap = r_texture_blanknormalmap;
1166 skinframe->gloss = NULL;
1167 skinframe->glow = NULL;
1168 skinframe->fog = NULL;
1170 basepixels_width = image_width;
1171 basepixels_height = image_height;
1172 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1174 if (textureflags & TEXF_ALPHA)
1176 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1177 if (basepixels[j] < 255)
1179 if (j < basepixels_width * basepixels_height * 4)
1181 // has transparent pixels
1182 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1183 for (j = 0;j < image_width * image_height * 4;j += 4)
1188 pixels[j+3] = basepixels[j+3];
1190 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1195 // _norm is the name used by tenebrae and has been adopted as standard
1198 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1200 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1204 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1206 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1207 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1208 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1210 Mem_Free(bumppixels);
1212 else if (r_shadow_bumpscale_basetexture.value > 0)
1214 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1215 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1216 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1220 // _luma is supported for tenebrae compatibility
1221 // (I think it's a very stupid name, but oh well)
1222 // _glow is the preferred name
1223 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;}
1224 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;}
1225 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;}
1226 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;}
1229 Mem_Free(basepixels);
1234 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)
1239 for (i = 0;i < width*height;i++)
1240 if (((unsigned char *)&palette[in[i]])[3] > 0)
1242 if (i == width*height)
1245 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1248 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)
1251 unsigned char *temp1, *temp2;
1252 skinframe_t *skinframe;
1254 if (cls.state == ca_dedicated)
1257 // if already loaded just return it, otherwise make a new skinframe
1258 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1259 if (skinframe && skinframe->base)
1262 skinframe->stain = NULL;
1263 skinframe->merged = NULL;
1264 skinframe->base = r_texture_notexture;
1265 skinframe->pants = NULL;
1266 skinframe->shirt = NULL;
1267 skinframe->nmap = r_texture_blanknormalmap;
1268 skinframe->gloss = NULL;
1269 skinframe->glow = NULL;
1270 skinframe->fog = NULL;
1272 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1276 if (bitsperpixel == 32)
1278 if (r_shadow_bumpscale_basetexture.value > 0)
1280 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1281 temp2 = temp1 + width * height * 4;
1282 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1283 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1286 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1287 if (textureflags & TEXF_ALPHA)
1289 for (i = 3;i < width * height * 4;i += 4)
1290 if (skindata[i] < 255)
1292 if (i < width * height * 4)
1294 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1295 memcpy(fogpixels, skindata, width * height * 4);
1296 for (i = 0;i < width * height * 4;i += 4)
1297 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1298 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1299 Mem_Free(fogpixels);
1303 else if (bitsperpixel == 8)
1305 if (r_shadow_bumpscale_basetexture.value > 0)
1307 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1308 temp2 = temp1 + width * height * 4;
1309 if (bitsperpixel == 32)
1310 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1313 // use either a custom palette or the quake palette
1314 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1315 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1317 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1320 // use either a custom palette, or the quake palette
1321 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
1322 if (!palette && loadglowtexture)
1323 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1324 if (!palette && loadpantsandshirt)
1326 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1327 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1329 if (skinframe->pants || skinframe->shirt)
1330 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1331 if (textureflags & TEXF_ALPHA)
1333 // if not using a custom alphapalette, use the quake one
1335 alphapalette = palette_alpha;
1336 for (i = 0;i < width * height;i++)
1337 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1339 if (i < width * height)
1340 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1347 skinframe_t *R_SkinFrame_LoadMissing(void)
1349 skinframe_t *skinframe;
1351 if (cls.state == ca_dedicated)
1354 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1355 skinframe->stain = NULL;
1356 skinframe->merged = NULL;
1357 skinframe->base = r_texture_notexture;
1358 skinframe->pants = NULL;
1359 skinframe->shirt = NULL;
1360 skinframe->nmap = r_texture_blanknormalmap;
1361 skinframe->gloss = NULL;
1362 skinframe->glow = NULL;
1363 skinframe->fog = NULL;
1368 void gl_main_start(void)
1373 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1374 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1376 alpha = 1 - exp(r / ((double)x*(double)x));
1377 if (x == FOGMASKTABLEWIDTH - 1)
1379 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1382 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1383 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1385 // set up r_skinframe loading system for textures
1386 memset(&r_skinframe, 0, sizeof(r_skinframe));
1387 r_skinframe.loadsequence = 1;
1388 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1390 r_main_texturepool = R_AllocTexturePool();
1391 R_BuildBlankTextures();
1393 if (gl_texturecubemap)
1396 R_BuildNormalizationCube();
1398 R_BuildFogTexture();
1399 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1400 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1401 memset(&r_svbsp, 0, sizeof (r_svbsp));
1404 void gl_main_shutdown(void)
1406 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1407 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1409 // clear out the r_skinframe state
1410 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1411 memset(&r_skinframe, 0, sizeof(r_skinframe));
1414 Mem_Free(r_svbsp.nodes);
1415 memset(&r_svbsp, 0, sizeof (r_svbsp));
1416 R_FreeTexturePool(&r_main_texturepool);
1417 r_texture_blanknormalmap = NULL;
1418 r_texture_white = NULL;
1419 r_texture_black = NULL;
1420 r_texture_whitecube = NULL;
1421 r_texture_normalizationcube = NULL;
1422 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1426 extern void CL_ParseEntityLump(char *entitystring);
1427 void gl_main_newmap(void)
1429 // FIXME: move this code to client
1431 char *entities, entname[MAX_QPATH];
1434 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1435 l = (int)strlen(entname) - 4;
1436 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1438 memcpy(entname + l, ".ent", 5);
1439 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1441 CL_ParseEntityLump(entities);
1446 if (cl.worldmodel->brush.entities)
1447 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1451 void GL_Main_Init(void)
1453 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1455 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1456 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1457 if (gamemode == GAME_NEHAHRA)
1459 Cvar_RegisterVariable (&gl_fogenable);
1460 Cvar_RegisterVariable (&gl_fogdensity);
1461 Cvar_RegisterVariable (&gl_fogred);
1462 Cvar_RegisterVariable (&gl_foggreen);
1463 Cvar_RegisterVariable (&gl_fogblue);
1464 Cvar_RegisterVariable (&gl_fogstart);
1465 Cvar_RegisterVariable (&gl_fogend);
1467 Cvar_RegisterVariable(&r_depthfirst);
1468 Cvar_RegisterVariable(&r_nearclip);
1469 Cvar_RegisterVariable(&r_showbboxes);
1470 Cvar_RegisterVariable(&r_showsurfaces);
1471 Cvar_RegisterVariable(&r_showtris);
1472 Cvar_RegisterVariable(&r_shownormals);
1473 Cvar_RegisterVariable(&r_showlighting);
1474 Cvar_RegisterVariable(&r_showshadowvolumes);
1475 Cvar_RegisterVariable(&r_showcollisionbrushes);
1476 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1478 Cvar_RegisterVariable(&r_showdisabledepthtest);
1479 Cvar_RegisterVariable(&r_drawportals);
1480 Cvar_RegisterVariable(&r_drawentities);
1481 Cvar_RegisterVariable(&r_cullentities_trace);
1482 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1483 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1484 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1485 Cvar_RegisterVariable(&r_drawviewmodel);
1486 Cvar_RegisterVariable(&r_speeds);
1487 Cvar_RegisterVariable(&r_fullbrights);
1488 Cvar_RegisterVariable(&r_wateralpha);
1489 Cvar_RegisterVariable(&r_dynamic);
1490 Cvar_RegisterVariable(&r_fullbright);
1491 Cvar_RegisterVariable(&r_shadows);
1492 Cvar_RegisterVariable(&r_shadows_throwdistance);
1493 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1494 Cvar_RegisterVariable(&r_textureunits);
1495 Cvar_RegisterVariable(&r_glsl);
1496 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1497 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1499 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1500 Cvar_RegisterVariable(&r_lerpsprites);
1501 Cvar_RegisterVariable(&r_lerpmodels);
1502 Cvar_RegisterVariable(&r_waterscroll);
1503 Cvar_RegisterVariable(&r_bloom);
1504 Cvar_RegisterVariable(&r_bloom_colorscale);
1505 Cvar_RegisterVariable(&r_bloom_brighten);
1506 Cvar_RegisterVariable(&r_bloom_blur);
1507 Cvar_RegisterVariable(&r_bloom_resolution);
1508 Cvar_RegisterVariable(&r_bloom_colorexponent);
1509 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1510 Cvar_RegisterVariable(&r_hdr);
1511 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1512 Cvar_RegisterVariable(&r_hdr_glowintensity);
1513 Cvar_RegisterVariable(&r_hdr_range);
1514 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1515 Cvar_RegisterVariable(&developer_texturelogging);
1516 Cvar_RegisterVariable(&gl_lightmaps);
1517 Cvar_RegisterVariable(&r_test);
1518 Cvar_RegisterVariable(&r_batchmode);
1519 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1520 Cvar_SetValue("r_fullbrights", 0);
1521 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1524 extern void R_Textures_Init(void);
1525 extern void GL_Draw_Init(void);
1526 extern void GL_Main_Init(void);
1527 extern void R_Shadow_Init(void);
1528 extern void R_Sky_Init(void);
1529 extern void GL_Surf_Init(void);
1530 extern void R_Light_Init(void);
1531 extern void R_Particles_Init(void);
1532 extern void R_Explosion_Init(void);
1533 extern void gl_backend_init(void);
1534 extern void Sbar_Init(void);
1535 extern void R_LightningBeams_Init(void);
1536 extern void Mod_RenderInit(void);
1538 void Render_Init(void)
1551 R_LightningBeams_Init();
1560 extern char *ENGINE_EXTENSIONS;
1563 VID_CheckExtensions();
1565 // LordHavoc: report supported extensions
1566 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1568 // clear to black (loading plaque will be seen over this)
1570 qglClearColor(0,0,0,1);CHECKGLERROR
1571 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1574 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1578 for (i = 0;i < 4;i++)
1580 p = r_view.frustum + i;
1585 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1589 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1593 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1597 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1601 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1605 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1609 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1613 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1621 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1625 for (i = 0;i < numplanes;i++)
1632 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1636 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1640 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1644 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1648 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1652 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1656 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1660 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1668 //==================================================================================
1670 static void R_UpdateEntityLighting(entity_render_t *ent)
1672 vec3_t tempdiffusenormal;
1674 // fetch the lighting from the worldmodel data
1675 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));
1676 VectorClear(ent->modellight_diffuse);
1677 VectorClear(tempdiffusenormal);
1678 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1681 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1682 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1685 VectorSet(ent->modellight_ambient, 1, 1, 1);
1687 // move the light direction into modelspace coordinates for lighting code
1688 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1689 VectorNormalize(ent->modellight_lightdir);
1691 // scale ambient and directional light contributions according to rendering variables
1692 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1693 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1694 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1695 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1696 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1697 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1700 static void R_View_UpdateEntityVisible (void)
1703 entity_render_t *ent;
1705 if (!r_drawentities.integer)
1708 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1709 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1711 // worldmodel can check visibility
1712 for (i = 0;i < r_refdef.numentities;i++)
1714 ent = r_refdef.entities[i];
1715 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));
1717 if(r_cullentities_trace.integer)
1719 for (i = 0;i < r_refdef.numentities;i++)
1721 ent = r_refdef.entities[i];
1722 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1724 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1725 ent->last_trace_visibility = realtime;
1726 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1727 r_viewcache.entityvisible[i] = 0;
1734 // no worldmodel or it can't check visibility
1735 for (i = 0;i < r_refdef.numentities;i++)
1737 ent = r_refdef.entities[i];
1738 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1742 // update entity lighting (even on hidden entities for r_shadows)
1743 for (i = 0;i < r_refdef.numentities;i++)
1744 R_UpdateEntityLighting(r_refdef.entities[i]);
1747 // only used if skyrendermasked, and normally returns false
1748 int R_DrawBrushModelsSky (void)
1751 entity_render_t *ent;
1753 if (!r_drawentities.integer)
1757 for (i = 0;i < r_refdef.numentities;i++)
1759 if (!r_viewcache.entityvisible[i])
1761 ent = r_refdef.entities[i];
1762 if (!ent->model || !ent->model->DrawSky)
1764 ent->model->DrawSky(ent);
1770 void R_DrawNoModel(entity_render_t *ent);
1771 void R_DrawModels(void)
1774 entity_render_t *ent;
1776 if (!r_drawentities.integer)
1779 for (i = 0;i < r_refdef.numentities;i++)
1781 if (!r_viewcache.entityvisible[i])
1783 ent = r_refdef.entities[i];
1784 r_refdef.stats.entities++;
1785 if (ent->model && ent->model->Draw != NULL)
1786 ent->model->Draw(ent);
1792 void R_DrawModelsDepth(void)
1795 entity_render_t *ent;
1797 if (!r_drawentities.integer)
1800 for (i = 0;i < r_refdef.numentities;i++)
1802 if (!r_viewcache.entityvisible[i])
1804 ent = r_refdef.entities[i];
1805 r_refdef.stats.entities++;
1806 if (ent->model && ent->model->DrawDepth != NULL)
1807 ent->model->DrawDepth(ent);
1811 static void R_View_SetFrustum(void)
1813 double slopex, slopey;
1815 // break apart the view matrix into vectors for various purposes
1816 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1817 VectorNegate(r_view.left, r_view.right);
1820 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1821 r_view.frustum[0].normal[1] = 0 - 0;
1822 r_view.frustum[0].normal[2] = -1 - 0;
1823 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1824 r_view.frustum[1].normal[1] = 0 + 0;
1825 r_view.frustum[1].normal[2] = -1 + 0;
1826 r_view.frustum[2].normal[0] = 0 - 0;
1827 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1828 r_view.frustum[2].normal[2] = -1 - 0;
1829 r_view.frustum[3].normal[0] = 0 + 0;
1830 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1831 r_view.frustum[3].normal[2] = -1 + 0;
1835 zNear = r_refdef.nearclip;
1836 nudge = 1.0 - 1.0 / (1<<23);
1837 r_view.frustum[4].normal[0] = 0 - 0;
1838 r_view.frustum[4].normal[1] = 0 - 0;
1839 r_view.frustum[4].normal[2] = -1 - -nudge;
1840 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1841 r_view.frustum[5].normal[0] = 0 + 0;
1842 r_view.frustum[5].normal[1] = 0 + 0;
1843 r_view.frustum[5].normal[2] = -1 + -nudge;
1844 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1850 r_view.frustum[0].normal[0] = m[3] - m[0];
1851 r_view.frustum[0].normal[1] = m[7] - m[4];
1852 r_view.frustum[0].normal[2] = m[11] - m[8];
1853 r_view.frustum[0].dist = m[15] - m[12];
1855 r_view.frustum[1].normal[0] = m[3] + m[0];
1856 r_view.frustum[1].normal[1] = m[7] + m[4];
1857 r_view.frustum[1].normal[2] = m[11] + m[8];
1858 r_view.frustum[1].dist = m[15] + m[12];
1860 r_view.frustum[2].normal[0] = m[3] - m[1];
1861 r_view.frustum[2].normal[1] = m[7] - m[5];
1862 r_view.frustum[2].normal[2] = m[11] - m[9];
1863 r_view.frustum[2].dist = m[15] - m[13];
1865 r_view.frustum[3].normal[0] = m[3] + m[1];
1866 r_view.frustum[3].normal[1] = m[7] + m[5];
1867 r_view.frustum[3].normal[2] = m[11] + m[9];
1868 r_view.frustum[3].dist = m[15] + m[13];
1870 r_view.frustum[4].normal[0] = m[3] - m[2];
1871 r_view.frustum[4].normal[1] = m[7] - m[6];
1872 r_view.frustum[4].normal[2] = m[11] - m[10];
1873 r_view.frustum[4].dist = m[15] - m[14];
1875 r_view.frustum[5].normal[0] = m[3] + m[2];
1876 r_view.frustum[5].normal[1] = m[7] + m[6];
1877 r_view.frustum[5].normal[2] = m[11] + m[10];
1878 r_view.frustum[5].dist = m[15] + m[14];
1883 slopex = 1.0 / r_view.frustum_x;
1884 slopey = 1.0 / r_view.frustum_y;
1885 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1886 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1887 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1888 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1889 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1890 VectorNormalize(r_view.frustum[0].normal);
1891 VectorNormalize(r_view.frustum[1].normal);
1892 VectorNormalize(r_view.frustum[2].normal);
1893 VectorNormalize(r_view.frustum[3].normal);
1894 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1895 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1896 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1897 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1898 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1899 PlaneClassify(&r_view.frustum[0]);
1900 PlaneClassify(&r_view.frustum[1]);
1901 PlaneClassify(&r_view.frustum[2]);
1902 PlaneClassify(&r_view.frustum[3]);
1903 PlaneClassify(&r_view.frustum[4]);
1905 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1906 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1907 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1908 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1909 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1911 // LordHavoc: note to all quake engine coders, Quake had a special case
1912 // for 90 degrees which assumed a square view (wrong), so I removed it,
1913 // Quake2 has it disabled as well.
1915 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1916 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1917 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1918 //PlaneClassify(&frustum[0]);
1920 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1921 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1922 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1923 //PlaneClassify(&frustum[1]);
1925 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1926 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1927 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1928 //PlaneClassify(&frustum[2]);
1930 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1931 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1932 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1933 //PlaneClassify(&frustum[3]);
1936 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1938 //PlaneClassify(&frustum[4]);
1941 void R_View_Update(void)
1943 R_View_SetFrustum();
1944 R_View_WorldVisibility();
1945 R_View_UpdateEntityVisible();
1948 void R_SetupView(const matrix4x4_t *matrix)
1950 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1951 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1953 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1955 GL_SetupView_Orientation_FromEntity(matrix);
1958 void R_ResetViewRendering2D(void)
1960 if (gl_support_fragment_shader)
1962 qglUseProgramObjectARB(0);CHECKGLERROR
1967 // GL is weird because it's bottom to top, r_view.y is top to bottom
1968 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1969 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1970 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1971 GL_Color(1, 1, 1, 1);
1972 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1973 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 GL_AlphaTest(false);
1975 GL_ScissorTest(false);
1976 GL_DepthMask(false);
1977 GL_DepthRange(0, 1);
1978 GL_DepthTest(false);
1979 R_Mesh_Matrix(&identitymatrix);
1980 R_Mesh_ResetTextureState();
1981 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1982 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1983 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1984 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1985 qglStencilMask(~0);CHECKGLERROR
1986 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1987 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1988 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1991 void R_ResetViewRendering3D(void)
1993 if (gl_support_fragment_shader)
1995 qglUseProgramObjectARB(0);CHECKGLERROR
2000 // GL is weird because it's bottom to top, r_view.y is top to bottom
2001 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2002 R_SetupView(&r_view.matrix);
2003 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2004 GL_Color(1, 1, 1, 1);
2005 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2006 GL_BlendFunc(GL_ONE, GL_ZERO);
2007 GL_AlphaTest(false);
2008 GL_ScissorTest(true);
2010 GL_DepthRange(0, 1);
2012 R_Mesh_Matrix(&identitymatrix);
2013 R_Mesh_ResetTextureState();
2014 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2015 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2016 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2017 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2018 qglStencilMask(~0);CHECKGLERROR
2019 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2020 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2021 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2025 R_Bloom_SetupShader(
2027 "// written by Forest 'LordHavoc' Hale\n"
2029 "// common definitions between vertex shader and fragment shader:\n"
2031 "#ifdef __GLSL_CG_DATA_TYPES\n"
2032 "#define myhalf half\n"
2033 "#define myhvec2 hvec2\n"
2034 "#define myhvec3 hvec3\n"
2035 "#define myhvec4 hvec4\n"
2037 "#define myhalf float\n"
2038 "#define myhvec2 vec2\n"
2039 "#define myhvec3 vec3\n"
2040 "#define myhvec4 vec4\n"
2043 "varying vec2 ScreenTexCoord;\n"
2044 "varying vec2 BloomTexCoord;\n"
2049 "// vertex shader specific:\n"
2050 "#ifdef VERTEX_SHADER\n"
2054 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2055 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2056 " // transform vertex to camera space, using ftransform to match non-VS\n"
2058 " gl_Position = ftransform();\n"
2061 "#endif // VERTEX_SHADER\n"
2066 "// fragment shader specific:\n"
2067 "#ifdef FRAGMENT_SHADER\n"
2072 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2073 " for (x = -BLUR_X;x <= BLUR_X;x++)
2074 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2075 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2076 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2077 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2079 " gl_FragColor = vec4(color);\n"
2082 "#endif // FRAGMENT_SHADER\n"
2085 void R_RenderScene(void);
2087 void R_Bloom_StartFrame(void)
2089 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2091 // set bloomwidth and bloomheight to the bloom resolution that will be
2092 // used (often less than the screen resolution for faster rendering)
2093 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2094 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2095 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2097 // calculate desired texture sizes
2098 if (gl_support_arb_texture_non_power_of_two)
2100 screentexturewidth = r_view.width;
2101 screentextureheight = r_view.height;
2102 bloomtexturewidth = r_bloomstate.bloomwidth;
2103 bloomtextureheight = r_bloomstate.bloomheight;
2107 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2108 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2109 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2110 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2115 screentexturewidth = screentextureheight = 0;
2117 else if (r_bloom.integer)
2122 screentexturewidth = screentextureheight = 0;
2123 bloomtexturewidth = bloomtextureheight = 0;
2126 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)
2128 // can't use bloom if the parameters are too weird
2129 // can't use bloom if the card does not support the texture size
2130 if (r_bloomstate.texture_screen)
2131 R_FreeTexture(r_bloomstate.texture_screen);
2132 if (r_bloomstate.texture_bloom)
2133 R_FreeTexture(r_bloomstate.texture_bloom);
2134 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2138 r_bloomstate.enabled = true;
2139 r_bloomstate.hdr = r_hdr.integer != 0;
2141 // allocate textures as needed
2142 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2144 if (r_bloomstate.texture_screen)
2145 R_FreeTexture(r_bloomstate.texture_screen);
2146 r_bloomstate.texture_screen = NULL;
2147 r_bloomstate.screentexturewidth = screentexturewidth;
2148 r_bloomstate.screentextureheight = screentextureheight;
2149 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2150 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);
2152 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2154 if (r_bloomstate.texture_bloom)
2155 R_FreeTexture(r_bloomstate.texture_bloom);
2156 r_bloomstate.texture_bloom = NULL;
2157 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2158 r_bloomstate.bloomtextureheight = bloomtextureheight;
2159 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2160 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);
2163 // set up a texcoord array for the full resolution screen image
2164 // (we have to keep this around to copy back during final render)
2165 r_bloomstate.screentexcoord2f[0] = 0;
2166 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2167 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2168 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2169 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2170 r_bloomstate.screentexcoord2f[5] = 0;
2171 r_bloomstate.screentexcoord2f[6] = 0;
2172 r_bloomstate.screentexcoord2f[7] = 0;
2174 // set up a texcoord array for the reduced resolution bloom image
2175 // (which will be additive blended over the screen image)
2176 r_bloomstate.bloomtexcoord2f[0] = 0;
2177 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2178 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2179 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2180 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2181 r_bloomstate.bloomtexcoord2f[5] = 0;
2182 r_bloomstate.bloomtexcoord2f[6] = 0;
2183 r_bloomstate.bloomtexcoord2f[7] = 0;
2186 void R_Bloom_CopyScreenTexture(float colorscale)
2188 r_refdef.stats.bloom++;
2190 R_ResetViewRendering2D();
2191 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2192 R_Mesh_ColorPointer(NULL, 0, 0);
2193 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2194 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2196 // copy view into the screen texture
2197 GL_ActiveTexture(0);
2199 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
2200 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2202 // now scale it down to the bloom texture size
2204 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2205 GL_BlendFunc(GL_ONE, GL_ZERO);
2206 GL_Color(colorscale, colorscale, colorscale, 1);
2207 // TODO: optimize with multitexture or GLSL
2208 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2209 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2211 // we now have a bloom image in the framebuffer
2212 // copy it into the bloom image texture for later processing
2213 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2214 GL_ActiveTexture(0);
2216 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
2217 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2220 void R_Bloom_CopyHDRTexture(void)
2222 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223 GL_ActiveTexture(0);
2225 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
2226 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2229 void R_Bloom_MakeTexture(void)
2232 float xoffset, yoffset, r, brighten;
2234 r_refdef.stats.bloom++;
2236 R_ResetViewRendering2D();
2237 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2238 R_Mesh_ColorPointer(NULL, 0, 0);
2240 // we have a bloom image in the framebuffer
2242 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2244 for (x = 1;x < r_bloom_colorexponent.value;)
2247 r = bound(0, r_bloom_colorexponent.value / x, 1);
2248 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2249 GL_Color(r, r, r, 1);
2250 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2251 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2252 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2253 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2255 // copy the vertically blurred bloom view to a texture
2256 GL_ActiveTexture(0);
2258 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
2259 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2262 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2263 brighten = r_bloom_brighten.value;
2265 brighten *= r_hdr_range.value;
2266 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2267 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2269 for (dir = 0;dir < 2;dir++)
2271 // blend on at multiple vertical offsets to achieve a vertical blur
2272 // TODO: do offset blends using GLSL
2273 GL_BlendFunc(GL_ONE, GL_ZERO);
2274 for (x = -range;x <= range;x++)
2276 if (!dir){xoffset = 0;yoffset = x;}
2277 else {xoffset = x;yoffset = 0;}
2278 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2279 yoffset /= (float)r_bloomstate.bloomtextureheight;
2280 // compute a texcoord array with the specified x and y offset
2281 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2282 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2283 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2284 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2285 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2286 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2287 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2288 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2289 // this r value looks like a 'dot' particle, fading sharply to
2290 // black at the edges
2291 // (probably not realistic but looks good enough)
2292 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2293 //r = (dir ? 1.0f : brighten)/(range*2+1);
2294 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2295 GL_Color(r, r, r, 1);
2296 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2297 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2298 GL_BlendFunc(GL_ONE, GL_ONE);
2301 // copy the vertically blurred bloom view to a texture
2302 GL_ActiveTexture(0);
2304 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
2305 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2308 // apply subtract last
2309 // (just like it would be in a GLSL shader)
2310 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2312 GL_BlendFunc(GL_ONE, GL_ZERO);
2313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2315 GL_Color(1, 1, 1, 1);
2316 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2317 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2319 GL_BlendFunc(GL_ONE, GL_ONE);
2320 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2321 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2322 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2323 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2324 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2325 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2326 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2328 // copy the darkened bloom view to a texture
2329 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2330 GL_ActiveTexture(0);
2332 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
2333 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2337 void R_HDR_RenderBloomTexture(void)
2339 int oldwidth, oldheight;
2341 oldwidth = r_view.width;
2342 oldheight = r_view.height;
2343 r_view.width = r_bloomstate.bloomwidth;
2344 r_view.height = r_bloomstate.bloomheight;
2346 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2347 // TODO: add exposure compensation features
2348 // TODO: add fp16 framebuffer support
2350 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2352 r_view.colorscale /= r_hdr_range.value;
2355 R_ResetViewRendering2D();
2357 R_Bloom_CopyHDRTexture();
2358 R_Bloom_MakeTexture();
2360 R_ResetViewRendering3D();
2363 if (r_timereport_active)
2364 R_TimeReport("clear");
2367 // restore the view settings
2368 r_view.width = oldwidth;
2369 r_view.height = oldheight;
2372 static void R_BlendView(void)
2374 if (r_bloomstate.enabled && r_bloomstate.hdr)
2376 // render high dynamic range bloom effect
2377 // the bloom texture was made earlier this render, so we just need to
2378 // blend it onto the screen...
2379 R_ResetViewRendering2D();
2380 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2381 R_Mesh_ColorPointer(NULL, 0, 0);
2382 GL_Color(1, 1, 1, 1);
2383 GL_BlendFunc(GL_ONE, GL_ONE);
2384 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2385 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2386 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2387 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2389 else if (r_bloomstate.enabled)
2391 // render simple bloom effect
2392 // copy the screen and shrink it and darken it for the bloom process
2393 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2394 // make the bloom texture
2395 R_Bloom_MakeTexture();
2396 // put the original screen image back in place and blend the bloom
2398 R_ResetViewRendering2D();
2399 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2400 R_Mesh_ColorPointer(NULL, 0, 0);
2401 GL_Color(1, 1, 1, 1);
2402 GL_BlendFunc(GL_ONE, GL_ZERO);
2403 // do both in one pass if possible
2404 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2405 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2406 if (r_textureunits.integer >= 2 && gl_combine.integer)
2408 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2409 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2410 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2414 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2415 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2416 // now blend on the bloom texture
2417 GL_BlendFunc(GL_ONE, GL_ONE);
2418 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2419 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2421 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2422 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2424 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2426 // apply a color tint to the whole view
2427 R_ResetViewRendering2D();
2428 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2429 R_Mesh_ColorPointer(NULL, 0, 0);
2430 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2431 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2432 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2436 void R_RenderScene(void);
2438 matrix4x4_t r_waterscrollmatrix;
2440 void R_UpdateVariables(void)
2444 r_refdef.farclip = 4096;
2445 if (r_refdef.worldmodel)
2446 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2447 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2449 r_refdef.polygonfactor = 0;
2450 r_refdef.polygonoffset = 0;
2451 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2452 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2454 r_refdef.rtworld = r_shadow_realtime_world.integer;
2455 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2456 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2457 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2458 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2459 if (r_showsurfaces.integer)
2461 r_refdef.rtworld = false;
2462 r_refdef.rtworldshadows = false;
2463 r_refdef.rtdlight = false;
2464 r_refdef.rtdlightshadows = false;
2465 r_refdef.lightmapintensity = 0;
2468 if (gamemode == GAME_NEHAHRA)
2470 if (gl_fogenable.integer)
2472 r_refdef.oldgl_fogenable = true;
2473 r_refdef.fog_density = gl_fogdensity.value;
2474 r_refdef.fog_red = gl_fogred.value;
2475 r_refdef.fog_green = gl_foggreen.value;
2476 r_refdef.fog_blue = gl_fogblue.value;
2478 else if (r_refdef.oldgl_fogenable)
2480 r_refdef.oldgl_fogenable = false;
2481 r_refdef.fog_density = 0;
2482 r_refdef.fog_red = 0;
2483 r_refdef.fog_green = 0;
2484 r_refdef.fog_blue = 0;
2487 if (r_refdef.fog_density)
2489 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2490 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2491 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2493 if (r_refdef.fog_density)
2495 r_refdef.fogenabled = true;
2496 // this is the point where the fog reaches 0.9986 alpha, which we
2497 // consider a good enough cutoff point for the texture
2498 // (0.9986 * 256 == 255.6)
2499 r_refdef.fogrange = 400 / r_refdef.fog_density;
2500 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2501 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2502 // fog color was already set
2505 r_refdef.fogenabled = false;
2513 void R_RenderView(void)
2515 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2516 return; //Host_Error ("R_RenderView: NULL worldmodel");
2518 R_Shadow_UpdateWorldLightSelection();
2521 if (r_timereport_active)
2522 R_TimeReport("setup");
2525 if (r_timereport_active)
2526 R_TimeReport("visibility");
2528 R_ResetViewRendering3D();
2531 if (r_timereport_active)
2532 R_TimeReport("clear");
2534 R_Bloom_StartFrame();
2536 // this produces a bloom texture to be used in R_BlendView() later
2538 R_HDR_RenderBloomTexture();
2540 r_view.colorscale = r_hdr_scenebrightness.value;
2544 if (r_timereport_active)
2545 R_TimeReport("blendview");
2547 GL_Scissor(0, 0, vid.width, vid.height);
2548 GL_ScissorTest(false);
2552 extern void R_DrawLightningBeams (void);
2553 extern void VM_CL_AddPolygonsToMeshQueue (void);
2554 extern void R_DrawPortals (void);
2555 extern cvar_t cl_locs_show;
2556 static void R_DrawLocs(void);
2557 static void R_DrawEntityBBoxes(void);
2558 void R_RenderScene(void)
2560 // don't let sound skip if going slow
2561 if (r_refdef.extraupdate)
2564 R_ResetViewRendering3D();
2566 R_MeshQueue_BeginScene();
2570 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);
2572 if (cl.csqc_vidvars.drawworld)
2574 // don't let sound skip if going slow
2575 if (r_refdef.extraupdate)
2578 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2580 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2581 if (r_timereport_active)
2582 R_TimeReport("worldsky");
2585 if (R_DrawBrushModelsSky() && r_timereport_active)
2586 R_TimeReport("bmodelsky");
2589 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2591 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2592 if (r_timereport_active)
2593 R_TimeReport("worlddepth");
2595 if (r_depthfirst.integer >= 2)
2597 R_DrawModelsDepth();
2598 if (r_timereport_active)
2599 R_TimeReport("modeldepth");
2602 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2604 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2605 if (r_timereport_active)
2606 R_TimeReport("world");
2609 // don't let sound skip if going slow
2610 if (r_refdef.extraupdate)
2614 if (r_timereport_active)
2615 R_TimeReport("models");
2617 // don't let sound skip if going slow
2618 if (r_refdef.extraupdate)
2621 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2623 R_DrawModelShadows();
2625 R_ResetViewRendering3D();
2627 // don't let sound skip if going slow
2628 if (r_refdef.extraupdate)
2632 R_ShadowVolumeLighting(false);
2633 if (r_timereport_active)
2634 R_TimeReport("rtlights");
2636 // don't let sound skip if going slow
2637 if (r_refdef.extraupdate)
2640 if (cl.csqc_vidvars.drawworld)
2642 R_DrawLightningBeams();
2643 if (r_timereport_active)
2644 R_TimeReport("lightning");
2647 if (r_timereport_active)
2648 R_TimeReport("particles");
2651 if (r_timereport_active)
2652 R_TimeReport("explosions");
2655 if (gl_support_fragment_shader)
2657 qglUseProgramObjectARB(0);CHECKGLERROR
2659 VM_CL_AddPolygonsToMeshQueue();
2661 if (cl_locs_show.integer)
2664 if (r_timereport_active)
2665 R_TimeReport("showlocs");
2668 if (r_drawportals.integer)
2671 if (r_timereport_active)
2672 R_TimeReport("portals");
2675 if (r_showbboxes.value > 0)
2677 R_DrawEntityBBoxes();
2678 if (r_timereport_active)
2679 R_TimeReport("bboxes");
2682 if (gl_support_fragment_shader)
2684 qglUseProgramObjectARB(0);CHECKGLERROR
2686 R_MeshQueue_RenderTransparent();
2687 if (r_timereport_active)
2688 R_TimeReport("drawtrans");
2690 if (gl_support_fragment_shader)
2692 qglUseProgramObjectARB(0);CHECKGLERROR
2695 if (cl.csqc_vidvars.drawworld)
2698 if (r_timereport_active)
2699 R_TimeReport("coronas");
2702 // don't let sound skip if going slow
2703 if (r_refdef.extraupdate)
2706 R_ResetViewRendering2D();
2709 static const int bboxelements[36] =
2719 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2722 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2723 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2724 GL_DepthMask(false);
2725 GL_DepthRange(0, 1);
2726 R_Mesh_Matrix(&identitymatrix);
2727 R_Mesh_ResetTextureState();
2729 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2730 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2731 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2732 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2733 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2734 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2735 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2736 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2737 R_FillColors(color4f, 8, cr, cg, cb, ca);
2738 if (r_refdef.fogenabled)
2740 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2742 f1 = FogPoint_World(v);
2744 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2745 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2746 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2749 R_Mesh_VertexPointer(vertex3f, 0, 0);
2750 R_Mesh_ColorPointer(color4f, 0, 0);
2751 R_Mesh_ResetTextureState();
2752 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2755 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2759 prvm_edict_t *edict;
2760 // this function draws bounding boxes of server entities
2764 for (i = 0;i < numsurfaces;i++)
2766 edict = PRVM_EDICT_NUM(surfacelist[i]);
2767 switch ((int)edict->fields.server->solid)
2769 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2770 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2771 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2772 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2773 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2774 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2776 color[3] *= r_showbboxes.value;
2777 color[3] = bound(0, color[3], 1);
2778 GL_DepthTest(!r_showdisabledepthtest.integer);
2779 GL_CullFace(GL_BACK);
2780 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2785 static void R_DrawEntityBBoxes(void)
2788 prvm_edict_t *edict;
2790 // this function draws bounding boxes of server entities
2794 for (i = 0;i < prog->num_edicts;i++)
2796 edict = PRVM_EDICT_NUM(i);
2797 if (edict->priv.server->free)
2799 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2800 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2805 int nomodelelements[24] =
2817 float nomodelvertex3f[6*3] =
2827 float nomodelcolor4f[6*4] =
2829 0.0f, 0.0f, 0.5f, 1.0f,
2830 0.0f, 0.0f, 0.5f, 1.0f,
2831 0.0f, 0.5f, 0.0f, 1.0f,
2832 0.0f, 0.5f, 0.0f, 1.0f,
2833 0.5f, 0.0f, 0.0f, 1.0f,
2834 0.5f, 0.0f, 0.0f, 1.0f
2837 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2842 // this is only called once per entity so numsurfaces is always 1, and
2843 // surfacelist is always {0}, so this code does not handle batches
2844 R_Mesh_Matrix(&ent->matrix);
2846 if (ent->flags & EF_ADDITIVE)
2848 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2849 GL_DepthMask(false);
2851 else if (ent->alpha < 1)
2853 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2854 GL_DepthMask(false);
2858 GL_BlendFunc(GL_ONE, GL_ZERO);
2861 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2862 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2863 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2864 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2865 if (r_refdef.fogenabled)
2868 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2869 R_Mesh_ColorPointer(color4f, 0, 0);
2870 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2871 f1 = FogPoint_World(org);
2873 for (i = 0, c = color4f;i < 6;i++, c += 4)
2875 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2876 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2877 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2881 else if (ent->alpha != 1)
2883 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2884 R_Mesh_ColorPointer(color4f, 0, 0);
2885 for (i = 0, c = color4f;i < 6;i++, c += 4)
2889 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2890 R_Mesh_ResetTextureState();
2891 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2894 void R_DrawNoModel(entity_render_t *ent)
2897 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2898 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2899 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2901 // R_DrawNoModelCallback(ent, 0);
2904 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2906 vec3_t right1, right2, diff, normal;
2908 VectorSubtract (org2, org1, normal);
2910 // calculate 'right' vector for start
2911 VectorSubtract (r_view.origin, org1, diff);
2912 CrossProduct (normal, diff, right1);
2913 VectorNormalize (right1);
2915 // calculate 'right' vector for end
2916 VectorSubtract (r_view.origin, org2, diff);
2917 CrossProduct (normal, diff, right2);
2918 VectorNormalize (right2);
2920 vert[ 0] = org1[0] + width * right1[0];
2921 vert[ 1] = org1[1] + width * right1[1];
2922 vert[ 2] = org1[2] + width * right1[2];
2923 vert[ 3] = org1[0] - width * right1[0];
2924 vert[ 4] = org1[1] - width * right1[1];
2925 vert[ 5] = org1[2] - width * right1[2];
2926 vert[ 6] = org2[0] - width * right2[0];
2927 vert[ 7] = org2[1] - width * right2[1];
2928 vert[ 8] = org2[2] - width * right2[2];
2929 vert[ 9] = org2[0] + width * right2[0];
2930 vert[10] = org2[1] + width * right2[1];
2931 vert[11] = org2[2] + width * right2[2];
2934 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2936 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)
2941 if (r_refdef.fogenabled)
2942 fog = FogPoint_World(origin);
2944 R_Mesh_Matrix(&identitymatrix);
2945 GL_BlendFunc(blendfunc1, blendfunc2);
2946 GL_DepthMask(false);
2947 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2948 GL_DepthTest(!depthdisable);
2950 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2951 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2952 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2953 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2954 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2955 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2956 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2957 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2958 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2959 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2960 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2961 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2963 R_Mesh_VertexPointer(vertex3f, 0, 0);
2964 R_Mesh_ColorPointer(NULL, 0, 0);
2965 R_Mesh_ResetTextureState();
2966 R_Mesh_TexBind(0, R_GetTexture(texture));
2967 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2968 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2969 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2970 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2972 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2974 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2975 GL_BlendFunc(blendfunc1, GL_ONE);
2977 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);
2978 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2982 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2987 VectorSet(v, x, y, z);
2988 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2989 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2991 if (i == mesh->numvertices)
2993 if (mesh->numvertices < mesh->maxvertices)
2995 VectorCopy(v, vertex3f);
2996 mesh->numvertices++;
2998 return mesh->numvertices;
3004 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3008 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3009 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3010 e = mesh->element3i + mesh->numtriangles * 3;
3011 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3013 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3014 if (mesh->numtriangles < mesh->maxtriangles)
3019 mesh->numtriangles++;
3021 element[1] = element[2];
3025 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3029 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3030 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3031 e = mesh->element3i + mesh->numtriangles * 3;
3032 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3034 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3035 if (mesh->numtriangles < mesh->maxtriangles)
3040 mesh->numtriangles++;
3042 element[1] = element[2];
3046 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3047 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3049 int planenum, planenum2;
3052 mplane_t *plane, *plane2;
3054 double temppoints[2][256*3];
3055 // figure out how large a bounding box we need to properly compute this brush
3057 for (w = 0;w < numplanes;w++)
3058 maxdist = max(maxdist, planes[w].dist);
3059 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3060 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3061 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3065 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3066 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3068 if (planenum2 == planenum)
3070 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);
3073 if (tempnumpoints < 3)
3075 // generate elements forming a triangle fan for this polygon
3076 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3080 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3083 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3084 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3085 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);
3086 GL_LockArrays(0, brush->numpoints);
3087 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3088 GL_LockArrays(0, 0);
3091 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3094 if (!surface->num_collisiontriangles)
3096 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3097 i = (int)(((size_t)surface) / sizeof(msurface_t));
3098 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);
3099 GL_LockArrays(0, surface->num_collisionvertices);
3100 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3101 GL_LockArrays(0, 0);
3104 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)
3106 texturelayer_t *layer;
3107 layer = t->currentlayers + t->currentnumlayers++;
3109 layer->depthmask = depthmask;
3110 layer->blendfunc1 = blendfunc1;
3111 layer->blendfunc2 = blendfunc2;
3112 layer->texture = texture;
3113 layer->texmatrix = *matrix;
3114 layer->color[0] = r * r_view.colorscale;
3115 layer->color[1] = g * r_view.colorscale;
3116 layer->color[2] = b * r_view.colorscale;
3117 layer->color[3] = a;
3120 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3123 model_t *model = ent->model;
3125 // switch to an alternate material if this is a q1bsp animated material
3127 texture_t *texture = t;
3128 int s = ent->skinnum;
3129 if ((unsigned int)s >= (unsigned int)model->numskins)
3131 if (model->skinscenes)
3133 if (model->skinscenes[s].framecount > 1)
3134 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3136 s = model->skinscenes[s].firstframe;
3139 t = t + s * model->num_surfaces;
3142 // use an alternate animation if the entity's frame is not 0,
3143 // and only if the texture has an alternate animation
3144 if (ent->frame != 0 && t->anim_total[1])
3145 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3147 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3149 texture->currentframe = t;
3152 // update currentskinframe to be a qw skin or animation frame
3153 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3155 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3157 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3158 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3159 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);
3161 t->currentskinframe = r_qwskincache_skinframe[i];
3162 if (t->currentskinframe == NULL)
3163 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3165 else if (t->numskinframes >= 2)
3166 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3167 if (t->backgroundnumskinframes >= 2)
3168 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3170 t->currentmaterialflags = t->basematerialflags;
3171 t->currentalpha = ent->alpha;
3172 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3173 t->currentalpha *= r_wateralpha.value;
3174 if (!(ent->flags & RENDER_LIGHT))
3175 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3176 if (ent->effects & EF_ADDITIVE)
3177 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3178 else if (t->currentalpha < 1)
3179 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3180 if (ent->effects & EF_DOUBLESIDED)
3181 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3182 if (ent->effects & EF_NODEPTHTEST)
3183 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3184 if (ent->flags & RENDER_VIEWMODEL)
3185 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3186 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3187 t->currenttexmatrix = r_waterscrollmatrix;
3189 t->currenttexmatrix = identitymatrix;
3190 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3191 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3193 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3194 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3195 t->glosstexture = r_texture_white;
3196 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3197 t->backgroundglosstexture = r_texture_white;
3198 t->specularpower = r_shadow_glossexponent.value;
3199 // TODO: store reference values for these in the texture?
3200 t->specularscale = 0;
3201 if (r_shadow_gloss.integer > 0)
3203 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3205 if (r_shadow_glossintensity.value > 0)
3207 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3208 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3209 t->specularscale = r_shadow_glossintensity.value;
3212 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3213 t->specularscale = r_shadow_gloss2intensity.value;
3216 t->currentnumlayers = 0;
3217 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3219 if (gl_lightmaps.integer)
3220 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
3221 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3223 int blendfunc1, blendfunc2, depthmask;
3224 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3226 blendfunc1 = GL_SRC_ALPHA;
3227 blendfunc2 = GL_ONE;
3229 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3231 blendfunc1 = GL_SRC_ALPHA;
3232 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3234 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3236 blendfunc1 = t->customblendfunc[0];
3237 blendfunc2 = t->customblendfunc[1];
3241 blendfunc1 = GL_ONE;
3242 blendfunc2 = GL_ZERO;
3244 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3245 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3247 rtexture_t *currentbasetexture;
3249 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3250 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3251 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3252 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3254 // fullbright is not affected by r_refdef.lightmapintensity
3255 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3256 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3257 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);
3258 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3259 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);
3265 // q3bsp has no lightmap updates, so the lightstylevalue that
3266 // would normally be baked into the lightmap must be
3267 // applied to the color
3268 if (ent->model->type == mod_brushq3)
3269 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3270 colorscale *= r_refdef.lightmapintensity;
3271 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);
3272 if (r_ambient.value >= (1.0f/64.0f))
3273 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);
3274 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3276 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);
3277 if (r_ambient.value >= (1.0f/64.0f))
3278 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);
3280 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3282 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);
3283 if (r_ambient.value >= (1.0f/64.0f))
3284 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);
3287 if (t->currentskinframe->glow != NULL)
3288 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);
3289 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3291 // if this is opaque use alpha blend which will darken the earlier
3294 // if this is an alpha blended material, all the earlier passes
3295 // were darkened by fog already, so we only need to add the fog
3296 // color ontop through the fog mask texture
3298 // if this is an additive blended material, all the earlier passes
3299 // were darkened by fog already, and we should not add fog color
3300 // (because the background was not darkened, there is no fog color
3301 // that was lost behind it).
3302 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);
3309 void R_UpdateAllTextureInfo(entity_render_t *ent)
3313 for (i = 0;i < ent->model->num_texturesperskin;i++)
3314 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3317 int rsurface_array_size = 0;
3318 float *rsurface_array_modelvertex3f = NULL;
3319 float *rsurface_array_modelsvector3f = NULL;
3320 float *rsurface_array_modeltvector3f = NULL;
3321 float *rsurface_array_modelnormal3f = NULL;
3322 float *rsurface_array_deformedvertex3f = NULL;
3323 float *rsurface_array_deformedsvector3f = NULL;
3324 float *rsurface_array_deformedtvector3f = NULL;
3325 float *rsurface_array_deformednormal3f = NULL;
3326 float *rsurface_array_color4f = NULL;
3327 float *rsurface_array_texcoord3f = NULL;
3329 void R_Mesh_ResizeArrays(int newvertices)
3332 if (rsurface_array_size >= newvertices)
3334 if (rsurface_array_modelvertex3f)
3335 Mem_Free(rsurface_array_modelvertex3f);
3336 rsurface_array_size = (newvertices + 1023) & ~1023;
3337 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
3338 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
3339 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
3340 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
3341 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
3342 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
3343 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
3344 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
3345 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
3346 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
3347 rsurface_array_color4f = base + rsurface_array_size * 27;
3350 float *rsurface_modelvertex3f;
3351 int rsurface_modelvertex3f_bufferobject;
3352 size_t rsurface_modelvertex3f_bufferoffset;
3353 float *rsurface_modelsvector3f;
3354 int rsurface_modelsvector3f_bufferobject;
3355 size_t rsurface_modelsvector3f_bufferoffset;
3356 float *rsurface_modeltvector3f;
3357 int rsurface_modeltvector3f_bufferobject;
3358 size_t rsurface_modeltvector3f_bufferoffset;
3359 float *rsurface_modelnormal3f;
3360 int rsurface_modelnormal3f_bufferobject;
3361 size_t rsurface_modelnormal3f_bufferoffset;
3362 float *rsurface_vertex3f;
3363 int rsurface_vertex3f_bufferobject;
3364 size_t rsurface_vertex3f_bufferoffset;
3365 float *rsurface_svector3f;
3366 int rsurface_svector3f_bufferobject;
3367 size_t rsurface_svector3f_bufferoffset;
3368 float *rsurface_tvector3f;
3369 int rsurface_tvector3f_bufferobject;
3370 size_t rsurface_tvector3f_bufferoffset;
3371 float *rsurface_normal3f;
3372 int rsurface_normal3f_bufferobject;
3373 size_t rsurface_normal3f_bufferoffset;
3374 float *rsurface_lightmapcolor4f;
3375 int rsurface_lightmapcolor4f_bufferobject;
3376 size_t rsurface_lightmapcolor4f_bufferoffset;
3377 vec3_t rsurface_modelorg;
3378 qboolean rsurface_generatedvertex;
3379 const entity_render_t *rsurface_entity;
3380 const model_t *rsurface_model;
3381 texture_t *rsurface_texture;
3382 rtexture_t *rsurface_lightmaptexture;
3383 rtexture_t *rsurface_deluxemaptexture;
3384 rsurfmode_t rsurface_mode;
3385 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
3387 void RSurf_CleanUp(void)
3390 if (rsurface_mode == RSURFMODE_GLSL)
3392 qglUseProgramObjectARB(0);CHECKGLERROR
3394 GL_AlphaTest(false);
3395 rsurface_mode = RSURFMODE_NONE;
3396 rsurface_lightmaptexture = NULL;
3397 rsurface_deluxemaptexture = NULL;
3398 rsurface_texture = NULL;
3401 void RSurf_ActiveWorldEntity(void)
3404 rsurface_entity = r_refdef.worldentity;
3405 rsurface_model = r_refdef.worldmodel;
3406 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3407 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3408 R_Mesh_Matrix(&identitymatrix);
3409 VectorCopy(r_view.origin, rsurface_modelorg);
3410 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3411 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3412 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3413 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3414 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3415 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3416 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3417 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3418 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3419 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3420 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3421 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3422 rsurface_generatedvertex = false;
3423 rsurface_vertex3f = rsurface_modelvertex3f;
3424 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3425 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3426 rsurface_svector3f = rsurface_modelsvector3f;
3427 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3428 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3429 rsurface_tvector3f = rsurface_modeltvector3f;
3430 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3431 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3432 rsurface_normal3f = rsurface_modelnormal3f;
3433 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3434 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3437 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3440 rsurface_entity = ent;
3441 rsurface_model = ent->model;
3442 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3443 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3444 R_Mesh_Matrix(&ent->matrix);
3445 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
3446 if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
3450 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3451 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3452 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3453 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3454 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
3456 else if (wantnormals)
3458 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3459 rsurface_modelsvector3f = NULL;
3460 rsurface_modeltvector3f = NULL;
3461 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3462 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3466 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3467 rsurface_modelsvector3f = NULL;
3468 rsurface_modeltvector3f = NULL;
3469 rsurface_modelnormal3f = NULL;
3470 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3472 rsurface_modelvertex3f_bufferobject = 0;
3473 rsurface_modelvertex3f_bufferoffset = 0;
3474 rsurface_modelsvector3f_bufferobject = 0;
3475 rsurface_modelsvector3f_bufferoffset = 0;
3476 rsurface_modeltvector3f_bufferobject = 0;
3477 rsurface_modeltvector3f_bufferoffset = 0;
3478 rsurface_modelnormal3f_bufferobject = 0;
3479 rsurface_modelnormal3f_bufferoffset = 0;
3480 rsurface_generatedvertex = true;
3484 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3485 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3486 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3487 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3488 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3489 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3490 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3491 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3492 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3493 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3494 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3495 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3496 rsurface_generatedvertex = false;
3498 rsurface_vertex3f = rsurface_modelvertex3f;
3499 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3500 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3501 rsurface_svector3f = rsurface_modelsvector3f;
3502 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3503 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3504 rsurface_tvector3f = rsurface_modeltvector3f;
3505 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3506 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3507 rsurface_normal3f = rsurface_modelnormal3f;
3508 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3509 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3512 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3514 // 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
3515 if (rsurface_generatedvertex)
3517 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3518 generatetangents = true;
3519 if (generatetangents)
3520 generatenormals = true;
3521 if (generatenormals && !rsurface_modelnormal3f)
3523 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3524 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3525 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3526 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);
3528 if (generatetangents && !rsurface_modelsvector3f)
3530 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3531 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3532 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3533 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3534 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3535 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3536 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);
3539 // 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)
3540 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3542 int texturesurfaceindex;
3543 float center[3], forward[3], right[3], up[3], v[4][3];
3544 matrix4x4_t matrix1, imatrix1;
3545 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3546 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3547 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3548 // make deformed versions of only the model vertices used by the specified surfaces
3549 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3553 // a single autosprite surface can contain multiple sprites...
3554 for (j = 0;j < surface->num_vertices - 3;j += 4)
3556 VectorClear(center);
3557 for (i = 0;i < 4;i++)
3558 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3559 VectorScale(center, 0.25f, center);
3560 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3562 forward[0] = rsurface_modelorg[0] - center[0];
3563 forward[1] = rsurface_modelorg[1] - center[1];
3565 VectorNormalize(forward);
3566 right[0] = forward[1];
3567 right[1] = -forward[0];
3569 VectorSet(up, 0, 0, 1);
3571 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3572 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);
3573 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3574 for (i = 0;i < 4;i++)
3575 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3576 for (i = 0;i < 4;i++)
3577 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3579 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);
3580 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);
3582 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3583 rsurface_vertex3f_bufferobject = 0;
3584 rsurface_vertex3f_bufferoffset = 0;
3585 rsurface_svector3f = rsurface_array_deformedsvector3f;
3586 rsurface_svector3f_bufferobject = 0;
3587 rsurface_svector3f_bufferoffset = 0;
3588 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3589 rsurface_tvector3f_bufferobject = 0;
3590 rsurface_tvector3f_bufferoffset = 0;
3591 rsurface_normal3f = rsurface_array_deformednormal3f;
3592 rsurface_normal3f_bufferobject = 0;
3593 rsurface_normal3f_bufferoffset = 0;
3597 rsurface_vertex3f = rsurface_modelvertex3f;
3598 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3599 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3600 rsurface_svector3f = rsurface_modelsvector3f;
3601 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3602 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3603 rsurface_tvector3f = rsurface_modeltvector3f;
3604 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3605 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3606 rsurface_normal3f = rsurface_modelnormal3f;
3607 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3608 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3610 R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3613 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3616 const msurface_t *surface = texturesurfacelist[0];
3617 const msurface_t *surface2;
3622 // TODO: lock all array ranges before render, rather than on each surface
3623 if (texturenumsurfaces == 1)
3625 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3626 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));
3628 else if (r_batchmode.integer == 2)
3630 #define MAXBATCHTRIANGLES 4096
3631 int batchtriangles = 0;
3632 int batchelements[MAXBATCHTRIANGLES*3];
3633 for (i = 0;i < texturenumsurfaces;i = j)
3635 surface = texturesurfacelist[i];
3637 if (surface->num_triangles > MAXBATCHTRIANGLES)
3639 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));
3642 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3643 batchtriangles = surface->num_triangles;
3644 firstvertex = surface->num_firstvertex;
3645 endvertex = surface->num_firstvertex + surface->num_vertices;
3646 for (;j < texturenumsurfaces;j++)
3648 surface2 = texturesurfacelist[j];
3649 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3651 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3652 batchtriangles += surface2->num_triangles;
3653 firstvertex = min(firstvertex, surface2->num_firstvertex);
3654 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3656 surface2 = texturesurfacelist[j-1];
3657 numvertices = endvertex - firstvertex;
3658 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3661 else if (r_batchmode.integer == 1)
3663 for (i = 0;i < texturenumsurfaces;i = j)
3665 surface = texturesurfacelist[i];
3666 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3667 if (texturesurfacelist[j] != surface2)
3669 surface2 = texturesurfacelist[j-1];
3670 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3671 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3672 GL_LockArrays(surface->num_firstvertex, numvertices);
3673 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));
3678 for (i = 0;i < texturenumsurfaces;i++)
3680 surface = texturesurfacelist[i];
3681 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3682 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));
3687 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3690 int texturesurfaceindex;
3691 if (r_showsurfaces.integer == 2)
3693 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3695 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3696 for (j = 0;j < surface->num_triangles;j++)
3698 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3699 GL_Color(f, f, f, 1);
3700 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)));
3706 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3708 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3709 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3710 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);
3711 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3712 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));
3717 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3719 int texturesurfaceindex;
3723 if (rsurface_lightmapcolor4f)
3725 // generate color arrays for the surfaces in this list
3726 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3728 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3729 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)
3731 f = FogPoint_Model(v);
3741 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3743 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3744 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)
3746 f = FogPoint_Model(v);
3754 rsurface_lightmapcolor4f = rsurface_array_color4f;
3755 rsurface_lightmapcolor4f_bufferobject = 0;
3756 rsurface_lightmapcolor4f_bufferoffset = 0;
3759 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3761 int texturesurfaceindex;
3764 if (!rsurface_lightmapcolor4f)
3766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3768 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3769 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)
3777 rsurface_lightmapcolor4f = rsurface_array_color4f;
3778 rsurface_lightmapcolor4f_bufferobject = 0;
3779 rsurface_lightmapcolor4f_bufferoffset = 0;
3782 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3785 rsurface_lightmapcolor4f = NULL;
3786 rsurface_lightmapcolor4f_bufferobject = 0;
3787 rsurface_lightmapcolor4f_bufferoffset = 0;
3788 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3789 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3790 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3791 GL_Color(r, g, b, a);
3792 R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
3793 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3796 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3798 // TODO: optimize applyfog && applycolor case
3799 // just apply fog if necessary, and tint the fog color array if necessary
3800 rsurface_lightmapcolor4f = NULL;
3801 rsurface_lightmapcolor4f_bufferobject = 0;
3802 rsurface_lightmapcolor4f_bufferoffset = 0;
3803 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3804 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3805 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3806 GL_Color(r, g, b, a);
3807 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3810 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3812 int texturesurfaceindex;
3816 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3818 // generate color arrays for the surfaces in this list
3819 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3821 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3822 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3824 if (surface->lightmapinfo->samples)
3826 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3827 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3828 VectorScale(lm, scale, c);
3829 if (surface->lightmapinfo->styles[1] != 255)
3831 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3833 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3834 VectorMA(c, scale, lm, c);
3835 if (surface->lightmapinfo->styles[2] != 255)
3838 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3839 VectorMA(c, scale, lm, c);
3840 if (surface->lightmapinfo->styles[3] != 255)
3843 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3844 VectorMA(c, scale, lm, c);
3854 rsurface_lightmapcolor4f = rsurface_array_color4f;
3855 rsurface_lightmapcolor4f_bufferobject = 0;
3856 rsurface_lightmapcolor4f_bufferoffset = 0;
3860 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3861 rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
3862 rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
3864 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3865 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3866 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3867 GL_Color(r, g, b, a);
3868 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3871 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3873 int texturesurfaceindex;
3877 vec3_t ambientcolor;
3878 vec3_t diffusecolor;
3882 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3883 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3884 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3885 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3886 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3887 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3888 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3889 if (VectorLength2(diffusecolor) > 0)
3891 // generate color arrays for the surfaces in this list
3892 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3894 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3895 int numverts = surface->num_vertices;
3896 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3897 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3898 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3899 // q3-style directional shading
3900 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3902 if ((f = DotProduct(c2, lightdir)) > 0)
3903 VectorMA(ambientcolor, f, diffusecolor, c);
3905 VectorCopy(ambientcolor, c);
3914 rsurface_lightmapcolor4f = rsurface_array_color4f;
3915 rsurface_lightmapcolor4f_bufferobject = 0;
3916 rsurface_lightmapcolor4f_bufferoffset = 0;
3920 r = ambientcolor[0];
3921 g = ambientcolor[1];
3922 b = ambientcolor[2];
3923 rsurface_lightmapcolor4f = NULL;
3924 rsurface_lightmapcolor4f_bufferobject = 0;
3925 rsurface_lightmapcolor4f_bufferoffset = 0;
3927 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3928 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3929 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3930 GL_Color(r, g, b, a);
3931 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3934 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3936 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3937 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3938 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3939 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3941 rsurface_mode = RSURFMODE_SHOWSURFACES;
3943 GL_BlendFunc(GL_ONE, GL_ZERO);
3944 R_Mesh_ColorPointer(NULL, 0, 0);
3945 R_Mesh_ResetTextureState();
3947 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3948 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3951 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3953 // transparent sky would be ridiculous
3954 if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3956 if (rsurface_mode != RSURFMODE_SKY)
3958 if (rsurface_mode == RSURFMODE_GLSL)
3960 qglUseProgramObjectARB(0);CHECKGLERROR
3962 rsurface_mode = RSURFMODE_SKY;
3966 skyrendernow = false;
3968 // restore entity matrix
3969 R_Mesh_Matrix(&rsurface_entity->matrix);
3971 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3972 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3973 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3975 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3976 // skymasking on them, and Quake3 never did sky masking (unlike
3977 // software Quake and software Quake2), so disable the sky masking
3978 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3979 // and skymasking also looks very bad when noclipping outside the
3980 // level, so don't use it then either.
3981 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3983 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3984 R_Mesh_ColorPointer(NULL, 0, 0);
3985 R_Mesh_ResetTextureState();
3986 if (skyrendermasked)
3988 // depth-only (masking)
3989 GL_ColorMask(0,0,0,0);
3990 // just to make sure that braindead drivers don't draw
3991 // anything despite that colormask...
3992 GL_BlendFunc(GL_ZERO, GL_ONE);
3997 GL_BlendFunc(GL_ONE, GL_ZERO);
3999 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4000 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4001 if (skyrendermasked)
4002 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4006 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4008 if (rsurface_mode != RSURFMODE_GLSL)
4010 rsurface_mode = RSURFMODE_GLSL;
4011 R_Mesh_ResetTextureState();
4014 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
4015 if (!r_glsl_permutation)
4018 if (rsurface_lightmode == 2)
4019 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4021 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4022 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
4023 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
4024 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
4025 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
4026 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
4028 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4030 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4031 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4032 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4033 R_Mesh_ColorPointer(NULL, 0, 0);
4035 else if (rsurface_lightmaptexture)
4037 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4038 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4039 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4040 R_Mesh_ColorPointer(NULL, 0, 0);
4044 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4045 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4046 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4047 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
4050 if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4052 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4053 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4054 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4056 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4057 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4062 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4064 // OpenGL 1.3 path - anything not completely ancient
4065 int texturesurfaceindex;
4066 qboolean applycolor;
4070 const texturelayer_t *layer;
4071 if (rsurface_mode != RSURFMODE_MULTIPASS)
4072 rsurface_mode = RSURFMODE_MULTIPASS;
4073 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4074 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4077 int layertexrgbscale;
4078 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4080 if (layerindex == 0)
4084 GL_AlphaTest(false);
4085 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4088 GL_DepthMask(layer->depthmask);
4089 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4090 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4092 layertexrgbscale = 4;
4093 VectorScale(layer->color, 0.25f, layercolor);
4095 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4097 layertexrgbscale = 2;
4098 VectorScale(layer->color, 0.5f, layercolor);
4102 layertexrgbscale = 1;
4103 VectorScale(layer->color, 1.0f, layercolor);
4105 layercolor[3] = layer->color[3];
4106 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4107 R_Mesh_ColorPointer(NULL, 0, 0);
4108 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4109 switch (layer->type)
4111 case TEXTURELAYERTYPE_LITTEXTURE:
4112 memset(&m, 0, sizeof(m));
4113 m.tex[0] = R_GetTexture(r_texture_white);
4114 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4115 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4116 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4117 m.tex[1] = R_GetTexture(layer->texture);
4118 m.texmatrix[1] = layer->texmatrix;
4119 m.texrgbscale[1] = layertexrgbscale;
4120 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
4121 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
4122 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4123 R_Mesh_TextureState(&m);
4124 if (rsurface_lightmode == 2)
4125 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4126 else if (rsurface_lightmaptexture)
4127 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4129 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4131 case TEXTURELAYERTYPE_TEXTURE:
4132 memset(&m, 0, sizeof(m));
4133 m.tex[0] = R_GetTexture(layer->texture);
4134 m.texmatrix[0] = layer->texmatrix;
4135 m.texrgbscale[0] = layertexrgbscale;
4136 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4137 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4138 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4139 R_Mesh_TextureState(&m);
4140 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4142 case TEXTURELAYERTYPE_FOG:
4143 memset(&m, 0, sizeof(m));
4144 m.texrgbscale[0] = layertexrgbscale;
4147 m.tex[0] = R_GetTexture(layer->texture);
4148 m.texmatrix[0] = layer->texmatrix;
4149 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4150 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4151 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4153 R_Mesh_TextureState(&m);
4154 // generate a color array for the fog pass
4155 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4156 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4161 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)
4163 f = 1 - FogPoint_Model(v);
4164 c[0] = layercolor[0];
4165 c[1] = layercolor[1];
4166 c[2] = layercolor[2];
4167 c[3] = f * layercolor[3];
4170 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4173 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4175 GL_LockArrays(0, 0);
4178 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4180 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4181 GL_AlphaTest(false);
4185 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4187 // OpenGL 1.1 - crusty old voodoo path
4188 int texturesurfaceindex;
4192 const texturelayer_t *layer;
4193 if (rsurface_mode != RSURFMODE_MULTIPASS)
4194 rsurface_mode = RSURFMODE_MULTIPASS;
4195 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4196 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4198 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4200 if (layerindex == 0)
4204 GL_AlphaTest(false);
4205 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4208 GL_DepthMask(layer->depthmask);
4209 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4210 R_Mesh_ColorPointer(NULL, 0, 0);
4211 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4212 switch (layer->type)
4214 case TEXTURELAYERTYPE_LITTEXTURE:
4215 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4217 // two-pass lit texture with 2x rgbscale
4218 // first the lightmap pass
4219 memset(&m, 0, sizeof(m));
4220 m.tex[0] = R_GetTexture(r_texture_white);
4221 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4222 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4223 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4224 R_Mesh_TextureState(&m);
4225 if (rsurface_lightmode == 2)
4226 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4227 else if (rsurface_lightmaptexture)
4228 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4230 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4231 GL_LockArrays(0, 0);
4232 // then apply the texture to it
4233 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4234 memset(&m, 0, sizeof(m));
4235 m.tex[0] = R_GetTexture(layer->texture);
4236 m.texmatrix[0] = layer->texmatrix;
4237 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4238 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4239 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4240 R_Mesh_TextureState(&m);
4241 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);
4245 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4246 memset(&m, 0, sizeof(m));
4247 m.tex[0] = R_GetTexture(layer->texture);
4248 m.texmatrix[0] = layer->texmatrix;
4249 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4250 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4251 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4252 R_Mesh_TextureState(&m);
4253 if (rsurface_lightmode == 2)
4254 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);
4256 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);
4259 case TEXTURELAYERTYPE_TEXTURE:
4260 // singletexture unlit texture with transparency support
4261 memset(&m, 0, sizeof(m));
4262 m.tex[0] = R_GetTexture(layer->texture);
4263 m.texmatrix[0] = layer->texmatrix;
4264 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4265 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4266 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4267 R_Mesh_TextureState(&m);
4268 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);
4270 case TEXTURELAYERTYPE_FOG:
4271 // singletexture fogging
4272 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4275 memset(&m, 0, sizeof(m));
4276 m.tex[0] = R_GetTexture(layer->texture);
4277 m.texmatrix[0] = layer->texmatrix;
4278 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4279 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4280 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4281 R_Mesh_TextureState(&m);
4284 R_Mesh_ResetTextureState();
4285 // generate a color array for the fog pass
4286 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4290 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4291 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)
4293 f = 1 - FogPoint_Model(v);
4294 c[0] = layer->color[0];
4295 c[1] = layer->color[1];
4296 c[2] = layer->color[2];
4297 c[3] = f * layer->color[3];
4300 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4303 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4305 GL_LockArrays(0, 0);
4308 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4310 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4311 GL_AlphaTest(false);
4315 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4317 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4319 r_shadow_rtlight = NULL;
4323 if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4325 if (rsurface_mode != RSURFMODE_MULTIPASS)
4326 rsurface_mode = RSURFMODE_MULTIPASS;
4327 if (r_depthfirst.integer == 3)
4329 int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
4330 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4334 GL_ColorMask(0,0,0,0);
4337 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4338 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4340 GL_BlendFunc(GL_ONE, GL_ZERO);
4342 GL_AlphaTest(false);
4343 R_Mesh_ColorPointer(NULL, 0, 0);
4344 R_Mesh_ResetTextureState();
4345 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4346 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4347 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4348 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4350 else if (r_depthfirst.integer == 3)
4352 else if (r_showsurfaces.integer)
4354 if (rsurface_mode != RSURFMODE_MULTIPASS)
4355 rsurface_mode = RSURFMODE_MULTIPASS;
4356 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4358 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4359 GL_BlendFunc(GL_ONE, GL_ZERO);
4360 GL_DepthMask(writedepth);
4362 GL_AlphaTest(false);
4363 R_Mesh_ColorPointer(NULL, 0, 0);
4364 R_Mesh_ResetTextureState();
4365 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4366 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4367 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4369 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
4371 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4372 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4374 else if (rsurface_texture->currentnumlayers)
4376 // write depth for anything we skipped on the depth-only pass earlier
4377 if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4379 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4380 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4381 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4382 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
4383 GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4384 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
4385 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4386 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
4387 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
4388 if (r_glsl.integer && gl_support_fragment_shader)
4389 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4390 else if (gl_combine.integer && r_textureunits.integer >= 2)
4391 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4393 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4394 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4397 GL_LockArrays(0, 0);
4400 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4403 int texturenumsurfaces, endsurface;
4405 msurface_t *surface;
4406 msurface_t *texturesurfacelist[1024];
4408 // if the model is static it doesn't matter what value we give for
4409 // wantnormals and wanttangents, so this logic uses only rules applicable
4410 // to a model, knowing that they are meaningless otherwise
4411 if (ent == r_refdef.worldentity)
4412 RSurf_ActiveWorldEntity();
4413 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4414 RSurf_ActiveModelEntity(ent, false, false);
4416 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4418 for (i = 0;i < numsurfaces;i = j)
4421 surface = rsurface_model->data_surfaces + surfacelist[i];
4422 texture = surface->texture;
4423 R_UpdateTextureInfo(ent, texture);
4424 rsurface_texture = texture->currentframe;
4425 rsurface_lightmaptexture = surface->lightmaptexture;
4426 rsurface_deluxemaptexture = surface->deluxemaptexture;
4427 // scan ahead until we find a different texture
4428 endsurface = min(i + 1024, numsurfaces);
4429 texturenumsurfaces = 0;
4430 texturesurfacelist[texturenumsurfaces++] = surface;
4431 for (;j < endsurface;j++)
4433 surface = rsurface_model->data_surfaces + surfacelist[j];
4434 if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
4436 texturesurfacelist[texturenumsurfaces++] = surface;
4438 // render the range of surfaces
4439 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4445 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4448 vec3_t tempcenter, center;
4450 // break the surface list down into batches by texture and use of lightmapping
4451 for (i = 0;i < numsurfaces;i = j)
4454 // texture is the base texture pointer, rsurface_texture is the
4455 // current frame/skin the texture is directing us to use (for example
4456 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4457 // use skin 1 instead)
4458 texture = surfacelist[i]->texture;
4459 rsurface_texture = texture->currentframe;
4460 rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
4461 rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
4462 if (!(rsurface_texture->currentmaterialflags & flagsmask))
4464 // if this texture is not the kind we want, skip ahead to the next one
4465 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4469 if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4471 // transparent surfaces get pushed off into the transparent queue
4472 const msurface_t *surface = surfacelist[i];
4475 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4476 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4477 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4478 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
4479 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);
4483 // simply scan ahead until we find a different texture or lightmap state
4484 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
4486 // render the range of surfaces
4487 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4492 float locboxvertex3f[6*4*3] =
4494 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4495 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4496 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4497 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4498 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4499 1,0,0, 0,0,0, 0,1,0, 1,1,0
4502 int locboxelement3i[6*2*3] =
4512 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4515 cl_locnode_t *loc = (cl_locnode_t *)ent;
4517 float vertex3f[6*4*3];
4519 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4520 GL_DepthMask(false);
4521 GL_DepthRange(0, 1);
4523 GL_CullFace(GL_NONE);
4524 R_Mesh_Matrix(&identitymatrix);
4526 R_Mesh_VertexPointer(vertex3f, 0, 0);
4527 R_Mesh_ColorPointer(NULL, 0, 0);
4528 R_Mesh_ResetTextureState();
4531 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4532 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4533 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4534 surfacelist[0] < 0 ? 0.5f : 0.125f);
4536 if (VectorCompare(loc->mins, loc->maxs))
4538 VectorSet(size, 2, 2, 2);
4539 VectorMA(loc->mins, -0.5f, size, mins);
4543 VectorCopy(loc->mins, mins);
4544 VectorSubtract(loc->maxs, loc->mins, size);
4547 for (i = 0;i < 6*4*3;)
4548 for (j = 0;j < 3;j++, i++)
4549 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4551 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4554 void R_DrawLocs(void)
4557 cl_locnode_t *loc, *nearestloc;
4559 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4560 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4562 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4563 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4567 void R_DrawCollisionBrushes(entity_render_t *ent)
4571 msurface_t *surface;
4572 model_t *model = ent->model;
4573 if (!model->brush.num_brushes)
4576 R_Mesh_ColorPointer(NULL, 0, 0);
4577 R_Mesh_ResetTextureState();
4578 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4579 GL_DepthMask(false);
4580 GL_DepthRange(0, 1);
4581 GL_DepthTest(!r_showdisabledepthtest.integer);
4582 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4583 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4584 if (brush->colbrushf && brush->colbrushf->numtriangles)
4585 R_DrawCollisionBrush(brush->colbrushf);
4586 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4587 if (surface->num_collisiontriangles)
4588 R_DrawCollisionSurface(ent, surface);
4589 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4592 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4595 const int *elements;
4596 msurface_t *surface;
4597 model_t *model = ent->model;
4600 GL_DepthRange(0, 1);
4601 GL_DepthTest(!r_showdisabledepthtest.integer);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4604 R_Mesh_ColorPointer(NULL, 0, 0);
4605 R_Mesh_ResetTextureState();
4606 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4608 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4610 rsurface_texture = surface->texture->currentframe;
4611 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4613 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4616 if (!rsurface_texture->currentlayers->depthmask)
4617 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4618 else if (ent == r_refdef.worldentity)
4619 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4621 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4622 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4625 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4627 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
4628 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4629 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4630 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4637 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4639 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4641 VectorCopy(rsurface_vertex3f + l * 3, v);
4642 qglVertex3f(v[0], v[1], v[2]);
4643 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4644 qglVertex3f(v[0], v[1], v[2]);
4648 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4650 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4652 VectorCopy(rsurface_vertex3f + l * 3, v);
4653 qglVertex3f(v[0], v[1], v[2]);
4654 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4655 qglVertex3f(v[0], v[1], v[2]);
4659 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4661 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4663 VectorCopy(rsurface_vertex3f + l * 3, v);
4664 qglVertex3f(v[0], v[1], v[2]);
4665 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4666 qglVertex3f(v[0], v[1], v[2]);
4673 rsurface_texture = NULL;
4676 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4677 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4679 int i, j, endj, f, flagsmask;
4680 int counttriangles = 0;
4681 msurface_t *surface, **surfacechain;
4683 model_t *model = r_refdef.worldmodel;
4684 const int maxsurfacelist = 1024;
4685 int numsurfacelist = 0;
4686 msurface_t *surfacelist[1024];
4690 RSurf_ActiveWorldEntity();
4692 // update light styles
4693 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4695 for (i = 0;i < model->brushq1.light_styles;i++)
4697 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4699 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4700 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4701 for (;(surface = *surfacechain);surfacechain++)
4702 surface->cached_dlight = true;
4707 R_UpdateAllTextureInfo(r_refdef.worldentity);
4708 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4711 rsurface_lightmaptexture = NULL;
4712 rsurface_deluxemaptexture = NULL;
4713 rsurface_texture = NULL;
4715 j = model->firstmodelsurface;
4716 endj = j + model->nummodelsurfaces;
4719 // quickly skip over non-visible surfaces
4720 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4722 // quickly iterate over visible surfaces
4723 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4725 // process this surface
4726 surface = model->data_surfaces + j;
4727 // if this surface fits the criteria, add it to the list
4728 if (surface->num_triangles)
4730 // if lightmap parameters changed, rebuild lightmap texture
4731 if (surface->cached_dlight)
4732 R_BuildLightMap(r_refdef.worldentity, surface);
4733 // add face to draw list
4734 surfacelist[numsurfacelist++] = surface;
4735 counttriangles += surface->num_triangles;
4736 if (numsurfacelist >= maxsurfacelist)
4738 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4745 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4746 r_refdef.stats.entities_triangles += counttriangles;
4749 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4750 R_DrawCollisionBrushes(r_refdef.worldentity);
4752 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4753 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4756 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4758 int i, f, flagsmask;
4759 int counttriangles = 0;
4760 msurface_t *surface, *endsurface, **surfacechain;
4762 model_t *model = ent->model;
4763 const int maxsurfacelist = 1024;
4764 int numsurfacelist = 0;
4765 msurface_t *surfacelist[1024];
4769 // if the model is static it doesn't matter what value we give for
4770 // wantnormals and wanttangents, so this logic uses only rules applicable
4771 // to a model, knowing that they are meaningless otherwise
4772 if (ent == r_refdef.worldentity)
4773 RSurf_ActiveWorldEntity();
4774 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4775 RSurf_ActiveModelEntity(ent, false, false);
4777 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
4779 // update light styles
4780 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4782 for (i = 0;i < model->brushq1.light_styles;i++)
4784 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4786 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4787 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4788 for (;(surface = *surfacechain);surfacechain++)
4789 surface->cached_dlight = true;
4794 R_UpdateAllTextureInfo(ent);
4795 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4798 rsurface_lightmaptexture = NULL;
4799 rsurface_deluxemaptexture = NULL;
4800 rsurface_texture = NULL;
4802 surface = model->data_surfaces + model->firstmodelsurface;
4803 endsurface = surface + model->nummodelsurfaces;
4804 for (;surface < endsurface;surface++)
4806 // if this surface fits the criteria, add it to the list
4807 if (surface->num_triangles)
4809 // if lightmap parameters changed, rebuild lightmap texture
4810 if (surface->cached_dlight)
4811 R_BuildLightMap(ent, surface);
4812 // add face to draw list
4813 surfacelist[numsurfacelist++] = surface;
4814 counttriangles += surface->num_triangles;
4815 if (numsurfacelist >= maxsurfacelist)
4817 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4823 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4824 r_refdef.stats.entities_triangles += counttriangles;
4827 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4828 R_DrawCollisionBrushes(ent);
4830 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4831 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);