2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 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)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 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"};
218 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"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
649 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
650 {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
651 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
652 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
653 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
654 {"#define USEALPHAKILL\n", " alphakill"},
655 {"#define USEREFLECTCUBE\n", " reflectcube"},
656 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
657 {"#define USEBOUNCEGRID\n", " bouncegrid"},
658 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
659 {"#define USETRIPPY\n", " trippy"},
660 {"#define USEDEPTHRGB\n", " depthrgb"},
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
708 struct r_glsl_permutation_s;
709 typedef struct r_glsl_permutation_s
712 struct r_glsl_permutation_s *hashnext;
714 unsigned int permutation;
716 /// indicates if we have tried compiling this permutation already
718 /// 0 if compilation failed
720 // texture units assigned to each detected uniform
721 int tex_Texture_First;
722 int tex_Texture_Second;
723 int tex_Texture_GammaRamps;
724 int tex_Texture_Normal;
725 int tex_Texture_Color;
726 int tex_Texture_Gloss;
727 int tex_Texture_Glow;
728 int tex_Texture_SecondaryNormal;
729 int tex_Texture_SecondaryColor;
730 int tex_Texture_SecondaryGloss;
731 int tex_Texture_SecondaryGlow;
732 int tex_Texture_Pants;
733 int tex_Texture_Shirt;
734 int tex_Texture_FogHeightTexture;
735 int tex_Texture_FogMask;
736 int tex_Texture_Lightmap;
737 int tex_Texture_Deluxemap;
738 int tex_Texture_Attenuation;
739 int tex_Texture_Cube;
740 int tex_Texture_Refraction;
741 int tex_Texture_Reflection;
742 int tex_Texture_ShadowMap2D;
743 int tex_Texture_CubeProjection;
744 int tex_Texture_ScreenNormalMap;
745 int tex_Texture_ScreenDiffuse;
746 int tex_Texture_ScreenSpecular;
747 int tex_Texture_ReflectMask;
748 int tex_Texture_ReflectCube;
749 int tex_Texture_BounceGrid;
750 /// locations of detected uniforms in program object, or -1 if not found
751 int loc_Texture_First;
752 int loc_Texture_Second;
753 int loc_Texture_GammaRamps;
754 int loc_Texture_Normal;
755 int loc_Texture_Color;
756 int loc_Texture_Gloss;
757 int loc_Texture_Glow;
758 int loc_Texture_SecondaryNormal;
759 int loc_Texture_SecondaryColor;
760 int loc_Texture_SecondaryGloss;
761 int loc_Texture_SecondaryGlow;
762 int loc_Texture_Pants;
763 int loc_Texture_Shirt;
764 int loc_Texture_FogHeightTexture;
765 int loc_Texture_FogMask;
766 int loc_Texture_Lightmap;
767 int loc_Texture_Deluxemap;
768 int loc_Texture_Attenuation;
769 int loc_Texture_Cube;
770 int loc_Texture_Refraction;
771 int loc_Texture_Reflection;
772 int loc_Texture_ShadowMap2D;
773 int loc_Texture_CubeProjection;
774 int loc_Texture_ScreenNormalMap;
775 int loc_Texture_ScreenDiffuse;
776 int loc_Texture_ScreenSpecular;
777 int loc_Texture_ReflectMask;
778 int loc_Texture_ReflectCube;
779 int loc_Texture_BounceGrid;
781 int loc_BloomBlur_Parameters;
783 int loc_Color_Ambient;
784 int loc_Color_Diffuse;
785 int loc_Color_Specular;
789 int loc_DeferredColor_Ambient;
790 int loc_DeferredColor_Diffuse;
791 int loc_DeferredColor_Specular;
792 int loc_DeferredMod_Diffuse;
793 int loc_DeferredMod_Specular;
794 int loc_DistortScaleRefractReflect;
797 int loc_FogHeightFade;
799 int loc_FogPlaneViewDist;
800 int loc_FogRangeRecip;
803 int loc_LightPosition;
804 int loc_OffsetMapping_ScaleSteps;
805 int loc_OffsetMapping_LodDistance;
806 int loc_OffsetMapping_Bias;
808 int loc_ReflectColor;
809 int loc_ReflectFactor;
810 int loc_ReflectOffset;
811 int loc_RefractColor;
813 int loc_ScreenCenterRefractReflect;
814 int loc_ScreenScaleRefractReflect;
815 int loc_ScreenToDepth;
816 int loc_ShadowMap_Parameters;
817 int loc_ShadowMap_TextureScale;
818 int loc_SpecularPower;
823 int loc_ViewTintColor;
825 int loc_ModelToLight;
827 int loc_BackgroundTexMatrix;
828 int loc_ModelViewProjectionMatrix;
829 int loc_ModelViewMatrix;
830 int loc_PixelToScreenTexCoord;
831 int loc_ModelToReflectCube;
832 int loc_ShadowMapMatrix;
833 int loc_BloomColorSubtract;
834 int loc_NormalmapScrollBlend;
835 int loc_BounceGridMatrix;
836 int loc_BounceGridIntensity;
838 r_glsl_permutation_t;
840 #define SHADERPERMUTATION_HASHSIZE 256
843 // non-degradable "lightweight" shader parameters to keep the permutations simpler
844 // these can NOT degrade! only use for simple stuff
847 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
848 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
849 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
853 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
854 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
856 #define SHADERSTATICPARMS_COUNT 8
858 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
859 static int shaderstaticparms_count = 0;
861 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
862 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
863 static qboolean R_CompileShader_CheckStaticParms(void)
865 static int r_compileshader_staticparms_save[1];
866 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
867 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
870 if (r_glsl_saturation_redcompensate.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
872 if (r_glsl_vertextextureblend_usebothalphas.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
874 if (r_shadow_glossexact.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
876 if (r_glsl_postprocess.integer)
878 if (r_glsl_postprocess_uservec1_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
880 if (r_glsl_postprocess_uservec2_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
882 if (r_glsl_postprocess_uservec3_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
884 if (r_glsl_postprocess_uservec4_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
889 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
892 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
893 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
896 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
897 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
899 shaderstaticparms_count = 0;
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
908 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
909 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
912 /// information about each possible shader permutation
913 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
914 /// currently selected permutation
915 r_glsl_permutation_t *r_glsl_permutation;
916 /// storage for permutations linked in the hash table
917 memexpandablearray_t r_glsl_permutationarray;
919 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
921 //unsigned int hashdepth = 0;
922 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
923 r_glsl_permutation_t *p;
924 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
926 if (p->mode == mode && p->permutation == permutation)
928 //if (hashdepth > 10)
929 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
934 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
936 p->permutation = permutation;
937 p->hashnext = r_glsl_permutationhash[mode][hashindex];
938 r_glsl_permutationhash[mode][hashindex] = p;
939 //if (hashdepth > 10)
940 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
944 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
947 if (!filename || !filename[0])
949 if (!strcmp(filename, "glsl/default.glsl"))
951 if (!glslshaderstring)
953 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
954 if (glslshaderstring)
955 Con_DPrintf("Loading shaders from file %s...\n", filename);
957 glslshaderstring = (char *)builtinshaderstring;
959 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
960 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
963 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
966 if (printfromdisknotice)
967 Con_DPrintf("from disk %s... ", filename);
973 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
977 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
978 char *vertexstring, *geometrystring, *fragmentstring;
979 char permutationname[256];
980 int vertstrings_count = 0;
981 int geomstrings_count = 0;
982 int fragstrings_count = 0;
983 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
984 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
985 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
992 permutationname[0] = 0;
993 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
994 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
995 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
997 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
999 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1000 if(vid.support.gl20shaders130)
1002 vertstrings_list[vertstrings_count++] = "#version 130\n";
1003 geomstrings_list[geomstrings_count++] = "#version 130\n";
1004 fragstrings_list[fragstrings_count++] = "#version 130\n";
1005 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1006 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1007 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1010 // the first pretext is which type of shader to compile as
1011 // (later these will all be bound together as a program object)
1012 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1013 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1014 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1016 // the second pretext is the mode (for example a light source)
1017 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1018 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1019 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1020 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1022 // now add all the permutation pretexts
1023 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1025 if (permutation & (1<<i))
1027 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1028 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1029 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1030 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1034 // keep line numbers correct
1035 vertstrings_list[vertstrings_count++] = "\n";
1036 geomstrings_list[geomstrings_count++] = "\n";
1037 fragstrings_list[fragstrings_count++] = "\n";
1042 R_CompileShader_AddStaticParms(mode, permutation);
1043 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 vertstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 geomstrings_count += shaderstaticparms_count;
1047 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1048 fragstrings_count += shaderstaticparms_count;
1050 // now append the shader text itself
1051 vertstrings_list[vertstrings_count++] = vertexstring;
1052 geomstrings_list[geomstrings_count++] = geometrystring;
1053 fragstrings_list[fragstrings_count++] = fragmentstring;
1055 // if any sources were NULL, clear the respective list
1057 vertstrings_count = 0;
1058 if (!geometrystring)
1059 geomstrings_count = 0;
1060 if (!fragmentstring)
1061 fragstrings_count = 0;
1063 // compile the shader program
1064 if (vertstrings_count + geomstrings_count + fragstrings_count)
1065 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1069 qglUseProgram(p->program);CHECKGLERROR
1070 // look up all the uniform variable names we care about, so we don't
1071 // have to look them up every time we set them
1073 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1074 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1075 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1076 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1077 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1078 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1079 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1080 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1081 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1082 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1083 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1084 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1085 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1086 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1087 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1088 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1089 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1090 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1091 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1092 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1093 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1094 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1095 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1096 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1097 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1098 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1099 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1100 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1101 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1102 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1103 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1104 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1105 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1106 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1107 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1108 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1109 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1110 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1111 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1112 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1113 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1114 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1115 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1116 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1117 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1118 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1119 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1120 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1121 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1122 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1123 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1124 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1125 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1126 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1127 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1128 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1129 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1130 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1131 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1132 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1133 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1134 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1135 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1136 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1137 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1138 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1139 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1140 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1141 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1142 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1143 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1144 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1145 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1146 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1147 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1148 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1149 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1150 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1151 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1152 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1153 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1154 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1155 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1156 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1157 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1158 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1159 // initialize the samplers to refer to the texture units we use
1160 p->tex_Texture_First = -1;
1161 p->tex_Texture_Second = -1;
1162 p->tex_Texture_GammaRamps = -1;
1163 p->tex_Texture_Normal = -1;
1164 p->tex_Texture_Color = -1;
1165 p->tex_Texture_Gloss = -1;
1166 p->tex_Texture_Glow = -1;
1167 p->tex_Texture_SecondaryNormal = -1;
1168 p->tex_Texture_SecondaryColor = -1;
1169 p->tex_Texture_SecondaryGloss = -1;
1170 p->tex_Texture_SecondaryGlow = -1;
1171 p->tex_Texture_Pants = -1;
1172 p->tex_Texture_Shirt = -1;
1173 p->tex_Texture_FogHeightTexture = -1;
1174 p->tex_Texture_FogMask = -1;
1175 p->tex_Texture_Lightmap = -1;
1176 p->tex_Texture_Deluxemap = -1;
1177 p->tex_Texture_Attenuation = -1;
1178 p->tex_Texture_Cube = -1;
1179 p->tex_Texture_Refraction = -1;
1180 p->tex_Texture_Reflection = -1;
1181 p->tex_Texture_ShadowMap2D = -1;
1182 p->tex_Texture_CubeProjection = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1216 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1218 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1220 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1223 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1227 Mem_Free(vertexstring);
1229 Mem_Free(geometrystring);
1231 Mem_Free(fragmentstring);
1234 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237 if (r_glsl_permutation != perm)
1239 r_glsl_permutation = perm;
1240 if (!r_glsl_permutation->program)
1242 if (!r_glsl_permutation->compiled)
1243 R_GLSL_CompilePermutation(perm, mode, permutation);
1244 if (!r_glsl_permutation->program)
1246 // remove features until we find a valid permutation
1248 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250 // reduce i more quickly whenever it would not remove any bits
1251 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252 if (!(permutation & j))
1255 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256 if (!r_glsl_permutation->compiled)
1257 R_GLSL_CompilePermutation(perm, mode, permutation);
1258 if (r_glsl_permutation->program)
1261 if (i >= SHADERPERMUTATION_COUNT)
1263 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265 qglUseProgram(0);CHECKGLERROR
1266 return; // no bit left to clear, entire mode is broken
1271 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1289 /// hash lookup data
1290 struct r_hlsl_permutation_s *hashnext;
1292 unsigned int permutation;
1294 /// indicates if we have tried compiling this permutation already
1296 /// NULL if compilation failed
1297 IDirect3DVertexShader9 *vertexshader;
1298 IDirect3DPixelShader9 *pixelshader;
1300 r_hlsl_permutation_t;
1302 typedef enum D3DVSREGISTER_e
1304 D3DVSREGISTER_TexMatrix = 0, // float4x4
1305 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309 D3DVSREGISTER_ModelToLight = 20, // float4x4
1310 D3DVSREGISTER_EyePosition = 24,
1311 D3DVSREGISTER_FogPlane = 25,
1312 D3DVSREGISTER_LightDir = 26,
1313 D3DVSREGISTER_LightPosition = 27,
1317 typedef enum D3DPSREGISTER_e
1319 D3DPSREGISTER_Alpha = 0,
1320 D3DPSREGISTER_BloomBlur_Parameters = 1,
1321 D3DPSREGISTER_ClientTime = 2,
1322 D3DPSREGISTER_Color_Ambient = 3,
1323 D3DPSREGISTER_Color_Diffuse = 4,
1324 D3DPSREGISTER_Color_Specular = 5,
1325 D3DPSREGISTER_Color_Glow = 6,
1326 D3DPSREGISTER_Color_Pants = 7,
1327 D3DPSREGISTER_Color_Shirt = 8,
1328 D3DPSREGISTER_DeferredColor_Ambient = 9,
1329 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330 D3DPSREGISTER_DeferredColor_Specular = 11,
1331 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332 D3DPSREGISTER_DeferredMod_Specular = 13,
1333 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334 D3DPSREGISTER_EyePosition = 15, // unused
1335 D3DPSREGISTER_FogColor = 16,
1336 D3DPSREGISTER_FogHeightFade = 17,
1337 D3DPSREGISTER_FogPlane = 18,
1338 D3DPSREGISTER_FogPlaneViewDist = 19,
1339 D3DPSREGISTER_FogRangeRecip = 20,
1340 D3DPSREGISTER_LightColor = 21,
1341 D3DPSREGISTER_LightDir = 22, // unused
1342 D3DPSREGISTER_LightPosition = 23,
1343 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344 D3DPSREGISTER_PixelSize = 25,
1345 D3DPSREGISTER_ReflectColor = 26,
1346 D3DPSREGISTER_ReflectFactor = 27,
1347 D3DPSREGISTER_ReflectOffset = 28,
1348 D3DPSREGISTER_RefractColor = 29,
1349 D3DPSREGISTER_Saturation = 30,
1350 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352 D3DPSREGISTER_ScreenToDepth = 33,
1353 D3DPSREGISTER_ShadowMap_Parameters = 34,
1354 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355 D3DPSREGISTER_SpecularPower = 36,
1356 D3DPSREGISTER_UserVec1 = 37,
1357 D3DPSREGISTER_UserVec2 = 38,
1358 D3DPSREGISTER_UserVec3 = 39,
1359 D3DPSREGISTER_UserVec4 = 40,
1360 D3DPSREGISTER_ViewTintColor = 41,
1361 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362 D3DPSREGISTER_BloomColorSubtract = 43,
1363 D3DPSREGISTER_ViewToLight = 44, // float4x4
1364 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365 D3DPSREGISTER_NormalmapScrollBlend = 52,
1366 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367 D3DPSREGISTER_OffsetMapping_Bias = 54,
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 //unsigned int hashdepth = 0;
1382 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383 r_hlsl_permutation_t *p;
1384 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386 if (p->mode == mode && p->permutation == permutation)
1388 //if (hashdepth > 10)
1389 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1394 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396 p->permutation = permutation;
1397 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398 r_hlsl_permutationhash[mode][hashindex] = p;
1399 //if (hashdepth > 10)
1400 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1407 if (!filename || !filename[0])
1409 if (!strcmp(filename, "hlsl/default.hlsl"))
1411 if (!hlslshaderstring)
1413 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414 if (hlslshaderstring)
1415 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417 hlslshaderstring = (char *)builtinhlslshaderstring;
1419 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421 return shaderstring;
1423 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1426 if (printfromdisknotice)
1427 Con_DPrintf("from disk %s... ", filename);
1428 return shaderstring;
1430 return shaderstring;
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 DWORD *vsbin = NULL;
1440 DWORD *psbin = NULL;
1441 fs_offset_t vsbinsize;
1442 fs_offset_t psbinsize;
1443 // IDirect3DVertexShader9 *vs = NULL;
1444 // IDirect3DPixelShader9 *ps = NULL;
1445 ID3DXBuffer *vslog = NULL;
1446 ID3DXBuffer *vsbuffer = NULL;
1447 ID3DXConstantTable *vsconstanttable = NULL;
1448 ID3DXBuffer *pslog = NULL;
1449 ID3DXBuffer *psbuffer = NULL;
1450 ID3DXConstantTable *psconstanttable = NULL;
1453 char temp[MAX_INPUTLINE];
1454 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 static void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 static void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 if (suppresstexalpha)
1912 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1924 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1928 case RENDERPATH_D3D10:
1929 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_D3D11:
1932 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_GLES2:
1936 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1942 case RENDERPATH_GL13:
1943 case RENDERPATH_GLES1:
1944 R_Mesh_TexBind(0, first );
1945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946 R_Mesh_TexBind(1, second);
1948 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1950 case RENDERPATH_GL11:
1951 R_Mesh_TexBind(0, first );
1953 case RENDERPATH_SOFT:
1954 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955 R_Mesh_TexBind(GL20TU_FIRST , first );
1956 R_Mesh_TexBind(GL20TU_SECOND, second);
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1968 unsigned int permutation = 0;
1969 if (r_trippy.integer && !notrippy)
1970 permutation |= SHADERPERMUTATION_TRIPPY;
1972 permutation |= SHADERPERMUTATION_DEPTHRGB;
1973 if (vid.allowalphatocoverage)
1974 GL_AlphaToCoverage(false);
1975 switch (vid.renderpath)
1977 case RENDERPATH_D3D9:
1979 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1982 case RENDERPATH_D3D10:
1983 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985 case RENDERPATH_D3D11:
1986 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1988 case RENDERPATH_GL20:
1989 case RENDERPATH_GLES2:
1990 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1992 case RENDERPATH_GL13:
1993 case RENDERPATH_GLES1:
1994 R_Mesh_TexBind(0, 0);
1995 R_Mesh_TexBind(1, 0);
1997 case RENDERPATH_GL11:
1998 R_Mesh_TexBind(0, 0);
2000 case RENDERPATH_SOFT:
2001 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2006 void R_SetupShader_ShowDepth(qboolean notrippy)
2008 int permutation = 0;
2009 if (r_trippy.integer && !notrippy)
2010 permutation |= SHADERPERMUTATION_TRIPPY;
2011 if (vid.allowalphatocoverage)
2012 GL_AlphaToCoverage(false);
2013 switch (vid.renderpath)
2015 case RENDERPATH_D3D9:
2017 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2020 case RENDERPATH_D3D10:
2021 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023 case RENDERPATH_D3D11:
2024 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2026 case RENDERPATH_GL20:
2027 case RENDERPATH_GLES2:
2028 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2030 case RENDERPATH_GL13:
2031 case RENDERPATH_GLES1:
2033 case RENDERPATH_GL11:
2035 case RENDERPATH_SOFT:
2036 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2041 extern qboolean r_shadow_usingdeferredprepass;
2042 extern rtexture_t *r_shadow_attenuationgradienttexture;
2043 extern rtexture_t *r_shadow_attenuation2dtexture;
2044 extern rtexture_t *r_shadow_attenuation3dtexture;
2045 extern qboolean r_shadow_usingshadowmap2d;
2046 extern qboolean r_shadow_usingshadowmaportho;
2047 extern float r_shadow_shadowmap_texturescale[2];
2048 extern float r_shadow_shadowmap_parameters[4];
2049 extern qboolean r_shadow_shadowmapvsdct;
2050 extern qboolean r_shadow_shadowmapsampler;
2051 extern int r_shadow_shadowmappcf;
2052 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2053 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2054 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2055 extern matrix4x4_t r_shadow_shadowmapmatrix;
2056 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2057 extern int r_shadow_prepass_width;
2058 extern int r_shadow_prepass_height;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2060 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2064 #define BLENDFUNC_ALLOWS_COLORMOD 1
2065 #define BLENDFUNC_ALLOWS_FOG 2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2073 // a blendfunc allows colormod if:
2074 // a) it can never keep the destination pixel invariant, or
2075 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076 // this is to prevent unintended side effects from colormod
2078 // a blendfunc allows fog if:
2079 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080 // this is to prevent unintended side effects from fog
2082 // these checks are the output of fogeval.pl
2084 r |= BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2112 // select a permutation of the lighting shader appropriate to this
2113 // combination of texture, entity, light source, and fogging, only use the
2114 // minimum features necessary to avoid wasting rendering time in the
2115 // fragment shader on features that are not being used
2116 unsigned int permutation = 0;
2117 unsigned int mode = 0;
2119 static float dummy_colormod[3] = {1, 1, 1};
2120 float *colormod = rsurface.colormod;
2122 matrix4x4_t tempmatrix;
2123 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124 if (r_trippy.integer && !notrippy)
2125 permutation |= SHADERPERMUTATION_TRIPPY;
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2135 mode = SHADERMODE_WATER;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 mode = SHADERMODE_GENERIC;
2158 permutation |= SHADERPERMUTATION_DIFFUSE;
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2162 if (vid.allowalphatocoverage)
2163 GL_AlphaToCoverage(false);
2165 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2167 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2169 switch(rsurface.texture->offsetmapping)
2171 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_OFF: break;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 // normalmap (deferred prepass), may use alpha test on diffuse
2180 mode = SHADERMODE_DEFERREDGEOMETRY;
2181 GL_BlendFunc(GL_ONE, GL_ZERO);
2182 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 mode = SHADERMODE_LIGHTSOURCE;
2202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203 permutation |= SHADERPERMUTATION_CUBEFILTER;
2204 if (diffusescale > 0)
2205 permutation |= SHADERPERMUTATION_DIFFUSE;
2206 if (specularscale > 0)
2207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208 if (r_refdef.fogenabled)
2209 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210 if (rsurface.texture->colormapping)
2211 permutation |= SHADERPERMUTATION_COLORMAPPING;
2212 if (r_shadow_usingshadowmap2d)
2214 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215 if(r_shadow_shadowmapvsdct)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2218 if (r_shadow_shadowmapsampler)
2219 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220 if (r_shadow_shadowmappcf > 1)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222 else if (r_shadow_shadowmappcf)
2223 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2224 if (r_shadow_shadowmap2ddepthbuffer)
2225 permutation |= SHADERPERMUTATION_DEPTHRGB;
2227 if (rsurface.texture->reflectmasktexture)
2228 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2229 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2230 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2231 if (vid.allowalphatocoverage)
2232 GL_AlphaToCoverage(false);
2234 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2236 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2238 switch(rsurface.texture->offsetmapping)
2240 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2241 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2243 case OFFSETMAPPING_OFF: break;
2246 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2247 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2248 // unshaded geometry (fullbright or ambient model lighting)
2249 mode = SHADERMODE_FLATCOLOR;
2250 ambientscale = diffusescale = specularscale = 0;
2251 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2252 permutation |= SHADERPERMUTATION_GLOW;
2253 if (r_refdef.fogenabled)
2254 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2255 if (rsurface.texture->colormapping)
2256 permutation |= SHADERPERMUTATION_COLORMAPPING;
2257 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2259 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2260 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2262 if (r_shadow_shadowmapsampler)
2263 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2264 if (r_shadow_shadowmappcf > 1)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2266 else if (r_shadow_shadowmappcf)
2267 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2268 if (r_shadow_shadowmap2ddepthbuffer)
2269 permutation |= SHADERPERMUTATION_DEPTHRGB;
2271 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2272 permutation |= SHADERPERMUTATION_REFLECTION;
2273 if (rsurface.texture->reflectmasktexture)
2274 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2275 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2276 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2277 // when using alphatocoverage, we don't need alphakill
2278 if (vid.allowalphatocoverage)
2280 if (r_transparent_alphatocoverage.integer)
2282 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2283 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2286 GL_AlphaToCoverage(false);
2289 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2291 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2293 switch(rsurface.texture->offsetmapping)
2295 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2296 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2297 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2298 case OFFSETMAPPING_OFF: break;
2301 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2302 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2303 // directional model lighting
2304 mode = SHADERMODE_LIGHTDIRECTION;
2305 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2306 permutation |= SHADERPERMUTATION_GLOW;
2307 permutation |= SHADERPERMUTATION_DIFFUSE;
2308 if (specularscale > 0)
2309 permutation |= SHADERPERMUTATION_SPECULAR;
2310 if (r_refdef.fogenabled)
2311 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2312 if (rsurface.texture->colormapping)
2313 permutation |= SHADERPERMUTATION_COLORMAPPING;
2314 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2316 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2317 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2319 if (r_shadow_shadowmapsampler)
2320 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2321 if (r_shadow_shadowmappcf > 1)
2322 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2323 else if (r_shadow_shadowmappcf)
2324 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2325 if (r_shadow_shadowmap2ddepthbuffer)
2326 permutation |= SHADERPERMUTATION_DEPTHRGB;
2328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2329 permutation |= SHADERPERMUTATION_REFLECTION;
2330 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2331 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2332 if (rsurface.texture->reflectmasktexture)
2333 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2334 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2337 if (r_shadow_bouncegriddirectional)
2338 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2340 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2341 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 // when using alphatocoverage, we don't need alphakill
2343 if (vid.allowalphatocoverage)
2345 if (r_transparent_alphatocoverage.integer)
2347 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2348 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2351 GL_AlphaToCoverage(false);
2354 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2356 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2358 switch(rsurface.texture->offsetmapping)
2360 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2361 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2362 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363 case OFFSETMAPPING_OFF: break;
2366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2368 // ambient model lighting
2369 mode = SHADERMODE_LIGHTDIRECTION;
2370 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2371 permutation |= SHADERPERMUTATION_GLOW;
2372 if (r_refdef.fogenabled)
2373 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2374 if (rsurface.texture->colormapping)
2375 permutation |= SHADERPERMUTATION_COLORMAPPING;
2376 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2379 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381 if (r_shadow_shadowmapsampler)
2382 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2383 if (r_shadow_shadowmappcf > 1)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2385 else if (r_shadow_shadowmappcf)
2386 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2387 if (r_shadow_shadowmap2ddepthbuffer)
2388 permutation |= SHADERPERMUTATION_DEPTHRGB;
2390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2391 permutation |= SHADERPERMUTATION_REFLECTION;
2392 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2393 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2394 if (rsurface.texture->reflectmasktexture)
2395 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2396 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2399 if (r_shadow_bouncegriddirectional)
2400 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2402 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2403 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 // when using alphatocoverage, we don't need alphakill
2405 if (vid.allowalphatocoverage)
2407 if (r_transparent_alphatocoverage.integer)
2409 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2410 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2413 GL_AlphaToCoverage(false);
2418 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2420 switch(rsurface.texture->offsetmapping)
2422 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2423 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2424 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_OFF: break;
2428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2432 permutation |= SHADERPERMUTATION_GLOW;
2433 if (r_refdef.fogenabled)
2434 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2435 if (rsurface.texture->colormapping)
2436 permutation |= SHADERPERMUTATION_COLORMAPPING;
2437 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2439 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2440 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2442 if (r_shadow_shadowmapsampler)
2443 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2444 if (r_shadow_shadowmappcf > 1)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2446 else if (r_shadow_shadowmappcf)
2447 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2448 if (r_shadow_shadowmap2ddepthbuffer)
2449 permutation |= SHADERPERMUTATION_DEPTHRGB;
2451 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2452 permutation |= SHADERPERMUTATION_REFLECTION;
2453 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2454 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2455 if (rsurface.texture->reflectmasktexture)
2456 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2457 if (FAKELIGHT_ENABLED)
2459 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2460 mode = SHADERMODE_FAKELIGHT;
2461 permutation |= SHADERPERMUTATION_DIFFUSE;
2462 if (specularscale > 0)
2463 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2465 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2467 // deluxemapping (light direction texture)
2468 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2469 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2471 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2472 permutation |= SHADERPERMUTATION_DIFFUSE;
2473 if (specularscale > 0)
2474 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476 else if (r_glsl_deluxemapping.integer >= 2)
2478 // fake deluxemapping (uniform light direction in tangentspace)
2479 if (rsurface.uselightmaptexture)
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2482 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2483 permutation |= SHADERPERMUTATION_DIFFUSE;
2484 if (specularscale > 0)
2485 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2487 else if (rsurface.uselightmaptexture)
2489 // ordinary lightmapping (q1bsp, q3bsp)
2490 mode = SHADERMODE_LIGHTMAP;
2494 // ordinary vertex coloring (q3bsp)
2495 mode = SHADERMODE_VERTEXCOLOR;
2497 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2499 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2500 if (r_shadow_bouncegriddirectional)
2501 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2503 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2504 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2505 // when using alphatocoverage, we don't need alphakill
2506 if (vid.allowalphatocoverage)
2508 if (r_transparent_alphatocoverage.integer)
2510 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2511 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2514 GL_AlphaToCoverage(false);
2517 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2518 colormod = dummy_colormod;
2519 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2520 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2521 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2522 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2523 switch(vid.renderpath)
2525 case RENDERPATH_D3D9:
2527 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2528 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2529 R_SetupShader_SetPermutationHLSL(mode, permutation);
2530 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2531 if (mode == SHADERMODE_LIGHTSOURCE)
2533 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2534 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2538 if (mode == SHADERMODE_LIGHTDIRECTION)
2540 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2543 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2544 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2545 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2546 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2547 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2549 if (mode == SHADERMODE_LIGHTSOURCE)
2551 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2554 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2557 // additive passes are only darkened by fog, not tinted
2558 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2559 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2563 if (mode == SHADERMODE_FLATCOLOR)
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2567 else if (mode == SHADERMODE_LIGHTDIRECTION)
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2574 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2585 // additive passes are only darkened by fog, not tinted
2586 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2587 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2589 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2593 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2594 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2595 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2596 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2597 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2598 if (mode == SHADERMODE_WATER)
2599 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2601 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2604 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2605 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2606 if (rsurface.texture->pantstexture)
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2610 if (rsurface.texture->shirttexture)
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2614 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2615 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2616 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2617 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2618 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2619 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2620 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2621 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2622 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2624 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2625 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2626 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2627 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2629 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2630 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2631 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2632 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2634 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2635 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2636 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2637 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2638 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2639 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2640 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2641 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2642 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2643 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2644 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2645 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2646 if (rsurfacepass == RSURFPASS_BACKGROUND)
2648 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2649 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2650 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2654 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2656 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2657 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2658 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2659 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2661 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2662 if (rsurface.rtlight)
2664 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2665 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2670 case RENDERPATH_D3D10:
2671 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_D3D11:
2674 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2676 case RENDERPATH_GL20:
2677 case RENDERPATH_GLES2:
2678 if (!vid.useinterleavedarrays)
2680 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2681 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2682 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2683 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2684 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2685 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2686 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2687 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2694 R_SetupShader_SetPermutationGLSL(mode, permutation);
2695 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2696 if (mode == SHADERMODE_LIGHTSOURCE)
2698 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2699 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2700 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2701 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2702 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2703 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2705 // additive passes are only darkened by fog, not tinted
2706 if (r_glsl_permutation->loc_FogColor >= 0)
2707 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2708 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2712 if (mode == SHADERMODE_FLATCOLOR)
2714 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2716 else if (mode == SHADERMODE_LIGHTDIRECTION)
2718 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2719 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2720 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2721 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2722 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2723 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2724 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2728 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2729 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2730 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2731 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2732 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2734 // additive passes are only darkened by fog, not tinted
2735 if (r_glsl_permutation->loc_FogColor >= 0)
2737 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2738 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2740 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2742 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2743 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2744 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2745 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2746 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2747 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2748 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2749 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2750 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2752 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2753 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2754 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2755 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2756 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2758 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2759 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2761 if (r_glsl_permutation->loc_Color_Pants >= 0)
2763 if (rsurface.texture->pantstexture)
2764 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2766 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2770 if (rsurface.texture->shirttexture)
2771 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2773 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2775 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2776 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2777 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2778 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2779 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2780 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2781 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2782 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2783 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2785 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2786 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2787 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2788 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2789 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2790 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2792 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2793 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2794 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2795 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2796 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2797 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2798 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2800 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2801 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2802 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2803 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2804 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2805 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2806 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2807 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2808 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2809 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2810 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2811 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2812 if (rsurfacepass == RSURFPASS_BACKGROUND)
2814 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2815 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2816 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2820 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2822 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2823 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2824 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2825 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2827 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2828 if (rsurface.rtlight)
2830 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2831 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2834 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2837 case RENDERPATH_GL11:
2838 case RENDERPATH_GL13:
2839 case RENDERPATH_GLES1:
2841 case RENDERPATH_SOFT:
2842 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2843 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2844 R_SetupShader_SetPermutationSoft(mode, permutation);
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2846 if (mode == SHADERMODE_LIGHTSOURCE)
2848 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2855 // additive passes are only darkened by fog, not tinted
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2857 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2861 if (mode == SHADERMODE_FLATCOLOR)
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2865 else if (mode == SHADERMODE_LIGHTDIRECTION)
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2883 // additive passes are only darkened by fog, not tinted
2884 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2891 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2892 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2893 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2895 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2896 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2898 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2899 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2900 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2901 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2907 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2909 if (rsurface.texture->pantstexture)
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2914 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2916 if (rsurface.texture->shirttexture)
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2921 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2925 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2926 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2927 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2928 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2929 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2933 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2934 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2936 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2937 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2938 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2939 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2941 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2942 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2943 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2944 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2945 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2946 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2947 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2948 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2949 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2950 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2951 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2952 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2953 if (rsurfacepass == RSURFPASS_BACKGROUND)
2955 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2956 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2957 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2961 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2963 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2964 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2965 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2966 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2968 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2969 if (rsurface.rtlight)
2971 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2972 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2979 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2981 // select a permutation of the lighting shader appropriate to this
2982 // combination of texture, entity, light source, and fogging, only use the
2983 // minimum features necessary to avoid wasting rendering time in the
2984 // fragment shader on features that are not being used
2985 unsigned int permutation = 0;
2986 unsigned int mode = 0;
2987 const float *lightcolorbase = rtlight->currentcolor;
2988 float ambientscale = rtlight->ambientscale;
2989 float diffusescale = rtlight->diffusescale;
2990 float specularscale = rtlight->specularscale;
2991 // this is the location of the light in view space
2992 vec3_t viewlightorigin;
2993 // this transforms from view space (camera) to light space (cubemap)
2994 matrix4x4_t viewtolight;
2995 matrix4x4_t lighttoview;
2996 float viewtolight16f[16];
2998 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2999 if (rtlight->currentcubemap != r_texture_whitecube)
3000 permutation |= SHADERPERMUTATION_CUBEFILTER;
3001 if (diffusescale > 0)
3002 permutation |= SHADERPERMUTATION_DIFFUSE;
3003 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3004 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3005 if (r_shadow_usingshadowmap2d)
3007 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3008 if (r_shadow_shadowmapvsdct)
3009 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3011 if (r_shadow_shadowmapsampler)
3012 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3013 if (r_shadow_shadowmappcf > 1)
3014 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3015 else if (r_shadow_shadowmappcf)
3016 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3017 if (r_shadow_shadowmap2ddepthbuffer)
3018 permutation |= SHADERPERMUTATION_DEPTHRGB;
3020 if (vid.allowalphatocoverage)
3021 GL_AlphaToCoverage(false);
3022 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3023 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3024 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3025 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3026 switch(vid.renderpath)
3028 case RENDERPATH_D3D9:
3030 R_SetupShader_SetPermutationHLSL(mode, permutation);
3031 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3032 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3033 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3034 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3036 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3037 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3038 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3039 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3040 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3042 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3043 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3044 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3045 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3046 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3049 case RENDERPATH_D3D10:
3050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3052 case RENDERPATH_D3D11:
3053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3055 case RENDERPATH_GL20:
3056 case RENDERPATH_GLES2:
3057 R_SetupShader_SetPermutationGLSL(mode, permutation);
3058 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3059 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3060 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3061 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3062 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3063 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3064 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3065 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3066 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3067 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3069 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3070 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3071 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3072 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3073 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3075 case RENDERPATH_GL11:
3076 case RENDERPATH_GL13:
3077 case RENDERPATH_GLES1:
3079 case RENDERPATH_SOFT:
3080 R_SetupShader_SetPermutationGLSL(mode, permutation);
3081 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3082 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3086 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3087 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3088 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3089 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3090 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3092 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3093 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3094 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3095 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3096 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3101 #define SKINFRAME_HASH 1024
3105 int loadsequence; // incremented each level change
3106 memexpandablearray_t array;
3107 skinframe_t *hash[SKINFRAME_HASH];
3110 r_skinframe_t r_skinframe;
3112 void R_SkinFrame_PrepareForPurge(void)
3114 r_skinframe.loadsequence++;
3115 // wrap it without hitting zero
3116 if (r_skinframe.loadsequence >= 200)
3117 r_skinframe.loadsequence = 1;
3120 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3124 // mark the skinframe as used for the purging code
3125 skinframe->loadsequence = r_skinframe.loadsequence;
3128 void R_SkinFrame_Purge(void)
3132 for (i = 0;i < SKINFRAME_HASH;i++)
3134 for (s = r_skinframe.hash[i];s;s = s->next)
3136 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3138 if (s->merged == s->base)
3140 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3141 R_PurgeTexture(s->stain );s->stain = NULL;
3142 R_PurgeTexture(s->merged);s->merged = NULL;
3143 R_PurgeTexture(s->base );s->base = NULL;
3144 R_PurgeTexture(s->pants );s->pants = NULL;
3145 R_PurgeTexture(s->shirt );s->shirt = NULL;
3146 R_PurgeTexture(s->nmap );s->nmap = NULL;
3147 R_PurgeTexture(s->gloss );s->gloss = NULL;
3148 R_PurgeTexture(s->glow );s->glow = NULL;
3149 R_PurgeTexture(s->fog );s->fog = NULL;
3150 R_PurgeTexture(s->reflect);s->reflect = NULL;
3151 s->loadsequence = 0;
3157 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3159 char basename[MAX_QPATH];
3161 Image_StripImageExtension(name, basename, sizeof(basename));
3163 if( last == NULL ) {
3165 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3166 item = r_skinframe.hash[hashindex];
3171 // linearly search through the hash bucket
3172 for( ; item ; item = item->next ) {
3173 if( !strcmp( item->basename, basename ) ) {
3180 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3184 char basename[MAX_QPATH];
3186 Image_StripImageExtension(name, basename, sizeof(basename));
3188 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3189 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3190 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3194 rtexture_t *dyntexture;
3195 // check whether its a dynamic texture
3196 dyntexture = CL_GetDynTexture( basename );
3197 if (!add && !dyntexture)
3199 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3200 memset(item, 0, sizeof(*item));
3201 strlcpy(item->basename, basename, sizeof(item->basename));
3202 item->base = dyntexture; // either NULL or dyntexture handle
3203 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3204 item->comparewidth = comparewidth;
3205 item->compareheight = compareheight;
3206 item->comparecrc = comparecrc;
3207 item->next = r_skinframe.hash[hashindex];
3208 r_skinframe.hash[hashindex] = item;
3210 else if (textureflags & TEXF_FORCE_RELOAD)
3212 rtexture_t *dyntexture;
3213 // check whether its a dynamic texture
3214 dyntexture = CL_GetDynTexture( basename );
3215 if (!add && !dyntexture)
3217 if (item->merged == item->base)
3218 item->merged = NULL;
3219 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3220 R_PurgeTexture(item->stain );item->stain = NULL;
3221 R_PurgeTexture(item->merged);item->merged = NULL;
3222 R_PurgeTexture(item->base );item->base = NULL;
3223 R_PurgeTexture(item->pants );item->pants = NULL;
3224 R_PurgeTexture(item->shirt );item->shirt = NULL;
3225 R_PurgeTexture(item->nmap );item->nmap = NULL;
3226 R_PurgeTexture(item->gloss );item->gloss = NULL;
3227 R_PurgeTexture(item->glow );item->glow = NULL;
3228 R_PurgeTexture(item->fog );item->fog = NULL;
3229 R_PurgeTexture(item->reflect);item->reflect = NULL;
3230 item->loadsequence = 0;
3232 else if( item->base == NULL )
3234 rtexture_t *dyntexture;
3235 // check whether its a dynamic texture
3236 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3237 dyntexture = CL_GetDynTexture( basename );
3238 item->base = dyntexture; // either NULL or dyntexture handle
3241 R_SkinFrame_MarkUsed(item);
3245 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3247 unsigned long long avgcolor[5], wsum; \
3255 for(pix = 0; pix < cnt; ++pix) \
3258 for(comp = 0; comp < 3; ++comp) \
3260 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3263 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265 for(comp = 0; comp < 3; ++comp) \
3266 avgcolor[comp] += getpixel * w; \
3269 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3270 avgcolor[4] += getpixel; \
3272 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3274 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3275 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3276 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3280 extern cvar_t gl_picmip;
3281 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3284 unsigned char *pixels;
3285 unsigned char *bumppixels;
3286 unsigned char *basepixels = NULL;
3287 int basepixels_width = 0;
3288 int basepixels_height = 0;
3289 skinframe_t *skinframe;
3290 rtexture_t *ddsbase = NULL;
3291 qboolean ddshasalpha = false;
3292 float ddsavgcolor[4];
3293 char basename[MAX_QPATH];
3294 int miplevel = R_PicmipForFlags(textureflags);
3295 int savemiplevel = miplevel;
3299 if (cls.state == ca_dedicated)
3302 // return an existing skinframe if already loaded
3303 // if loading of the first image fails, don't make a new skinframe as it
3304 // would cause all future lookups of this to be missing
3305 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3306 if (skinframe && skinframe->base)
3309 Image_StripImageExtension(name, basename, sizeof(basename));
3311 // check for DDS texture file first
3312 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3314 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3315 if (basepixels == NULL)
3319 // FIXME handle miplevel
3321 if (developer_loading.integer)
3322 Con_Printf("loading skin \"%s\"\n", name);
3324 // we've got some pixels to store, so really allocate this new texture now
3326 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3327 textureflags &= ~TEXF_FORCE_RELOAD;
3328 skinframe->stain = NULL;
3329 skinframe->merged = NULL;
3330 skinframe->base = NULL;
3331 skinframe->pants = NULL;
3332 skinframe->shirt = NULL;
3333 skinframe->nmap = NULL;
3334 skinframe->gloss = NULL;
3335 skinframe->glow = NULL;
3336 skinframe->fog = NULL;
3337 skinframe->reflect = NULL;
3338 skinframe->hasalpha = false;
3342 skinframe->base = ddsbase;
3343 skinframe->hasalpha = ddshasalpha;
3344 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3345 if (r_loadfog && skinframe->hasalpha)
3346 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3347 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3351 basepixels_width = image_width;
3352 basepixels_height = image_height;
3353 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3354 if (textureflags & TEXF_ALPHA)
3356 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3358 if (basepixels[j] < 255)
3360 skinframe->hasalpha = true;
3364 if (r_loadfog && skinframe->hasalpha)
3366 // has transparent pixels
3367 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3368 for (j = 0;j < image_width * image_height * 4;j += 4)
3373 pixels[j+3] = basepixels[j+3];
3375 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3379 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3381 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3382 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3383 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3385 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3391 mymiplevel = savemiplevel;
3392 if (r_loadnormalmap)
3393 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3394 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3398 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3399 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3402 // _norm is the name used by tenebrae and has been adopted as standard
3403 if (r_loadnormalmap && skinframe->nmap == NULL)
3405 mymiplevel = savemiplevel;
3406 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3408 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3412 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3414 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3415 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3416 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3418 Mem_Free(bumppixels);
3420 else if (r_shadow_bumpscale_basetexture.value > 0)
3422 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3423 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3424 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3428 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3429 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3433 // _luma is supported only for tenebrae compatibility
3434 // _glow is the preferred name
3435 mymiplevel = savemiplevel;
3436 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3438 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3440 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3441 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3443 Mem_Free(pixels);pixels = NULL;
3446 mymiplevel = savemiplevel;
3447 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3449 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3451 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3452 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3458 mymiplevel = savemiplevel;
3459 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3461 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3463 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3464 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3470 mymiplevel = savemiplevel;
3471 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3473 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3475 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3476 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3482 mymiplevel = savemiplevel;
3483 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3485 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3487 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3488 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3495 Mem_Free(basepixels);
3500 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3501 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3504 unsigned char *temp1, *temp2;
3505 skinframe_t *skinframe;
3508 if (cls.state == ca_dedicated)
3511 // if already loaded just return it, otherwise make a new skinframe
3512 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3513 if (skinframe && skinframe->base)
3515 textureflags &= ~TEXF_FORCE_RELOAD;
3517 skinframe->stain = NULL;
3518 skinframe->merged = NULL;
3519 skinframe->base = NULL;
3520 skinframe->pants = NULL;
3521 skinframe->shirt = NULL;
3522 skinframe->nmap = NULL;
3523 skinframe->gloss = NULL;
3524 skinframe->glow = NULL;
3525 skinframe->fog = NULL;
3526 skinframe->reflect = NULL;
3527 skinframe->hasalpha = false;
3529 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3533 if (developer_loading.integer)
3534 Con_Printf("loading 32bit skin \"%s\"\n", name);
3536 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3538 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3539 temp2 = temp1 + width * height * 4;
3540 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3541 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3544 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3545 if (textureflags & TEXF_ALPHA)
3547 for (i = 3;i < width * height * 4;i += 4)
3549 if (skindata[i] < 255)
3551 skinframe->hasalpha = true;
3555 if (r_loadfog && skinframe->hasalpha)
3557 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3558 memcpy(fogpixels, skindata, width * height * 4);
3559 for (i = 0;i < width * height * 4;i += 4)
3560 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3561 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3562 Mem_Free(fogpixels);
3566 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3567 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3572 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3576 skinframe_t *skinframe;
3578 if (cls.state == ca_dedicated)
3581 // if already loaded just return it, otherwise make a new skinframe
3582 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3583 if (skinframe && skinframe->base)
3585 textureflags &= ~TEXF_FORCE_RELOAD;
3587 skinframe->stain = NULL;
3588 skinframe->merged = NULL;
3589 skinframe->base = NULL;
3590 skinframe->pants = NULL;
3591 skinframe->shirt = NULL;
3592 skinframe->nmap = NULL;
3593 skinframe->gloss = NULL;
3594 skinframe->glow = NULL;
3595 skinframe->fog = NULL;
3596 skinframe->reflect = NULL;
3597 skinframe->hasalpha = false;
3599 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3603 if (developer_loading.integer)
3604 Con_Printf("loading quake skin \"%s\"\n", name);
3606 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3607 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3608 memcpy(skinframe->qpixels, skindata, width*height);
3609 skinframe->qwidth = width;
3610 skinframe->qheight = height;
3613 for (i = 0;i < width * height;i++)
3614 featuresmask |= palette_featureflags[skindata[i]];
3616 skinframe->hasalpha = false;
3617 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3618 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3619 skinframe->qgeneratemerged = true;
3620 skinframe->qgeneratebase = skinframe->qhascolormapping;
3621 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3623 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3624 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3629 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3633 unsigned char *skindata;
3636 if (!skinframe->qpixels)
3639 if (!skinframe->qhascolormapping)
3640 colormapped = false;
3644 if (!skinframe->qgeneratebase)
3649 if (!skinframe->qgeneratemerged)
3653 width = skinframe->qwidth;
3654 height = skinframe->qheight;
3655 skindata = skinframe->qpixels;
3657 if (skinframe->qgeneratenmap)
3659 unsigned char *temp1, *temp2;
3660 skinframe->qgeneratenmap = false;
3661 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3662 temp2 = temp1 + width * height * 4;
3663 // use either a custom palette or the quake palette
3664 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3665 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3666 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3670 if (skinframe->qgenerateglow)
3672 skinframe->qgenerateglow = false;
3673 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3678 skinframe->qgeneratebase = false;
3679 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3680 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3681 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3685 skinframe->qgeneratemerged = false;
3686 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3689 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3691 Mem_Free(skinframe->qpixels);
3692 skinframe->qpixels = NULL;
3696 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3699 skinframe_t *skinframe;
3702 if (cls.state == ca_dedicated)
3705 // if already loaded just return it, otherwise make a new skinframe
3706 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3707 if (skinframe && skinframe->base)
3709 textureflags &= ~TEXF_FORCE_RELOAD;
3711 skinframe->stain = NULL;
3712 skinframe->merged = NULL;
3713 skinframe->base = NULL;
3714 skinframe->pants = NULL;
3715 skinframe->shirt = NULL;
3716 skinframe->nmap = NULL;
3717 skinframe->gloss = NULL;
3718 skinframe->glow = NULL;
3719 skinframe->fog = NULL;
3720 skinframe->reflect = NULL;
3721 skinframe->hasalpha = false;
3723 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3727 if (developer_loading.integer)
3728 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3730 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3731 if (textureflags & TEXF_ALPHA)
3733 for (i = 0;i < width * height;i++)
3735 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3737 skinframe->hasalpha = true;
3741 if (r_loadfog && skinframe->hasalpha)
3742 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3745 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3746 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3751 skinframe_t *R_SkinFrame_LoadMissing(void)
3753 skinframe_t *skinframe;
3755 if (cls.state == ca_dedicated)
3758 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3759 skinframe->stain = NULL;
3760 skinframe->merged = NULL;
3761 skinframe->base = NULL;
3762 skinframe->pants = NULL;
3763 skinframe->shirt = NULL;
3764 skinframe->nmap = NULL;
3765 skinframe->gloss = NULL;
3766 skinframe->glow = NULL;
3767 skinframe->fog = NULL;
3768 skinframe->reflect = NULL;
3769 skinframe->hasalpha = false;
3771 skinframe->avgcolor[0] = rand() / RAND_MAX;
3772 skinframe->avgcolor[1] = rand() / RAND_MAX;
3773 skinframe->avgcolor[2] = rand() / RAND_MAX;
3774 skinframe->avgcolor[3] = 1;
3779 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3780 typedef struct suffixinfo_s
3783 qboolean flipx, flipy, flipdiagonal;
3786 static suffixinfo_t suffix[3][6] =
3789 {"px", false, false, false},
3790 {"nx", false, false, false},
3791 {"py", false, false, false},
3792 {"ny", false, false, false},
3793 {"pz", false, false, false},
3794 {"nz", false, false, false}
3797 {"posx", false, false, false},
3798 {"negx", false, false, false},
3799 {"posy", false, false, false},
3800 {"negy", false, false, false},
3801 {"posz", false, false, false},
3802 {"negz", false, false, false}
3805 {"rt", true, false, true},
3806 {"lf", false, true, true},
3807 {"ft", true, true, false},
3808 {"bk", false, false, false},
3809 {"up", true, false, true},
3810 {"dn", true, false, true}
3814 static int componentorder[4] = {0, 1, 2, 3};
3816 static rtexture_t *R_LoadCubemap(const char *basename)
3818 int i, j, cubemapsize;
3819 unsigned char *cubemappixels, *image_buffer;
3820 rtexture_t *cubemaptexture;
3822 // must start 0 so the first loadimagepixels has no requested width/height
3824 cubemappixels = NULL;
3825 cubemaptexture = NULL;
3826 // keep trying different suffix groups (posx, px, rt) until one loads
3827 for (j = 0;j < 3 && !cubemappixels;j++)
3829 // load the 6 images in the suffix group
3830 for (i = 0;i < 6;i++)
3832 // generate an image name based on the base and and suffix
3833 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3835 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3837 // an image loaded, make sure width and height are equal
3838 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3840 // if this is the first image to load successfully, allocate the cubemap memory
3841 if (!cubemappixels && image_width >= 1)
3843 cubemapsize = image_width;
3844 // note this clears to black, so unavailable sides are black
3845 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3847 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3849 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3852 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3854 Mem_Free(image_buffer);
3858 // if a cubemap loaded, upload it
3861 if (developer_loading.integer)
3862 Con_Printf("loading cubemap \"%s\"\n", basename);
3864 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3865 Mem_Free(cubemappixels);
3869 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3870 if (developer_loading.integer)
3872 Con_Printf("(tried tried images ");
3873 for (j = 0;j < 3;j++)
3874 for (i = 0;i < 6;i++)
3875 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3876 Con_Print(" and was unable to find any of them).\n");
3879 return cubemaptexture;
3882 rtexture_t *R_GetCubemap(const char *basename)
3885 for (i = 0;i < r_texture_numcubemaps;i++)
3886 if (r_texture_cubemaps[i] != NULL)
3887 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3888 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3889 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3890 return r_texture_whitecube;
3891 r_texture_numcubemaps++;
3892 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3893 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3894 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3895 return r_texture_cubemaps[i]->texture;
3898 static void R_Main_FreeViewCache(void)
3900 if (r_refdef.viewcache.entityvisible)
3901 Mem_Free(r_refdef.viewcache.entityvisible);
3902 if (r_refdef.viewcache.world_pvsbits)
3903 Mem_Free(r_refdef.viewcache.world_pvsbits);
3904 if (r_refdef.viewcache.world_leafvisible)
3905 Mem_Free(r_refdef.viewcache.world_leafvisible);
3906 if (r_refdef.viewcache.world_surfacevisible)
3907 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3908 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3911 static void R_Main_ResizeViewCache(void)
3913 int numentities = r_refdef.scene.numentities;
3914 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3915 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3916 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3917 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3918 if (r_refdef.viewcache.maxentities < numentities)
3920 r_refdef.viewcache.maxentities = numentities;
3921 if (r_refdef.viewcache.entityvisible)
3922 Mem_Free(r_refdef.viewcache.entityvisible);
3923 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3925 if (r_refdef.viewcache.world_numclusters != numclusters)
3927 r_refdef.viewcache.world_numclusters = numclusters;
3928 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3929 if (r_refdef.viewcache.world_pvsbits)
3930 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3933 if (r_refdef.viewcache.world_numleafs != numleafs)
3935 r_refdef.viewcache.world_numleafs = numleafs;
3936 if (r_refdef.viewcache.world_leafvisible)
3937 Mem_Free(r_refdef.viewcache.world_leafvisible);
3938 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3940 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3942 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3943 if (r_refdef.viewcache.world_surfacevisible)
3944 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3945 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3949 extern rtexture_t *loadingscreentexture;
3950 static void gl_main_start(void)
3952 loadingscreentexture = NULL;
3953 r_texture_blanknormalmap = NULL;
3954 r_texture_white = NULL;
3955 r_texture_grey128 = NULL;
3956 r_texture_black = NULL;
3957 r_texture_whitecube = NULL;
3958 r_texture_normalizationcube = NULL;
3959 r_texture_fogattenuation = NULL;
3960 r_texture_fogheighttexture = NULL;
3961 r_texture_gammaramps = NULL;
3962 r_texture_numcubemaps = 0;
3964 r_loaddds = r_texture_dds_load.integer != 0;
3965 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3967 switch(vid.renderpath)
3969 case RENDERPATH_GL20:
3970 case RENDERPATH_D3D9:
3971 case RENDERPATH_D3D10:
3972 case RENDERPATH_D3D11:
3973 case RENDERPATH_SOFT:
3974 case RENDERPATH_GLES2:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 1);
3978 r_loadnormalmap = true;
3982 case RENDERPATH_GL13:
3983 case RENDERPATH_GLES1:
3984 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3985 Cvar_SetValueQuick(&gl_combine, 1);
3986 Cvar_SetValueQuick(&r_glsl, 0);
3987 r_loadnormalmap = false;
3988 r_loadgloss = false;
3991 case RENDERPATH_GL11:
3992 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3993 Cvar_SetValueQuick(&gl_combine, 0);
3994 Cvar_SetValueQuick(&r_glsl, 0);
3995 r_loadnormalmap = false;
3996 r_loadgloss = false;
4002 R_FrameData_Reset();
4006 memset(r_queries, 0, sizeof(r_queries));
4008 r_qwskincache = NULL;
4009 r_qwskincache_size = 0;
4011 // due to caching of texture_t references, the collision cache must be reset
4012 Collision_Cache_Reset(true);
4014 // set up r_skinframe loading system for textures
4015 memset(&r_skinframe, 0, sizeof(r_skinframe));
4016 r_skinframe.loadsequence = 1;
4017 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4019 r_main_texturepool = R_AllocTexturePool();
4020 R_BuildBlankTextures();
4022 if (vid.support.arb_texture_cube_map)
4025 R_BuildNormalizationCube();
4027 r_texture_fogattenuation = NULL;
4028 r_texture_fogheighttexture = NULL;
4029 r_texture_gammaramps = NULL;
4030 //r_texture_fogintensity = NULL;
4031 memset(&r_fb, 0, sizeof(r_fb));
4032 r_glsl_permutation = NULL;
4033 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4034 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4035 glslshaderstring = NULL;
4037 r_hlsl_permutation = NULL;
4038 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4039 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4041 hlslshaderstring = NULL;
4042 memset(&r_svbsp, 0, sizeof (r_svbsp));
4044 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4045 r_texture_numcubemaps = 0;
4047 r_refdef.fogmasktable_density = 0;
4050 static void gl_main_shutdown(void)
4053 R_FrameData_Reset();
4055 R_Main_FreeViewCache();
4057 switch(vid.renderpath)
4059 case RENDERPATH_GL11:
4060 case RENDERPATH_GL13:
4061 case RENDERPATH_GL20:
4062 case RENDERPATH_GLES1:
4063 case RENDERPATH_GLES2:
4064 #ifdef GL_SAMPLES_PASSED_ARB
4066 qglDeleteQueriesARB(r_maxqueries, r_queries);
4069 case RENDERPATH_D3D9:
4070 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4072 case RENDERPATH_D3D10:
4073 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4075 case RENDERPATH_D3D11:
4076 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4078 case RENDERPATH_SOFT:
4084 memset(r_queries, 0, sizeof(r_queries));
4086 r_qwskincache = NULL;
4087 r_qwskincache_size = 0;
4089 // clear out the r_skinframe state
4090 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4091 memset(&r_skinframe, 0, sizeof(r_skinframe));
4094 Mem_Free(r_svbsp.nodes);
4095 memset(&r_svbsp, 0, sizeof (r_svbsp));
4096 R_FreeTexturePool(&r_main_texturepool);
4097 loadingscreentexture = NULL;
4098 r_texture_blanknormalmap = NULL;
4099 r_texture_white = NULL;
4100 r_texture_grey128 = NULL;
4101 r_texture_black = NULL;
4102 r_texture_whitecube = NULL;
4103 r_texture_normalizationcube = NULL;
4104 r_texture_fogattenuation = NULL;
4105 r_texture_fogheighttexture = NULL;
4106 r_texture_gammaramps = NULL;
4107 r_texture_numcubemaps = 0;
4108 //r_texture_fogintensity = NULL;
4109 memset(&r_fb, 0, sizeof(r_fb));
4112 r_glsl_permutation = NULL;
4113 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4114 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4115 glslshaderstring = NULL;
4117 r_hlsl_permutation = NULL;
4118 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4119 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4121 hlslshaderstring = NULL;
4124 static void gl_main_newmap(void)
4126 // FIXME: move this code to client
4127 char *entities, entname[MAX_QPATH];
4129 Mem_Free(r_qwskincache);
4130 r_qwskincache = NULL;
4131 r_qwskincache_size = 0;
4134 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4135 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4137 CL_ParseEntityLump(entities);
4141 if (cl.worldmodel->brush.entities)
4142 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4144 R_Main_FreeViewCache();
4146 R_FrameData_Reset();
4149 void GL_Main_Init(void)
4151 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4153 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4154 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4155 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4156 if (gamemode == GAME_NEHAHRA)
4158 Cvar_RegisterVariable (&gl_fogenable);
4159 Cvar_RegisterVariable (&gl_fogdensity);
4160 Cvar_RegisterVariable (&gl_fogred);
4161 Cvar_RegisterVariable (&gl_foggreen);
4162 Cvar_RegisterVariable (&gl_fogblue);
4163 Cvar_RegisterVariable (&gl_fogstart);
4164 Cvar_RegisterVariable (&gl_fogend);
4165 Cvar_RegisterVariable (&gl_skyclip);
4167 Cvar_RegisterVariable(&r_motionblur);
4168 Cvar_RegisterVariable(&r_damageblur);
4169 Cvar_RegisterVariable(&r_motionblur_averaging);
4170 Cvar_RegisterVariable(&r_motionblur_randomize);
4171 Cvar_RegisterVariable(&r_motionblur_minblur);
4172 Cvar_RegisterVariable(&r_motionblur_maxblur);
4173 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4174 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4176 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4177 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4179 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4180 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4181 Cvar_RegisterVariable(&r_equalize_entities_by);
4182 Cvar_RegisterVariable(&r_equalize_entities_to);
4183 Cvar_RegisterVariable(&r_depthfirst);
4184 Cvar_RegisterVariable(&r_useinfinitefarclip);
4185 Cvar_RegisterVariable(&r_farclip_base);
4186 Cvar_RegisterVariable(&r_farclip_world);
4187 Cvar_RegisterVariable(&r_nearclip);
4188 Cvar_RegisterVariable(&r_deformvertexes);
4189 Cvar_RegisterVariable(&r_transparent);
4190 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4191 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4192 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4193 Cvar_RegisterVariable(&r_showoverdraw);
4194 Cvar_RegisterVariable(&r_showbboxes);
4195 Cvar_RegisterVariable(&r_showsurfaces);
4196 Cvar_RegisterVariable(&r_showtris);
4197 Cvar_RegisterVariable(&r_shownormals);
4198 Cvar_RegisterVariable(&r_showlighting);
4199 Cvar_RegisterVariable(&r_showshadowvolumes);
4200 Cvar_RegisterVariable(&r_showcollisionbrushes);
4201 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4203 Cvar_RegisterVariable(&r_showdisabledepthtest);
4204 Cvar_RegisterVariable(&r_drawportals);
4205 Cvar_RegisterVariable(&r_drawentities);
4206 Cvar_RegisterVariable(&r_draw2d);
4207 Cvar_RegisterVariable(&r_drawworld);
4208 Cvar_RegisterVariable(&r_cullentities_trace);
4209 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4210 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4211 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4212 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4213 Cvar_RegisterVariable(&r_sortentities);
4214 Cvar_RegisterVariable(&r_drawviewmodel);
4215 Cvar_RegisterVariable(&r_drawexteriormodel);
4216 Cvar_RegisterVariable(&r_speeds);
4217 Cvar_RegisterVariable(&r_fullbrights);
4218 Cvar_RegisterVariable(&r_wateralpha);
4219 Cvar_RegisterVariable(&r_dynamic);
4220 Cvar_RegisterVariable(&r_fakelight);
4221 Cvar_RegisterVariable(&r_fakelight_intensity);
4222 Cvar_RegisterVariable(&r_fullbright);
4223 Cvar_RegisterVariable(&r_shadows);
4224 Cvar_RegisterVariable(&r_shadows_darken);
4225 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4226 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4227 Cvar_RegisterVariable(&r_shadows_throwdistance);
4228 Cvar_RegisterVariable(&r_shadows_throwdirection);
4229 Cvar_RegisterVariable(&r_shadows_focus);
4230 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4231 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4232 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4233 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4234 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4236 Cvar_RegisterVariable(&r_fog_exp2);
4237 Cvar_RegisterVariable(&r_fog_clear);
4238 Cvar_RegisterVariable(&r_drawfog);
4239 Cvar_RegisterVariable(&r_transparentdepthmasking);
4240 Cvar_RegisterVariable(&r_transparent_sortmindist);
4241 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4242 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4243 Cvar_RegisterVariable(&r_texture_dds_load);
4244 Cvar_RegisterVariable(&r_texture_dds_save);
4245 Cvar_RegisterVariable(&r_textureunits);
4246 Cvar_RegisterVariable(&gl_combine);
4247 Cvar_RegisterVariable(&r_usedepthtextures);
4248 Cvar_RegisterVariable(&r_viewfbo);
4249 Cvar_RegisterVariable(&r_viewscale);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4256 Cvar_RegisterVariable(&r_glsl);
4257 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4266 Cvar_RegisterVariable(&r_glsl_postprocess);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4276 Cvar_RegisterVariable(&r_water);
4277 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4278 Cvar_RegisterVariable(&r_water_clippingplanebias);
4279 Cvar_RegisterVariable(&r_water_refractdistort);
4280 Cvar_RegisterVariable(&r_water_reflectdistort);
4281 Cvar_RegisterVariable(&r_water_scissormode);
4282 Cvar_RegisterVariable(&r_water_lowquality);
4283 Cvar_RegisterVariable(&r_water_hideplayer);
4284 Cvar_RegisterVariable(&r_water_fbo);
4286 Cvar_RegisterVariable(&r_lerpsprites);
4287 Cvar_RegisterVariable(&r_lerpmodels);
4288 Cvar_RegisterVariable(&r_lerplightstyles);
4289 Cvar_RegisterVariable(&r_waterscroll);
4290 Cvar_RegisterVariable(&r_bloom);
4291 Cvar_RegisterVariable(&r_bloom_colorscale);
4292 Cvar_RegisterVariable(&r_bloom_brighten);
4293 Cvar_RegisterVariable(&r_bloom_blur);
4294 Cvar_RegisterVariable(&r_bloom_resolution);
4295 Cvar_RegisterVariable(&r_bloom_colorexponent);
4296 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4297 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4298 Cvar_RegisterVariable(&r_hdr_glowintensity);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4303 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4307 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4308 Cvar_RegisterVariable(&developer_texturelogging);
4309 Cvar_RegisterVariable(&gl_lightmaps);
4310 Cvar_RegisterVariable(&r_test);
4311 Cvar_RegisterVariable(&r_glsl_saturation);
4312 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4313 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4314 Cvar_RegisterVariable(&r_framedatasize);
4315 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4316 Cvar_SetValue("r_fullbrights", 0);
4317 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4320 void Render_Init(void)
4333 R_LightningBeams_Init();
4343 extern char *ENGINE_EXTENSIONS;
4346 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4347 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4348 gl_version = (const char *)qglGetString(GL_VERSION);
4349 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4353 if (!gl_platformextensions)
4354 gl_platformextensions = "";
4356 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4357 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4358 Con_Printf("GL_VERSION: %s\n", gl_version);
4359 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4360 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4362 VID_CheckExtensions();
4364 // LordHavoc: report supported extensions
4365 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4367 // clear to black (loading plaque will be seen over this)
4368 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4372 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4376 if (r_trippy.integer)
4378 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4380 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4383 p = r_refdef.view.frustum + i;
4388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4412 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4416 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4424 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4428 if (r_trippy.integer)
4430 for (i = 0;i < numplanes;i++)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 //==================================================================================
4475 // LordHavoc: this stores temporary data used within the same frame
4477 typedef struct r_framedata_mem_s
4479 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4480 size_t size; // how much usable space
4481 size_t current; // how much space in use
4482 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4483 size_t wantedsize; // how much space was allocated
4484 unsigned char *data; // start of real data (16byte aligned)
4488 static r_framedata_mem_t *r_framedata_mem;
4490 void R_FrameData_Reset(void)
4492 while (r_framedata_mem)
4494 r_framedata_mem_t *next = r_framedata_mem->purge;
4495 Mem_Free(r_framedata_mem);
4496 r_framedata_mem = next;
4500 static void R_FrameData_Resize(void)
4503 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4504 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4505 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4507 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4508 newmem->wantedsize = wantedsize;
4509 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4510 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4511 newmem->current = 0;
4513 newmem->purge = r_framedata_mem;
4514 r_framedata_mem = newmem;
4518 void R_FrameData_NewFrame(void)
4520 R_FrameData_Resize();
4521 if (!r_framedata_mem)
4523 // if we ran out of space on the last frame, free the old memory now
4524 while (r_framedata_mem->purge)
4526 // repeatedly remove the second item in the list, leaving only head
4527 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4528 Mem_Free(r_framedata_mem->purge);
4529 r_framedata_mem->purge = next;
4531 // reset the current mem pointer
4532 r_framedata_mem->current = 0;
4533 r_framedata_mem->mark = 0;
4536 void *R_FrameData_Alloc(size_t size)
4540 // align to 16 byte boundary - the data pointer is already aligned, so we
4541 // only need to ensure the size of every allocation is also aligned
4542 size = (size + 15) & ~15;
4544 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4546 // emergency - we ran out of space, allocate more memory
4547 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4548 R_FrameData_Resize();
4551 data = r_framedata_mem->data + r_framedata_mem->current;
4552 r_framedata_mem->current += size;
4554 // count the usage for stats
4555 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4556 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4558 return (void *)data;
4561 void *R_FrameData_Store(size_t size, void *data)
4563 void *d = R_FrameData_Alloc(size);
4565 memcpy(d, data, size);
4569 void R_FrameData_SetMark(void)
4571 if (!r_framedata_mem)
4573 r_framedata_mem->mark = r_framedata_mem->current;
4576 void R_FrameData_ReturnToMark(void)
4578 if (!r_framedata_mem)
4580 r_framedata_mem->current = r_framedata_mem->mark;
4583 //==================================================================================
4585 // LordHavoc: animcache originally written by Echon, rewritten since then
4588 * Animation cache prevents re-generating mesh data for an animated model
4589 * multiple times in one frame for lighting, shadowing, reflections, etc.
4592 void R_AnimCache_Free(void)
4596 void R_AnimCache_ClearCache(void)
4599 entity_render_t *ent;
4601 for (i = 0;i < r_refdef.scene.numentities;i++)
4603 ent = r_refdef.scene.entities[i];
4604 ent->animcache_vertex3f = NULL;
4605 ent->animcache_normal3f = NULL;
4606 ent->animcache_svector3f = NULL;
4607 ent->animcache_tvector3f = NULL;
4608 ent->animcache_vertexmesh = NULL;
4609 ent->animcache_vertex3fbuffer = NULL;
4610 ent->animcache_vertexmeshbuffer = NULL;
4614 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4618 // check if we need the meshbuffers
4619 if (!vid.useinterleavedarrays)
4622 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4623 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4624 // TODO: upload vertex3f buffer?
4625 if (ent->animcache_vertexmesh)
4627 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4630 if (ent->animcache_svector3f)
4631 for (i = 0;i < numvertices;i++)
4632 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4633 if (ent->animcache_tvector3f)
4634 for (i = 0;i < numvertices;i++)
4635 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4636 if (ent->animcache_normal3f)
4637 for (i = 0;i < numvertices;i++)
4638 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4639 // TODO: upload vertexmeshbuffer?
4643 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4645 dp_model_t *model = ent->model;
4647 // see if it's already cached this frame
4648 if (ent->animcache_vertex3f)
4650 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4651 if (wantnormals || wanttangents)
4653 if (ent->animcache_normal3f)
4654 wantnormals = false;
4655 if (ent->animcache_svector3f)
4656 wanttangents = false;
4657 if (wantnormals || wanttangents)
4659 numvertices = model->surfmesh.num_vertices;
4661 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4664 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4665 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4667 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4668 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4674 // see if this ent is worth caching
4675 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4677 // get some memory for this entity and generate mesh data
4678 numvertices = model->surfmesh.num_vertices;
4679 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4681 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4684 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4685 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4687 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4688 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4693 void R_AnimCache_CacheVisibleEntities(void)
4696 qboolean wantnormals = true;
4697 qboolean wanttangents = !r_showsurfaces.integer;
4699 switch(vid.renderpath)
4701 case RENDERPATH_GL20:
4702 case RENDERPATH_D3D9:
4703 case RENDERPATH_D3D10:
4704 case RENDERPATH_D3D11:
4705 case RENDERPATH_GLES2:
4707 case RENDERPATH_GL11:
4708 case RENDERPATH_GL13:
4709 case RENDERPATH_GLES1:
4710 wanttangents = false;
4712 case RENDERPATH_SOFT:
4716 if (r_shownormals.integer)
4717 wanttangents = wantnormals = true;
4719 // TODO: thread this
4720 // NOTE: R_PrepareRTLights() also caches entities
4722 for (i = 0;i < r_refdef.scene.numentities;i++)
4723 if (r_refdef.viewcache.entityvisible[i])
4724 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4727 //==================================================================================
4729 extern cvar_t r_overheadsprites_pushback;
4731 static void R_View_UpdateEntityLighting (void)
4734 entity_render_t *ent;
4735 vec3_t tempdiffusenormal, avg;
4736 vec_t f, fa, fd, fdd;
4737 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4739 for (i = 0;i < r_refdef.scene.numentities;i++)
4741 ent = r_refdef.scene.entities[i];
4743 // skip unseen models and models that updated by CSQC
4744 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4748 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4750 // TODO: use modellight for r_ambient settings on world?
4751 VectorSet(ent->modellight_ambient, 0, 0, 0);
4752 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4753 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4757 // fetch the lighting from the worldmodel data
4758 VectorClear(ent->modellight_ambient);
4759 VectorClear(ent->modellight_diffuse);
4760 VectorClear(tempdiffusenormal);
4761 if (ent->flags & RENDER_LIGHT)
4764 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4766 // complete lightning for lit sprites
4767 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4768 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4770 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4771 org[2] = org[2] + r_overheadsprites_pushback.value;
4772 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4775 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4777 if(ent->flags & RENDER_EQUALIZE)
4779 // first fix up ambient lighting...
4780 if(r_equalize_entities_minambient.value > 0)
4782 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4785 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4786 if(fa < r_equalize_entities_minambient.value * fd)
4789 // fa'/fd' = minambient
4790 // fa'+0.25*fd' = fa+0.25*fd
4792 // fa' = fd' * minambient
4793 // fd'*(0.25+minambient) = fa+0.25*fd
4795 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4796 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4798 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4799 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4800 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4801 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4806 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4808 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4809 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4813 // adjust brightness and saturation to target
4814 avg[0] = avg[1] = avg[2] = fa / f;
4815 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4816 avg[0] = avg[1] = avg[2] = fd / f;
4817 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4823 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5178 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5179 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5180 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5284 R_AnimCache_CacheVisibleEntities();
5287 static void R_View_Update(void)
5289 R_Main_ResizeViewCache();
5290 R_View_SetFrustum(NULL);
5291 R_View_WorldVisibility(r_refdef.view.useclipplane);
5292 R_View_UpdateEntityVisible();
5293 R_View_UpdateEntityLighting();
5294 R_AnimCache_CacheVisibleEntities();
5297 float viewscalefpsadjusted = 1.0f;
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5301 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302 scale = bound(0.03125f, scale, 1.0f);
5303 *outwidth = (int)ceil(width * scale);
5304 *outheight = (int)ceil(height * scale);
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5309 const float *customclipplane = NULL;
5311 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5314 // LordHavoc: couldn't figure out how to make this approach the
5315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318 dist = r_refdef.view.clipplane.dist;
5319 plane[0] = r_refdef.view.clipplane.normal[0];
5320 plane[1] = r_refdef.view.clipplane.normal[1];
5321 plane[2] = r_refdef.view.clipplane.normal[2];
5323 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5329 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330 if (!r_refdef.view.useperspective)
5331 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332 else if (vid.stencil && r_useinfinitefarclip.integer)
5333 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5335 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337 R_SetViewport(&r_refdef.view.viewport);
5338 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5340 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341 float screenplane[4];
5342 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5352 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5354 gl_modelmatrixchanged = false;
5355 gl_modelmatrix = *matrix;
5356 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5361 switch(vid.renderpath)
5363 case RENDERPATH_D3D9:
5365 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5369 case RENDERPATH_D3D10:
5370 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_D3D11:
5373 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5375 case RENDERPATH_GL11:
5376 case RENDERPATH_GL13:
5377 case RENDERPATH_GLES1:
5378 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5380 case RENDERPATH_SOFT:
5381 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5384 case RENDERPATH_GL20:
5385 case RENDERPATH_GLES2:
5386 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5395 r_viewport_t viewport;
5399 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402 R_SetViewport(&viewport);
5403 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404 GL_Color(1, 1, 1, 1);
5405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_ScissorTest(false);
5408 GL_DepthMask(false);
5409 GL_DepthRange(0, 1);
5410 GL_DepthTest(false);
5411 GL_DepthFunc(GL_LEQUAL);
5412 R_EntityMatrix(&identitymatrix);
5413 R_Mesh_ResetTextureState();
5414 GL_PolygonOffset(0, 0);
5415 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416 switch(vid.renderpath)
5418 case RENDERPATH_GL11:
5419 case RENDERPATH_GL13:
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES1:
5422 case RENDERPATH_GLES2:
5423 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5425 case RENDERPATH_D3D9:
5426 case RENDERPATH_D3D10:
5427 case RENDERPATH_D3D11:
5428 case RENDERPATH_SOFT:
5431 GL_CullFace(GL_NONE);
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5440 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5447 R_SetupView(true, fbo, depthtexture, colortexture);
5448 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449 GL_Color(1, 1, 1, 1);
5450 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_ScissorTest(true);
5454 GL_DepthRange(0, 1);
5456 GL_DepthFunc(GL_LEQUAL);
5457 R_EntityMatrix(&identitymatrix);
5458 R_Mesh_ResetTextureState();
5459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461 switch(vid.renderpath)
5463 case RENDERPATH_GL11:
5464 case RENDERPATH_GL13:
5465 case RENDERPATH_GL20:
5466 case RENDERPATH_GLES1:
5467 case RENDERPATH_GLES2:
5468 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470 case RENDERPATH_D3D9:
5471 case RENDERPATH_D3D10:
5472 case RENDERPATH_D3D11:
5473 case RENDERPATH_SOFT:
5476 GL_CullFace(r_refdef.view.cullface_back);
5481 R_RenderView_UpdateViewVectors
5484 void R_RenderView_UpdateViewVectors(void)
5486 // break apart the view matrix into vectors for various purposes
5487 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491 // make an inverted copy of the view matrix for tracking sprites
5492 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5498 static void R_Water_StartFrame(void)
5501 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502 r_waterstate_waterplane_t *p;
5503 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5505 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5508 switch(vid.renderpath)
5510 case RENDERPATH_GL20:
5511 case RENDERPATH_D3D9:
5512 case RENDERPATH_D3D10:
5513 case RENDERPATH_D3D11:
5514 case RENDERPATH_SOFT:
5515 case RENDERPATH_GLES2:
5517 case RENDERPATH_GL11:
5518 case RENDERPATH_GL13:
5519 case RENDERPATH_GLES1:
5523 // set waterwidth and waterheight to the water resolution that will be
5524 // used (often less than the screen resolution for faster rendering)
5525 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5527 // calculate desired texture sizes
5528 // can't use water if the card does not support the texture size
5529 if (!r_water.integer || r_showsurfaces.integer)
5530 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531 else if (vid.support.arb_texture_non_power_of_two)
5533 texturewidth = waterwidth;
5534 textureheight = waterheight;
5535 camerawidth = waterwidth;
5536 cameraheight = waterheight;
5540 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5541 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5542 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5543 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5546 // allocate textures as needed
5547 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5549 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5552 if (p->texture_refraction)
5553 R_FreeTexture(p->texture_refraction);
5554 p->texture_refraction = NULL;
5555 if (p->fbo_refraction)
5556 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557 p->fbo_refraction = 0;
5558 if (p->texture_reflection)
5559 R_FreeTexture(p->texture_reflection);
5560 p->texture_reflection = NULL;
5561 if (p->fbo_reflection)
5562 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563 p->fbo_reflection = 0;
5564 if (p->texture_camera)
5565 R_FreeTexture(p->texture_camera);
5566 p->texture_camera = NULL;
5568 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5571 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572 r_fb.water.texturewidth = texturewidth;
5573 r_fb.water.textureheight = textureheight;
5574 r_fb.water.camerawidth = camerawidth;
5575 r_fb.water.cameraheight = cameraheight;
5578 if (r_fb.water.texturewidth)
5580 int scaledwidth, scaledheight;
5582 r_fb.water.enabled = true;
5584 // water resolution is usually reduced
5585 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5589 // set up variables that will be used in shader setup
5590 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5596 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597 r_fb.water.numwaterplanes = 0;
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5602 int planeindex, bestplaneindex, vertexindex;
5603 vec3_t mins, maxs, normal, center, v, n;
5604 vec_t planescore, bestplanescore;
5606 r_waterstate_waterplane_t *p;
5607 texture_t *t = R_GetCurrentTexture(surface->texture);
5609 rsurface.texture = t;
5610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5614 // average the vertex normals, find the surface bounds (after deformvertexes)
5615 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617 VectorCopy(n, normal);
5618 VectorCopy(v, mins);
5619 VectorCopy(v, maxs);
5620 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5622 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624 VectorAdd(normal, n, normal);
5625 mins[0] = min(mins[0], v[0]);
5626 mins[1] = min(mins[1], v[1]);
5627 mins[2] = min(mins[2], v[2]);
5628 maxs[0] = max(maxs[0], v[0]);
5629 maxs[1] = max(maxs[1], v[1]);
5630 maxs[2] = max(maxs[2], v[2]);
5632 VectorNormalize(normal);
5633 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5635 VectorCopy(normal, plane.normal);
5636 VectorNormalize(plane.normal);
5637 plane.dist = DotProduct(center, plane.normal);
5638 PlaneClassify(&plane);
5639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5641 // skip backfaces (except if nocullface is set)
5642 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5644 VectorNegate(plane.normal, plane.normal);
5646 PlaneClassify(&plane);
5650 // find a matching plane if there is one
5651 bestplaneindex = -1;
5652 bestplanescore = 1048576.0f;
5653 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5655 if(p->camera_entity == t->camera_entity)
5657 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658 if (bestplaneindex < 0 || bestplanescore > planescore)
5660 bestplaneindex = planeindex;
5661 bestplanescore = planescore;
5665 planeindex = bestplaneindex;
5666 p = r_fb.water.waterplanes + planeindex;
5668 // if this surface does not fit any known plane rendered this frame, add one
5669 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5671 // store the new plane
5672 planeindex = r_fb.water.numwaterplanes++;
5673 p = r_fb.water.waterplanes + planeindex;
5675 // clear materialflags and pvs
5676 p->materialflags = 0;
5677 p->pvsvalid = false;
5678 p->camera_entity = t->camera_entity;
5679 VectorCopy(mins, p->mins);
5680 VectorCopy(maxs, p->maxs);
5684 // merge mins/maxs when we're adding this surface to the plane
5685 p->mins[0] = min(p->mins[0], mins[0]);
5686 p->mins[1] = min(p->mins[1], mins[1]);
5687 p->mins[2] = min(p->mins[2], mins[2]);
5688 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690 p->maxs[2] = max(p->maxs[2], maxs[2]);
5692 // merge this surface's materialflags into the waterplane
5693 p->materialflags |= t->currentmaterialflags;
5694 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5696 // merge this surface's PVS into the waterplane
5697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5700 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5712 r_refdef_view_t originalview;
5713 r_refdef_view_t myview;
5714 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5715 r_waterstate_waterplane_t *p;
5717 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5720 originalview = r_refdef.view;
5722 // lowquality hack, temporarily shut down some cvars and restore afterwards
5723 qualityreduction = r_water_lowquality.integer;
5724 if (qualityreduction > 0)
5726 if (qualityreduction >= 1)
5728 old_r_shadows = r_shadows.integer;
5729 old_r_worldrtlight = r_shadow_realtime_world.integer;
5730 old_r_dlight = r_shadow_realtime_dlight.integer;
5731 Cvar_SetValueQuick(&r_shadows, 0);
5732 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5735 if (qualityreduction >= 2)
5737 old_r_dynamic = r_dynamic.integer;
5738 old_r_particles = r_drawparticles.integer;
5739 old_r_decals = r_drawdecals.integer;
5740 Cvar_SetValueQuick(&r_dynamic, 0);
5741 Cvar_SetValueQuick(&r_drawparticles, 0);
5742 Cvar_SetValueQuick(&r_drawdecals, 0);
5746 // make sure enough textures are allocated
5747 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5749 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5751 if (!p->texture_refraction)
5752 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753 if (!p->texture_refraction)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_refraction == 0)
5760 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5763 else if (p->materialflags & MATERIALFLAG_CAMERA)
5765 if (!p->texture_camera)
5766 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767 if (!p->texture_camera)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773 if (p->fbo_camera == 0)
5774 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5780 if (!p->texture_reflection)
5781 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_reflection)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_reflection == 0)
5789 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5795 r_refdef.view = originalview;
5796 r_refdef.view.showdebug = false;
5797 r_refdef.view.width = r_fb.water.waterwidth;
5798 r_refdef.view.height = r_fb.water.waterheight;
5799 r_refdef.view.useclipplane = true;
5800 myview = r_refdef.view;
5801 r_fb.water.renderingscene = true;
5802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5806 r_refdef.view = myview;
5807 if(r_water_scissormode.integer)
5809 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5814 // render reflected scene and copy into texture
5815 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818 r_refdef.view.clipplane = p->plane;
5819 // reverse the cullface settings for this render
5820 r_refdef.view.cullface_front = GL_FRONT;
5821 r_refdef.view.cullface_back = GL_BACK;
5822 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5824 r_refdef.view.usecustompvs = true;
5826 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833 R_ClearScreen(r_refdef.fogenabled);
5834 if(r_water_scissormode.integer & 2)
5835 R_View_UpdateWithScissor(myscissor);
5838 if(r_water_scissormode.integer & 1)
5839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5842 if (!p->fbo_reflection)
5843 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844 r_fb.water.hideplayer = false;
5847 // render the normal view scene and copy into texture
5848 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5854 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5943 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944 r_fb.water.hideplayer = false;
5948 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949 r_fb.water.renderingscene = false;
5950 r_refdef.view = originalview;
5951 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952 if (!r_fb.water.depthtexture)
5953 R_ClearScreen(r_refdef.fogenabled);
5957 r_refdef.view = originalview;
5958 r_fb.water.renderingscene = false;
5959 Cvar_SetValueQuick(&r_water, 0);
5960 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5962 // lowquality hack, restore cvars
5963 if (qualityreduction > 0)
5965 if (qualityreduction >= 1)
5967 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5971 if (qualityreduction >= 2)
5973 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5980 static void R_Bloom_StartFrame(void)
5983 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984 int viewwidth, viewheight;
5985 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986 textype_t textype = TEXTYPE_COLORBUFFER;
5988 switch (vid.renderpath)
5990 case RENDERPATH_GL20:
5991 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992 if (vid.support.ext_framebuffer_object)
5994 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6001 case RENDERPATH_GLES2:
6002 case RENDERPATH_D3D9:
6003 case RENDERPATH_D3D10:
6004 case RENDERPATH_D3D11:
6005 r_fb.usedepthtextures = false;
6007 case RENDERPATH_SOFT:
6008 r_fb.usedepthtextures = true;
6012 if (r_viewscale_fpsscaling.integer)
6014 double actualframetime;
6015 double targetframetime;
6017 actualframetime = r_refdef.lastdrawscreentime;
6018 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023 viewscalefpsadjusted += adjust;
6024 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6027 viewscalefpsadjusted = 1.0f;
6029 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6031 switch(vid.renderpath)
6033 case RENDERPATH_GL20:
6034 case RENDERPATH_D3D9:
6035 case RENDERPATH_D3D10:
6036 case RENDERPATH_D3D11:
6037 case RENDERPATH_SOFT:
6038 case RENDERPATH_GLES2:
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6046 // set bloomwidth and bloomheight to the bloom resolution that will be
6047 // used (often less than the screen resolution for faster rendering)
6048 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6049 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6054 // calculate desired texture sizes
6055 if (vid.support.arb_texture_non_power_of_two)
6057 screentexturewidth = vid.width;
6058 screentextureheight = vid.height;
6059 bloomtexturewidth = r_fb.bloomwidth;
6060 bloomtextureheight = r_fb.bloomheight;
6064 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6065 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6066 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6067 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6070 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6072 Cvar_SetValueQuick(&r_bloom, 0);
6073 Cvar_SetValueQuick(&r_motionblur, 0);
6074 Cvar_SetValueQuick(&r_damageblur, 0);
6077 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6079 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6081 && r_viewscale.value == 1.0f
6082 && !r_viewscale_fpsscaling.integer)
6083 screentexturewidth = screentextureheight = 0;
6084 if (!r_bloom.integer)
6085 bloomtexturewidth = bloomtextureheight = 0;
6087 // allocate textures as needed
6088 if (r_fb.screentexturewidth != screentexturewidth
6089 || r_fb.screentextureheight != screentextureheight
6090 || r_fb.bloomtexturewidth != bloomtexturewidth
6091 || r_fb.bloomtextureheight != bloomtextureheight
6092 || r_fb.textype != textype
6093 || useviewfbo != (r_fb.fbo != 0))
6095 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6097 if (r_fb.bloomtexture[i])
6098 R_FreeTexture(r_fb.bloomtexture[i]);
6099 r_fb.bloomtexture[i] = NULL;
6101 if (r_fb.bloomfbo[i])
6102 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103 r_fb.bloomfbo[i] = 0;
6107 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6110 if (r_fb.colortexture)
6111 R_FreeTexture(r_fb.colortexture);
6112 r_fb.colortexture = NULL;
6114 if (r_fb.depthtexture)
6115 R_FreeTexture(r_fb.depthtexture);
6116 r_fb.depthtexture = NULL;
6118 if (r_fb.ghosttexture)
6119 R_FreeTexture(r_fb.ghosttexture);
6120 r_fb.ghosttexture = NULL;
6122 r_fb.screentexturewidth = screentexturewidth;
6123 r_fb.screentextureheight = screentextureheight;
6124 r_fb.bloomtexturewidth = bloomtexturewidth;
6125 r_fb.bloomtextureheight = bloomtextureheight;
6126 r_fb.textype = textype;
6128 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6130 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6132 r_fb.ghosttexture_valid = false;
6133 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6136 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6142 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6144 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6146 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6148 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6153 // bloom texture is a different resolution
6154 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6155 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6160 // set up a texcoord array for the full resolution screen image
6161 // (we have to keep this around to copy back during final render)
6162 r_fb.screentexcoord2f[0] = 0;
6163 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6164 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6165 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[5] = 0;
6168 r_fb.screentexcoord2f[6] = 0;
6169 r_fb.screentexcoord2f[7] = 0;
6171 // set up a texcoord array for the reduced resolution bloom image
6172 // (which will be additive blended over the screen image)
6173 r_fb.bloomtexcoord2f[0] = 0;
6174 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6175 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6176 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6177 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6178 r_fb.bloomtexcoord2f[5] = 0;
6179 r_fb.bloomtexcoord2f[6] = 0;
6180 r_fb.bloomtexcoord2f[7] = 0;
6182 switch(vid.renderpath)
6184 case RENDERPATH_GL11:
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL20:
6187 case RENDERPATH_SOFT:
6188 case RENDERPATH_GLES1:
6189 case RENDERPATH_GLES2:
6191 case RENDERPATH_D3D9:
6192 case RENDERPATH_D3D10:
6193 case RENDERPATH_D3D11:
6196 for (i = 0;i < 4;i++)
6198 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6199 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6200 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6201 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6207 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6210 r_refdef.view.clear = true;
6213 static void R_Bloom_MakeTexture(void)
6216 float xoffset, yoffset, r, brighten;
6218 float colorscale = r_bloom_colorscale.value;
6220 r_refdef.stats.bloom++;
6224 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6225 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6228 // scale down screen texture to the bloom texture size
6230 r_fb.bloomindex = 0;
6231 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6232 R_SetViewport(&r_fb.bloomviewport);
6233 GL_BlendFunc(GL_ONE, GL_ZERO);
6234 GL_Color(colorscale, colorscale, colorscale, 1);
6235 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6236 switch(vid.renderpath)
6238 case RENDERPATH_GL11:
6239 case RENDERPATH_GL13:
6240 case RENDERPATH_GL20:
6241 case RENDERPATH_GLES1:
6242 case RENDERPATH_GLES2:
6243 case RENDERPATH_SOFT:
6244 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6246 case RENDERPATH_D3D9:
6247 case RENDERPATH_D3D10:
6248 case RENDERPATH_D3D11:
6249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6252 // TODO: do boxfilter scale-down in shader?
6253 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6254 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6255 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6257 // we now have a properly scaled bloom image
6258 if (!r_fb.bloomfbo[r_fb.bloomindex])
6260 // copy it into the bloom texture
6261 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6262 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6265 // multiply bloom image by itself as many times as desired
6266 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6268 intex = r_fb.bloomtexture[r_fb.bloomindex];
6269 r_fb.bloomindex ^= 1;
6270 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6272 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6273 if (!r_fb.bloomfbo[r_fb.bloomindex])
6275 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6276 GL_Color(r,r,r,1); // apply fix factor
6280 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6281 GL_Color(1,1,1,1); // no fix factor supported here
6283 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6284 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6285 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6286 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6288 if (!r_fb.bloomfbo[r_fb.bloomindex])
6290 // copy the darkened image to a texture
6291 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6292 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6296 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6297 brighten = r_bloom_brighten.value;
6298 brighten = sqrt(brighten);
6300 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6302 for (dir = 0;dir < 2;dir++)
6304 intex = r_fb.bloomtexture[r_fb.bloomindex];
6305 r_fb.bloomindex ^= 1;
6306 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6307 // blend on at multiple vertical offsets to achieve a vertical blur
6308 // TODO: do offset blends using GLSL
6309 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6310 GL_BlendFunc(GL_ONE, GL_ZERO);
6311 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6312 for (x = -range;x <= range;x++)
6314 if (!dir){xoffset = 0;yoffset = x;}
6315 else {xoffset = x;yoffset = 0;}
6316 xoffset /= (float)r_fb.bloomtexturewidth;
6317 yoffset /= (float)r_fb.bloomtextureheight;
6318 // compute a texcoord array with the specified x and y offset
6319 r_fb.offsettexcoord2f[0] = xoffset+0;
6320 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6321 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6322 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6323 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6324 r_fb.offsettexcoord2f[5] = yoffset+0;
6325 r_fb.offsettexcoord2f[6] = xoffset+0;
6326 r_fb.offsettexcoord2f[7] = yoffset+0;
6327 // this r value looks like a 'dot' particle, fading sharply to
6328 // black at the edges
6329 // (probably not realistic but looks good enough)
6330 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6331 //r = brighten/(range*2+1);
6332 r = brighten / (range * 2 + 1);
6334 r *= (1 - x*x/(float)(range*range));
6335 GL_Color(r, r, r, 1);
6336 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6337 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6338 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6339 GL_BlendFunc(GL_ONE, GL_ONE);
6342 if (!r_fb.bloomfbo[r_fb.bloomindex])
6344 // copy the vertically or horizontally blurred bloom view to a texture
6345 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6346 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6351 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6353 unsigned int permutation;
6354 float uservecs[4][4];
6356 switch (vid.renderpath)
6358 case RENDERPATH_GL20:
6359 case RENDERPATH_D3D9:
6360 case RENDERPATH_D3D10:
6361 case RENDERPATH_D3D11:
6362 case RENDERPATH_SOFT:
6363 case RENDERPATH_GLES2:
6365 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6366 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6367 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6368 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6369 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6371 if (r_fb.colortexture)
6375 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6376 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6379 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6381 // declare variables
6382 float blur_factor, blur_mouseaccel, blur_velocity;
6383 static float blur_average;
6384 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6386 // set a goal for the factoring
6387 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6388 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6389 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6390 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6391 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6392 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6394 // from the goal, pick an averaged value between goal and last value
6395 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6396 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6398 // enforce minimum amount of blur
6399 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6401 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6403 // calculate values into a standard alpha
6404 cl.motionbluralpha = 1 - exp(-
6406 (r_motionblur.value * blur_factor / 80)
6408 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6411 max(0.0001, cl.time - cl.oldtime) // fps independent
6414 // randomization for the blur value to combat persistent ghosting
6415 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6416 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6419 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6420 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6422 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6423 GL_Color(1, 1, 1, cl.motionbluralpha);
6424 switch(vid.renderpath)
6426 case RENDERPATH_GL11:
6427 case RENDERPATH_GL13:
6428 case RENDERPATH_GL20:
6429 case RENDERPATH_GLES1:
6430 case RENDERPATH_GLES2:
6431 case RENDERPATH_SOFT:
6432 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6434 case RENDERPATH_D3D9:
6435 case RENDERPATH_D3D10:
6436 case RENDERPATH_D3D11:
6437 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6440 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6441 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6442 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6445 // updates old view angles for next pass
6446 VectorCopy(cl.viewangles, blur_oldangles);
6448 // copy view into the ghost texture
6449 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6450 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6451 r_fb.ghosttexture_valid = true;
6456 // no r_fb.colortexture means we're rendering to the real fb
6457 // we may still have to do view tint...
6458 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6460 // apply a color tint to the whole view
6461 R_ResetViewRendering2D(0, NULL, NULL);
6462 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6463 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6464 R_SetupShader_Generic_NoTexture(false, true);
6465 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6466 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6468 break; // no screen processing, no bloom, skip it
6471 if (r_fb.bloomtexture[0])
6473 // make the bloom texture
6474 R_Bloom_MakeTexture();
6477 #if _MSC_VER >= 1400
6478 #define sscanf sscanf_s
6480 memset(uservecs, 0, sizeof(uservecs));
6481 if (r_glsl_postprocess_uservec1_enable.integer)
6482 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6483 if (r_glsl_postprocess_uservec2_enable.integer)
6484 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6485 if (r_glsl_postprocess_uservec3_enable.integer)
6486 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6487 if (r_glsl_postprocess_uservec4_enable.integer)
6488 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6490 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6491 GL_Color(1, 1, 1, 1);
6492 GL_BlendFunc(GL_ONE, GL_ZERO);
6494 switch(vid.renderpath)
6496 case RENDERPATH_GL20:
6497 case RENDERPATH_GLES2:
6498 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6499 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6500 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6501 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6502 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6503 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6504 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6505 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6506 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6507 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6508 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6509 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6510 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6511 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6513 case RENDERPATH_D3D9:
6515 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6516 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6517 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6518 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6519 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6520 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6521 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6522 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6523 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6524 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6525 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6526 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6527 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6528 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6529 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6532 case RENDERPATH_D3D10:
6533 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6535 case RENDERPATH_D3D11:
6536 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6538 case RENDERPATH_SOFT:
6539 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6540 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6541 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6542 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6543 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6544 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6545 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6546 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6547 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6548 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6549 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6550 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6551 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6552 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6557 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6558 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6560 case RENDERPATH_GL11:
6561 case RENDERPATH_GL13:
6562 case RENDERPATH_GLES1:
6563 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6565 // apply a color tint to the whole view
6566 R_ResetViewRendering2D(0, NULL, NULL);
6567 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6568 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6569 R_SetupShader_Generic_NoTexture(false, true);
6570 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6571 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6577 matrix4x4_t r_waterscrollmatrix;
6579 void R_UpdateFog(void)
6582 if (gamemode == GAME_NEHAHRA)
6584 if (gl_fogenable.integer)
6586 r_refdef.oldgl_fogenable = true;
6587 r_refdef.fog_density = gl_fogdensity.value;
6588 r_refdef.fog_red = gl_fogred.value;
6589 r_refdef.fog_green = gl_foggreen.value;
6590 r_refdef.fog_blue = gl_fogblue.value;
6591 r_refdef.fog_alpha = 1;
6592 r_refdef.fog_start = 0;
6593 r_refdef.fog_end = gl_skyclip.value;
6594 r_refdef.fog_height = 1<<30;
6595 r_refdef.fog_fadedepth = 128;
6597 else if (r_refdef.oldgl_fogenable)
6599 r_refdef.oldgl_fogenable = false;
6600 r_refdef.fog_density = 0;
6601 r_refdef.fog_red = 0;
6602 r_refdef.fog_green = 0;
6603 r_refdef.fog_blue = 0;
6604 r_refdef.fog_alpha = 0;
6605 r_refdef.fog_start = 0;
6606 r_refdef.fog_end = 0;
6607 r_refdef.fog_height = 1<<30;
6608 r_refdef.fog_fadedepth = 128;
6613 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6614 r_refdef.fog_start = max(0, r_refdef.fog_start);
6615 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6617 if (r_refdef.fog_density && r_drawfog.integer)
6619 r_refdef.fogenabled = true;
6620 // this is the point where the fog reaches 0.9986 alpha, which we
6621 // consider a good enough cutoff point for the texture
6622 // (0.9986 * 256 == 255.6)
6623 if (r_fog_exp2.integer)
6624 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6626 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6627 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6628 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6629 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6630 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6631 R_BuildFogHeightTexture();
6632 // fog color was already set
6633 // update the fog texture
6634 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6635 R_BuildFogTexture();
6636 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6637 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6640 r_refdef.fogenabled = false;
6643 if (r_refdef.fog_density)
6645 r_refdef.fogcolor[0] = r_refdef.fog_red;
6646 r_refdef.fogcolor[1] = r_refdef.fog_green;
6647 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6649 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6650 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6651 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6652 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6656 VectorCopy(r_refdef.fogcolor, fogvec);
6657 // color.rgb *= ContrastBoost * SceneBrightness;
6658 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6659 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6660 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6661 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6666 void R_UpdateVariables(void)
6670 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6672 r_refdef.farclip = r_farclip_base.value;
6673 if (r_refdef.scene.worldmodel)
6674 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6675 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6677 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6678 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6679 r_refdef.polygonfactor = 0;
6680 r_refdef.polygonoffset = 0;
6681 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6682 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6684 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6685 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6686 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6687 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6688 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6689 if (FAKELIGHT_ENABLED)
6691 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6693 else if (r_refdef.scene.worldmodel)
6695 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6697 if (r_showsurfaces.integer)
6699 r_refdef.scene.rtworld = false;
6700 r_refdef.scene.rtworldshadows = false;
6701 r_refdef.scene.rtdlight = false;
6702 r_refdef.scene.rtdlightshadows = false;
6703 r_refdef.lightmapintensity = 0;
6706 switch(vid.renderpath)
6708 case RENDERPATH_GL20:
6709 case RENDERPATH_D3D9:
6710 case RENDERPATH_D3D10:
6711 case RENDERPATH_D3D11:
6712 case RENDERPATH_SOFT:
6713 case RENDERPATH_GLES2:
6714 if(v_glslgamma.integer && !vid_gammatables_trivial)
6716 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6718 // build GLSL gamma texture
6719 #define RAMPWIDTH 256
6720 unsigned short ramp[RAMPWIDTH * 3];
6721 unsigned char rampbgr[RAMPWIDTH][4];
6724 r_texture_gammaramps_serial = vid_gammatables_serial;
6726 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6727 for(i = 0; i < RAMPWIDTH; ++i)
6729 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6730 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6731 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6734 if (r_texture_gammaramps)
6736 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6740 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6746 // remove GLSL gamma texture
6749 case RENDERPATH_GL11:
6750 case RENDERPATH_GL13:
6751 case RENDERPATH_GLES1:
6756 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6757 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6763 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6764 if( scenetype != r_currentscenetype ) {
6765 // store the old scenetype
6766 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6767 r_currentscenetype = scenetype;
6768 // move in the new scene
6769 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6778 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6780 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6781 if( scenetype == r_currentscenetype ) {
6782 return &r_refdef.scene;
6784 return &r_scenes_store[ scenetype ];
6788 static int R_SortEntities_Compare(const void *ap, const void *bp)
6790 const entity_render_t *a = *(const entity_render_t **)ap;
6791 const entity_render_t *b = *(const entity_render_t **)bp;
6794 if(a->model < b->model)
6796 if(a->model > b->model)
6800 // TODO possibly calculate the REAL skinnum here first using
6802 if(a->skinnum < b->skinnum)
6804 if(a->skinnum > b->skinnum)
6807 // everything we compared is equal
6810 static void R_SortEntities(void)
6812 // below or equal 2 ents, sorting never gains anything
6813 if(r_refdef.scene.numentities <= 2)
6816 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6824 int dpsoftrast_test;
6825 extern cvar_t r_shadow_bouncegrid;
6826 void R_RenderView(void)
6828 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6830 rtexture_t *depthtexture;
6831 rtexture_t *colortexture;
6833 dpsoftrast_test = r_test.integer;
6835 if (r_timereport_active)
6836 R_TimeReport("start");
6837 r_textureframe++; // used only by R_GetCurrentTexture
6838 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6840 if(R_CompileShader_CheckStaticParms())
6843 if (!r_drawentities.integer)
6844 r_refdef.scene.numentities = 0;
6845 else if (r_sortentities.integer)
6848 R_AnimCache_ClearCache();
6849 R_FrameData_NewFrame();
6851 /* adjust for stereo display */
6852 if(R_Stereo_Active())
6854 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6855 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6858 if (r_refdef.view.isoverlay)
6860 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6861 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6862 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6863 R_TimeReport("depthclear");
6865 r_refdef.view.showdebug = false;
6867 r_fb.water.enabled = false;
6868 r_fb.water.numwaterplanes = 0;
6870 R_RenderScene(0, NULL, NULL);
6872 r_refdef.view.matrix = originalmatrix;
6878 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6880 r_refdef.view.matrix = originalmatrix;
6884 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6886 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6887 // in sRGB fallback, behave similar to true sRGB: convert this
6888 // value from linear to sRGB
6889 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6891 R_RenderView_UpdateViewVectors();
6893 R_Shadow_UpdateWorldLightSelection();
6895 R_Bloom_StartFrame();
6896 R_Water_StartFrame();
6898 // now we probably have an fbo to render into
6900 depthtexture = r_fb.depthtexture;
6901 colortexture = r_fb.colortexture;
6904 if (r_timereport_active)
6905 R_TimeReport("viewsetup");
6907 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6909 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6911 R_ClearScreen(r_refdef.fogenabled);
6912 if (r_timereport_active)
6913 R_TimeReport("viewclear");
6915 r_refdef.view.clear = true;
6917 r_refdef.view.showdebug = true;
6920 if (r_timereport_active)
6921 R_TimeReport("visibility");
6923 R_Shadow_UpdateBounceGridTexture();
6924 if (r_timereport_active && r_shadow_bouncegrid.integer)
6925 R_TimeReport("bouncegrid");
6927 r_fb.water.numwaterplanes = 0;
6928 if (r_fb.water.enabled)
6929 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6931 R_RenderScene(fbo, depthtexture, colortexture);
6932 r_fb.water.numwaterplanes = 0;
6934 R_BlendView(fbo, depthtexture, colortexture);
6935 if (r_timereport_active)
6936 R_TimeReport("blendview");
6938 GL_Scissor(0, 0, vid.width, vid.height);
6939 GL_ScissorTest(false);
6941 r_refdef.view.matrix = originalmatrix;
6946 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6948 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6950 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6951 if (r_timereport_active)
6952 R_TimeReport("waterworld");
6955 // don't let sound skip if going slow
6956 if (r_refdef.scene.extraupdate)
6959 R_DrawModelsAddWaterPlanes();
6960 if (r_timereport_active)
6961 R_TimeReport("watermodels");
6963 if (r_fb.water.numwaterplanes)
6965 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6966 if (r_timereport_active)
6967 R_TimeReport("waterscenes");
6971 extern cvar_t cl_locs_show;
6972 static void R_DrawLocs(void);
6973 static void R_DrawEntityBBoxes(void);
6974 static void R_DrawModelDecals(void);
6975 extern cvar_t cl_decals_newsystem;
6976 extern qboolean r_shadow_usingdeferredprepass;
6977 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6979 qboolean shadowmapping = false;
6981 if (r_timereport_active)
6982 R_TimeReport("beginscene");
6984 r_refdef.stats.renders++;
6988 // don't let sound skip if going slow
6989 if (r_refdef.scene.extraupdate)
6992 R_MeshQueue_BeginScene();
6996 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
6998 if (r_timereport_active)
6999 R_TimeReport("skystartframe");
7001 if (cl.csqc_vidvars.drawworld)
7003 // don't let sound skip if going slow
7004 if (r_refdef.scene.extraupdate)
7007 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7009 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7010 if (r_timereport_active)
7011 R_TimeReport("worldsky");
7014 if (R_DrawBrushModelsSky() && r_timereport_active)
7015 R_TimeReport("bmodelsky");
7017 if (skyrendermasked && skyrenderlater)
7019 // we have to force off the water clipping plane while rendering sky
7020 R_SetupView(false, fbo, depthtexture, colortexture);
7022 R_SetupView(true, fbo, depthtexture, colortexture);
7023 if (r_timereport_active)
7024 R_TimeReport("sky");
7028 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7029 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7030 R_Shadow_PrepareModelShadows();
7031 if (r_timereport_active)
7032 R_TimeReport("preparelights");
7034 if (R_Shadow_ShadowMappingEnabled())
7035 shadowmapping = true;
7037 if (r_shadow_usingdeferredprepass)
7038 R_Shadow_DrawPrepass();
7040 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7042 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7043 if (r_timereport_active)
7044 R_TimeReport("worlddepth");
7046 if (r_depthfirst.integer >= 2)
7048 R_DrawModelsDepth();
7049 if (r_timereport_active)
7050 R_TimeReport("modeldepth");
7053 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7055 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7056 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7057 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7058 // don't let sound skip if going slow
7059 if (r_refdef.scene.extraupdate)
7063 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7065 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7066 if (r_timereport_active)
7067 R_TimeReport("world");
7070 // don't let sound skip if going slow
7071 if (r_refdef.scene.extraupdate)
7075 if (r_timereport_active)
7076 R_TimeReport("models");
7078 // don't let sound skip if going slow
7079 if (r_refdef.scene.extraupdate)
7082 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7084 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7085 R_DrawModelShadows(fbo, depthtexture, colortexture);
7086 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7087 // don't let sound skip if going slow
7088 if (r_refdef.scene.extraupdate)
7092 if (!r_shadow_usingdeferredprepass)
7094 R_Shadow_DrawLights();
7095 if (r_timereport_active)
7096 R_TimeReport("rtlights");
7099 // don't let sound skip if going slow
7100 if (r_refdef.scene.extraupdate)
7103 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7105 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7106 R_DrawModelShadows(fbo, depthtexture, colortexture);
7107 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108 // don't let sound skip if going slow
7109 if (r_refdef.scene.extraupdate)
7113 if (cl.csqc_vidvars.drawworld)
7115 if (cl_decals_newsystem.integer)
7117 R_DrawModelDecals();
7118 if (r_timereport_active)
7119 R_TimeReport("modeldecals");
7124 if (r_timereport_active)
7125 R_TimeReport("decals");
7129 if (r_timereport_active)
7130 R_TimeReport("particles");
7133 if (r_timereport_active)
7134 R_TimeReport("explosions");
7136 R_DrawLightningBeams();
7137 if (r_timereport_active)
7138 R_TimeReport("lightning");
7142 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7144 if (r_refdef.view.showdebug)
7146 if (cl_locs_show.integer)
7149 if (r_timereport_active)
7150 R_TimeReport("showlocs");
7153 if (r_drawportals.integer)
7156 if (r_timereport_active)
7157 R_TimeReport("portals");
7160 if (r_showbboxes.value > 0)
7162 R_DrawEntityBBoxes();
7163 if (r_timereport_active)
7164 R_TimeReport("bboxes");
7168 if (r_transparent.integer)
7170 R_MeshQueue_RenderTransparent();
7171 if (r_timereport_active)
7172 R_TimeReport("drawtrans");
7175 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7177 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7178 if (r_timereport_active)
7179 R_TimeReport("worlddebug");
7180 R_DrawModelsDebug();
7181 if (r_timereport_active)
7182 R_TimeReport("modeldebug");
7185 if (cl.csqc_vidvars.drawworld)
7187 R_Shadow_DrawCoronas();
7188 if (r_timereport_active)
7189 R_TimeReport("coronas");
7194 GL_DepthTest(false);
7195 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7196 GL_Color(1, 1, 1, 1);
7197 qglBegin(GL_POLYGON);
7198 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7199 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7200 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7201 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7203 qglBegin(GL_POLYGON);
7204 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7205 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7206 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7207 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7209 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7213 // don't let sound skip if going slow
7214 if (r_refdef.scene.extraupdate)
7218 static const unsigned short bboxelements[36] =
7228 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7231 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7233 RSurf_ActiveWorldEntity();
7235 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7236 GL_DepthMask(false);
7237 GL_DepthRange(0, 1);
7238 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7239 // R_Mesh_ResetTextureState();
7241 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7242 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7243 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7244 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7245 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7246 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7247 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7248 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7249 R_FillColors(color4f, 8, cr, cg, cb, ca);
7250 if (r_refdef.fogenabled)
7252 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7254 f1 = RSurf_FogVertex(v);
7256 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7257 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7258 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7261 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7262 R_Mesh_ResetTextureState();
7263 R_SetupShader_Generic_NoTexture(false, false);
7264 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7267 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7269 prvm_prog_t *prog = SVVM_prog;
7272 prvm_edict_t *edict;
7274 // this function draws bounding boxes of server entities
7278 GL_CullFace(GL_NONE);
7279 R_SetupShader_Generic_NoTexture(false, false);
7281 for (i = 0;i < numsurfaces;i++)
7283 edict = PRVM_EDICT_NUM(surfacelist[i]);
7284 switch ((int)PRVM_serveredictfloat(edict, solid))
7286 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7287 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7288 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7289 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7290 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7291 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7293 color[3] *= r_showbboxes.value;
7294 color[3] = bound(0, color[3], 1);
7295 GL_DepthTest(!r_showdisabledepthtest.integer);
7296 GL_CullFace(r_refdef.view.cullface_front);
7297 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7301 static void R_DrawEntityBBoxes(void)
7304 prvm_edict_t *edict;
7306 prvm_prog_t *prog = SVVM_prog;
7308 // this function draws bounding boxes of server entities
7312 for (i = 0;i < prog->num_edicts;i++)
7314 edict = PRVM_EDICT_NUM(i);
7315 if (edict->priv.server->free)
7317 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7318 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7320 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7322 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7323 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7327 static const int nomodelelement3i[24] =
7339 static const unsigned short nomodelelement3s[24] =
7351 static const float nomodelvertex3f[6*3] =
7361 static const float nomodelcolor4f[6*4] =
7363 0.0f, 0.0f, 0.5f, 1.0f,
7364 0.0f, 0.0f, 0.5f, 1.0f,
7365 0.0f, 0.5f, 0.0f, 1.0f,
7366 0.0f, 0.5f, 0.0f, 1.0f,
7367 0.5f, 0.0f, 0.0f, 1.0f,
7368 0.5f, 0.0f, 0.0f, 1.0f
7371 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7377 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7379 // this is only called once per entity so numsurfaces is always 1, and
7380 // surfacelist is always {0}, so this code does not handle batches
7382 if (rsurface.ent_flags & RENDER_ADDITIVE)
7384 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7385 GL_DepthMask(false);
7387 else if (rsurface.colormod[3] < 1)
7389 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7390 GL_DepthMask(false);
7394 GL_BlendFunc(GL_ONE, GL_ZERO);
7397 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7398 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7399 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7400 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7401 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7402 for (i = 0, c = color4f;i < 6;i++, c += 4)
7404 c[0] *= rsurface.colormod[0];
7405 c[1] *= rsurface.colormod[1];
7406 c[2] *= rsurface.colormod[2];
7407 c[3] *= rsurface.colormod[3];
7409 if (r_refdef.fogenabled)
7411 for (i = 0, c = color4f;i < 6;i++, c += 4)
7413 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7415 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7416 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7417 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7420 // R_Mesh_ResetTextureState();
7421 R_SetupShader_Generic_NoTexture(false, false);
7422 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7423 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7426 void R_DrawNoModel(entity_render_t *ent)
7429 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7430 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7431 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7433 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7436 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7438 vec3_t right1, right2, diff, normal;
7440 VectorSubtract (org2, org1, normal);
7442 // calculate 'right' vector for start
7443 VectorSubtract (r_refdef.view.origin, org1, diff);
7444 CrossProduct (normal, diff, right1);
7445 VectorNormalize (right1);
7447 // calculate 'right' vector for end
7448 VectorSubtract (r_refdef.view.origin, org2, diff);
7449 CrossProduct (normal, diff, right2);
7450 VectorNormalize (right2);
7452 vert[ 0] = org1[0] + width * right1[0];
7453 vert[ 1] = org1[1] + width * right1[1];
7454 vert[ 2] = org1[2] + width * right1[2];
7455 vert[ 3] = org1[0] - width * right1[0];
7456 vert[ 4] = org1[1] - width * right1[1];
7457 vert[ 5] = org1[2] - width * right1[2];
7458 vert[ 6] = org2[0] - width * right2[0];
7459 vert[ 7] = org2[1] - width * right2[1];
7460 vert[ 8] = org2[2] - width * right2[2];
7461 vert[ 9] = org2[0] + width * right2[0];
7462 vert[10] = org2[1] + width * right2[1];
7463 vert[11] = org2[2] + width * right2[2];
7466 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7468 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7469 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7470 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7471 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7472 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7473 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7474 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7475 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7476 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7477 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7478 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7479 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7482 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7487 VectorSet(v, x, y, z);
7488 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7489 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7491 if (i == mesh->numvertices)
7493 if (mesh->numvertices < mesh->maxvertices)
7495 VectorCopy(v, vertex3f);
7496 mesh->numvertices++;
7498 return mesh->numvertices;
7504 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7508 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7509 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7510 e = mesh->element3i + mesh->numtriangles * 3;
7511 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7513 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7514 if (mesh->numtriangles < mesh->maxtriangles)
7519 mesh->numtriangles++;
7521 element[1] = element[2];
7525 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7529 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7530 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7531 e = mesh->element3i + mesh->numtriangles * 3;
7532 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7534 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7535 if (mesh->numtriangles < mesh->maxtriangles)
7540 mesh->numtriangles++;
7542 element[1] = element[2];
7546 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7547 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7549 int planenum, planenum2;
7552 mplane_t *plane, *plane2;
7554 double temppoints[2][256*3];
7555 // figure out how large a bounding box we need to properly compute this brush
7557 for (w = 0;w < numplanes;w++)
7558 maxdist = max(maxdist, fabs(planes[w].dist));
7559 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7560 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7561 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7565 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7566 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7568 if (planenum2 == planenum)
7570 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);
7573 if (tempnumpoints < 3)
7575 // generate elements forming a triangle fan for this polygon
7576 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7580 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)
7582 texturelayer_t *layer;
7583 layer = t->currentlayers + t->currentnumlayers++;
7585 layer->depthmask = depthmask;
7586 layer->blendfunc1 = blendfunc1;
7587 layer->blendfunc2 = blendfunc2;
7588 layer->texture = texture;
7589 layer->texmatrix = *matrix;
7590 layer->color[0] = r;
7591 layer->color[1] = g;
7592 layer->color[2] = b;
7593 layer->color[3] = a;
7596 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7598 if(parms[0] == 0 && parms[1] == 0)
7600 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7601 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7606 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7609 index = parms[2] + rsurface.shadertime * parms[3];
7610 index -= floor(index);
7611 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7614 case Q3WAVEFUNC_NONE:
7615 case Q3WAVEFUNC_NOISE:
7616 case Q3WAVEFUNC_COUNT:
7619 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7620 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7621 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7622 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7623 case Q3WAVEFUNC_TRIANGLE:
7625 f = index - floor(index);
7638 f = parms[0] + parms[1] * f;
7639 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7640 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7644 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7650 matrix4x4_t matrix, temp;
7651 switch(tcmod->tcmod)
7655 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7656 matrix = r_waterscrollmatrix;
7658 matrix = identitymatrix;
7660 case Q3TCMOD_ENTITYTRANSLATE:
7661 // this is used in Q3 to allow the gamecode to control texcoord
7662 // scrolling on the entity, which is not supported in darkplaces yet.
7663 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7665 case Q3TCMOD_ROTATE:
7666 f = tcmod->parms[0] * rsurface.shadertime;
7667 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7668 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7669 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7672 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7674 case Q3TCMOD_SCROLL:
7675 // extra care is needed because of precision breakdown with large values of time
7676 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7677 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7678 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7680 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7681 w = (int) tcmod->parms[0];
7682 h = (int) tcmod->parms[1];
7683 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7685 idx = (int) floor(f * w * h);
7686 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7688 case Q3TCMOD_STRETCH:
7689 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7690 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7692 case Q3TCMOD_TRANSFORM:
7693 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7694 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7695 VectorSet(tcmat + 6, 0 , 0 , 1);
7696 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7697 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7699 case Q3TCMOD_TURBULENT:
7700 // this is handled in the RSurf_PrepareVertices function
7701 matrix = identitymatrix;
7705 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7708 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7710 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7711 char name[MAX_QPATH];
7712 skinframe_t *skinframe;
7713 unsigned char pixels[296*194];
7714 strlcpy(cache->name, skinname, sizeof(cache->name));
7715 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7716 if (developer_loading.integer)
7717 Con_Printf("loading %s\n", name);
7718 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7719 if (!skinframe || !skinframe->base)
7722 fs_offset_t filesize;
7724 f = FS_LoadFile(name, tempmempool, true, &filesize);
7727 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7728 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7732 cache->skinframe = skinframe;
7735 texture_t *R_GetCurrentTexture(texture_t *t)
7738 const entity_render_t *ent = rsurface.entity;
7739 dp_model_t *model = ent->model;
7740 q3shaderinfo_layer_tcmod_t *tcmod;
7742 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7743 return t->currentframe;
7744 t->update_lastrenderframe = r_textureframe;
7745 t->update_lastrenderentity = (void *)ent;
7747 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7748 t->camera_entity = ent->entitynumber;
7750 t->camera_entity = 0;
7752 // switch to an alternate material if this is a q1bsp animated material
7754 texture_t *texture = t;
7755 int s = rsurface.ent_skinnum;
7756 if ((unsigned int)s >= (unsigned int)model->numskins)
7758 if (model->skinscenes)
7760 if (model->skinscenes[s].framecount > 1)
7761 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7763 s = model->skinscenes[s].firstframe;
7766 t = t + s * model->num_surfaces;
7769 // use an alternate animation if the entity's frame is not 0,
7770 // and only if the texture has an alternate animation
7771 if (rsurface.ent_alttextures && t->anim_total[1])
7772 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7774 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7776 texture->currentframe = t;
7779 // update currentskinframe to be a qw skin or animation frame
7780 if (rsurface.ent_qwskin >= 0)
7782 i = rsurface.ent_qwskin;
7783 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7785 r_qwskincache_size = cl.maxclients;
7787 Mem_Free(r_qwskincache);
7788 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7790 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7791 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7792 t->currentskinframe = r_qwskincache[i].skinframe;
7793 if (t->currentskinframe == NULL)
7794 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7796 else if (t->numskinframes >= 2)
7797 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7798 if (t->backgroundnumskinframes >= 2)
7799 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7801 t->currentmaterialflags = t->basematerialflags;
7802 t->currentalpha = rsurface.colormod[3];
7803 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7804 t->currentalpha *= r_wateralpha.value;
7805 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7806 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7807 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7808 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7809 if (!(rsurface.ent_flags & RENDER_LIGHT))
7810 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7811 else if (FAKELIGHT_ENABLED)
7813 // no modellight if using fakelight for the map
7815 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7817 // pick a model lighting mode
7818 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7819 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7821 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7823 if (rsurface.ent_flags & RENDER_ADDITIVE)
7824 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7825 else if (t->currentalpha < 1)
7826 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7827 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7828 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7829 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7830 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7831 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7832 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7833 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7834 if (t->backgroundnumskinframes)
7835 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7836 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7838 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7839 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7842 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7843 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7845 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7846 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7848 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7849 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7851 // there is no tcmod
7852 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7854 t->currenttexmatrix = r_waterscrollmatrix;
7855 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7857 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7859 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7860 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7863 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7864 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7865 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7866 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7868 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7869 if (t->currentskinframe->qpixels)
7870 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7871 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7872 if (!t->basetexture)
7873 t->basetexture = r_texture_notexture;
7874 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7875 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7876 t->nmaptexture = t->currentskinframe->nmap;
7877 if (!t->nmaptexture)
7878 t->nmaptexture = r_texture_blanknormalmap;
7879 t->glosstexture = r_texture_black;
7880 t->glowtexture = t->currentskinframe->glow;
7881 t->fogtexture = t->currentskinframe->fog;
7882 t->reflectmasktexture = t->currentskinframe->reflect;
7883 if (t->backgroundnumskinframes)
7885 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7886 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7887 t->backgroundglosstexture = r_texture_black;
7888 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7889 if (!t->backgroundnmaptexture)
7890 t->backgroundnmaptexture = r_texture_blanknormalmap;
7894 t->backgroundbasetexture = r_texture_white;
7895 t->backgroundnmaptexture = r_texture_blanknormalmap;
7896 t->backgroundglosstexture = r_texture_black;
7897 t->backgroundglowtexture = NULL;
7899 t->specularpower = r_shadow_glossexponent.value;
7900 // TODO: store reference values for these in the texture?
7901 t->specularscale = 0;
7902 if (r_shadow_gloss.integer > 0)
7904 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7906 if (r_shadow_glossintensity.value > 0)
7908 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7909 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7910 t->specularscale = r_shadow_glossintensity.value;
7913 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7915 t->glosstexture = r_texture_white;
7916 t->backgroundglosstexture = r_texture_white;
7917 t->specularscale = r_shadow_gloss2intensity.value;
7918 t->specularpower = r_shadow_gloss2exponent.value;
7921 t->specularscale *= t->specularscalemod;
7922 t->specularpower *= t->specularpowermod;
7923 t->rtlightambient = 0;
7925 // lightmaps mode looks bad with dlights using actual texturing, so turn
7926 // off the colormap and glossmap, but leave the normalmap on as it still
7927 // accurately represents the shading involved
7928 if (gl_lightmaps.integer)
7930 t->basetexture = r_texture_grey128;
7931 t->pantstexture = r_texture_black;
7932 t->shirttexture = r_texture_black;
7933 t->nmaptexture = r_texture_blanknormalmap;
7934 t->glosstexture = r_texture_black;
7935 t->glowtexture = NULL;
7936 t->fogtexture = NULL;
7937 t->reflectmasktexture = NULL;
7938 t->backgroundbasetexture = NULL;
7939 t->backgroundnmaptexture = r_texture_blanknormalmap;
7940 t->backgroundglosstexture = r_texture_black;
7941 t->backgroundglowtexture = NULL;
7942 t->specularscale = 0;
7943 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7946 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7947 VectorClear(t->dlightcolor);
7948 t->currentnumlayers = 0;
7949 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7951 int blendfunc1, blendfunc2;
7953 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7955 blendfunc1 = GL_SRC_ALPHA;
7956 blendfunc2 = GL_ONE;
7958 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7960 blendfunc1 = GL_SRC_ALPHA;
7961 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7963 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7965 blendfunc1 = t->customblendfunc[0];
7966 blendfunc2 = t->customblendfunc[1];
7970 blendfunc1 = GL_ONE;
7971 blendfunc2 = GL_ZERO;
7973 // don't colormod evilblend textures
7974 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7975 VectorSet(t->lightmapcolor, 1, 1, 1);
7976 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7977 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7979 // fullbright is not affected by r_refdef.lightmapintensity
7980 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7981 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7982 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7983 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7984 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7988 vec3_t ambientcolor;
7990 // set the color tint used for lights affecting this surface
7991 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7993 // q3bsp has no lightmap updates, so the lightstylevalue that
7994 // would normally be baked into the lightmap must be
7995 // applied to the color
7996 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7997 if (model->type == mod_brushq3)
7998 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7999 colorscale *= r_refdef.lightmapintensity;
8000 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8001 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8002 // basic lit geometry
8003 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8004 // add pants/shirt if needed
8005 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8006 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8007 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8008 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8009 // now add ambient passes if needed
8010 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8012 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8013 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8014 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8015 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8016 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8019 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8020 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8021 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8023 // if this is opaque use alpha blend which will darken the earlier
8026 // if this is an alpha blended material, all the earlier passes
8027 // were darkened by fog already, so we only need to add the fog
8028 // color ontop through the fog mask texture
8030 // if this is an additive blended material, all the earlier passes
8031 // were darkened by fog already, and we should not add fog color
8032 // (because the background was not darkened, there is no fog color
8033 // that was lost behind it).
8034 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8038 return t->currentframe;
8041 rsurfacestate_t rsurface;
8043 void RSurf_ActiveWorldEntity(void)
8045 dp_model_t *model = r_refdef.scene.worldmodel;
8046 //if (rsurface.entity == r_refdef.scene.worldentity)
8048 rsurface.entity = r_refdef.scene.worldentity;
8049 rsurface.skeleton = NULL;
8050 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8051 rsurface.ent_skinnum = 0;
8052 rsurface.ent_qwskin = -1;
8053 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8054 rsurface.shadertime = r_refdef.scene.time;
8055 rsurface.matrix = identitymatrix;
8056 rsurface.inversematrix = identitymatrix;
8057 rsurface.matrixscale = 1;
8058 rsurface.inversematrixscale = 1;
8059 R_EntityMatrix(&identitymatrix);
8060 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8061 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8062 rsurface.fograngerecip = r_refdef.fograngerecip;
8063 rsurface.fogheightfade = r_refdef.fogheightfade;
8064 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8065 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8066 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8067 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8068 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8069 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8070 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8071 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8072 rsurface.colormod[3] = 1;
8073 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8074 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8075 rsurface.frameblend[0].lerp = 1;
8076 rsurface.ent_alttextures = false;
8077 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8078 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8079 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8080 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8081 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8082 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8083 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8084 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8085 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8086 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8087 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8088 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8089 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8090 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8091 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8092 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8093 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8094 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8095 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8096 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8097 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8098 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8099 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8100 rsurface.modelelement3i = model->surfmesh.data_element3i;
8101 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8102 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8103 rsurface.modelelement3s = model->surfmesh.data_element3s;
8104 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8105 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8106 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8107 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8108 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8109 rsurface.modelsurfaces = model->data_surfaces;
8110 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8111 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8112 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8113 rsurface.modelgeneratedvertex = false;
8114 rsurface.batchgeneratedvertex = false;
8115 rsurface.batchfirstvertex = 0;
8116 rsurface.batchnumvertices = 0;
8117 rsurface.batchfirsttriangle = 0;
8118 rsurface.batchnumtriangles = 0;
8119 rsurface.batchvertex3f = NULL;
8120 rsurface.batchvertex3f_vertexbuffer = NULL;
8121 rsurface.batchvertex3f_bufferoffset = 0;
8122 rsurface.batchsvector3f = NULL;
8123 rsurface.batchsvector3f_vertexbuffer = NULL;
8124 rsurface.batchsvector3f_bufferoffset = 0;
8125 rsurface.batchtvector3f = NULL;
8126 rsurface.batchtvector3f_vertexbuffer = NULL;
8127 rsurface.batchtvector3f_bufferoffset = 0;
8128 rsurface.batchnormal3f = NULL;
8129 rsurface.batchnormal3f_vertexbuffer = NULL;
8130 rsurface.batchnormal3f_bufferoffset = 0;
8131 rsurface.batchlightmapcolor4f = NULL;
8132 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8133 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8134 rsurface.batchtexcoordtexture2f = NULL;
8135 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8136 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8137 rsurface.batchtexcoordlightmap2f = NULL;
8138 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8139 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8140 rsurface.batchvertexmesh = NULL;
8141 rsurface.batchvertexmeshbuffer = NULL;
8142 rsurface.batchvertex3fbuffer = NULL;
8143 rsurface.batchelement3i = NULL;
8144 rsurface.batchelement3i_indexbuffer = NULL;
8145 rsurface.batchelement3i_bufferoffset = 0;
8146 rsurface.batchelement3s = NULL;
8147 rsurface.batchelement3s_indexbuffer = NULL;
8148 rsurface.batchelement3s_bufferoffset = 0;
8149 rsurface.passcolor4f = NULL;
8150 rsurface.passcolor4f_vertexbuffer = NULL;
8151 rsurface.passcolor4f_bufferoffset = 0;
8154 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8156 dp_model_t *model = ent->model;
8157 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8159 rsurface.entity = (entity_render_t *)ent;
8160 rsurface.skeleton = ent->skeleton;
8161 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8162 rsurface.ent_skinnum = ent->skinnum;
8163 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8164 rsurface.ent_flags = ent->flags;
8165 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8166 rsurface.matrix = ent->matrix;
8167 rsurface.inversematrix = ent->inversematrix;
8168 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8169 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8170 R_EntityMatrix(&rsurface.matrix);
8171 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8172 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8173 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8174 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8175 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8176 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8177 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8178 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8179 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8180 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8181 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8182 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8183 rsurface.colormod[3] = ent->alpha;
8184 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8185 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8186 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8187 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8188 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8189 if (ent->model->brush.submodel && !prepass)
8191 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8192 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8194 if (model->surfmesh.isanimated && model->AnimateVertices)
8196 if (ent->animcache_vertex3f)
8198 rsurface.modelvertex3f = ent->animcache_vertex3f;
8199 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8200 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8201 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8202 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8203 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8204 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8206 else if (wanttangents)
8208 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8209 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8210 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8211 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8212 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8213 rsurface.modelvertexmesh = NULL;
8214 rsurface.modelvertexmeshbuffer = NULL;
8215 rsurface.modelvertex3fbuffer = NULL;
8217 else if (wantnormals)
8219 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8220 rsurface.modelsvector3f = NULL;
8221 rsurface.modeltvector3f = NULL;
8222 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8224 rsurface.modelvertexmesh = NULL;
8225 rsurface.modelvertexmeshbuffer = NULL;
8226 rsurface.modelvertex3fbuffer = NULL;
8230 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231 rsurface.modelsvector3f = NULL;
8232 rsurface.modeltvector3f = NULL;
8233 rsurface.modelnormal3f = NULL;
8234 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8235 rsurface.modelvertexmesh = NULL;
8236 rsurface.modelvertexmeshbuffer = NULL;
8237 rsurface.modelvertex3fbuffer = NULL;
8239 rsurface.modelvertex3f_vertexbuffer = 0;
8240 rsurface.modelvertex3f_bufferoffset = 0;
8241 rsurface.modelsvector3f_vertexbuffer = 0;
8242 rsurface.modelsvector3f_bufferoffset = 0;
8243 rsurface.modeltvector3f_vertexbuffer = 0;
8244 rsurface.modeltvector3f_bufferoffset = 0;
8245 rsurface.modelnormal3f_vertexbuffer = 0;
8246 rsurface.modelnormal3f_bufferoffset = 0;
8247 rsurface.modelgeneratedvertex = true;
8251 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8252 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8253 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8254 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8255 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8256 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8257 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8258 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8259 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8260 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8261 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8262 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8263 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8264 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8265 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8266 rsurface.modelgeneratedvertex = false;
8268 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8269 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8271 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8272 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8274 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8275 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8277 rsurface.modelelement3i = model->surfmesh.data_element3i;
8278 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8279 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8280 rsurface.modelelement3s = model->surfmesh.data_element3s;
8281 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8282 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8283 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8284 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8285 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8286 rsurface.modelsurfaces = model->data_surfaces;
8287 rsurface.batchgeneratedvertex = false;
8288 rsurface.batchfirstvertex = 0;
8289 rsurface.batchnumvertices = 0;
8290 rsurface.batchfirsttriangle = 0;
8291 rsurface.batchnumtriangles = 0;
8292 rsurface.batchvertex3f = NULL;
8293 rsurface.batchvertex3f_vertexbuffer = NULL;
8294 rsurface.batchvertex3f_bufferoffset = 0;
8295 rsurface.batchsvector3f = NULL;
8296 rsurface.batchsvector3f_vertexbuffer = NULL;
8297 rsurface.batchsvector3f_bufferoffset = 0;
8298 rsurface.batchtvector3f = NULL;
8299 rsurface.batchtvector3f_vertexbuffer = NULL;
8300 rsurface.batchtvector3f_bufferoffset = 0;
8301 rsurface.batchnormal3f = NULL;
8302 rsurface.batchnormal3f_vertexbuffer = NULL;
8303 rsurface.batchnormal3f_bufferoffset = 0;
8304 rsurface.batchlightmapcolor4f = NULL;
8305 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8306 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8307 rsurface.batchtexcoordtexture2f = NULL;
8308 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8309 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8310 rsurface.batchtexcoordlightmap2f = NULL;
8311 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8312 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8313 rsurface.batchvertexmesh = NULL;
8314 rsurface.batchvertexmeshbuffer = NULL;
8315 rsurface.batchvertex3fbuffer = NULL;
8316 rsurface.batchelement3i = NULL;
8317 rsurface.batchelement3i_indexbuffer = NULL;
8318 rsurface.batchelement3i_bufferoffset = 0;
8319 rsurface.batchelement3s = NULL;
8320 rsurface.batchelement3s_indexbuffer = NULL;
8321 rsurface.batchelement3s_bufferoffset = 0;
8322 rsurface.passcolor4f = NULL;
8323 rsurface.passcolor4f_vertexbuffer = NULL;
8324 rsurface.passcolor4f_bufferoffset = 0;
8327 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8329 rsurface.entity = r_refdef.scene.worldentity;
8330 rsurface.skeleton = NULL;
8331 rsurface.ent_skinnum = 0;
8332 rsurface.ent_qwskin = -1;
8333 rsurface.ent_flags = entflags;
8334 rsurface.shadertime = r_refdef.scene.time - shadertime;
8335 rsurface.modelnumvertices = numvertices;
8336 rsurface.modelnumtriangles = numtriangles;
8337 rsurface.matrix = *matrix;
8338 rsurface.inversematrix = *inversematrix;
8339 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8340 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8341 R_EntityMatrix(&rsurface.matrix);
8342 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8343 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8344 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8345 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8346 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8347 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8348 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8349 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8350 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8351 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8352 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8353 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8354 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8355 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8356 rsurface.frameblend[0].lerp = 1;
8357 rsurface.ent_alttextures = false;
8358 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8359 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8362 rsurface.modelvertex3f = (float *)vertex3f;
8363 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8364 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8365 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8367 else if (wantnormals)
8369 rsurface.modelvertex3f = (float *)vertex3f;
8370 rsurface.modelsvector3f = NULL;
8371 rsurface.modeltvector3f = NULL;
8372 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8376 rsurface.modelvertex3f = (float *)vertex3f;
8377 rsurface.modelsvector3f = NULL;
8378 rsurface.modeltvector3f = NULL;
8379 rsurface.modelnormal3f = NULL;
8381 rsurface.modelvertexmesh = NULL;
8382 rsurface.modelvertexmeshbuffer = NULL;
8383 rsurface.modelvertex3fbuffer = NULL;
8384 rsurface.modelvertex3f_vertexbuffer = 0;
8385 rsurface.modelvertex3f_bufferoffset = 0;
8386 rsurface.modelsvector3f_vertexbuffer = 0;
8387 rsurface.modelsvector3f_bufferoffset = 0;
8388 rsurface.modeltvector3f_vertexbuffer = 0;
8389 rsurface.modeltvector3f_bufferoffset = 0;
8390 rsurface.modelnormal3f_vertexbuffer = 0;
8391 rsurface.modelnormal3f_bufferoffset = 0;
8392 rsurface.modelgeneratedvertex = true;
8393 rsurface.modellightmapcolor4f = (float *)color4f;
8394 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8395 rsurface.modellightmapcolor4f_bufferoffset = 0;
8396 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8397 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8398 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8399 rsurface.modeltexcoordlightmap2f = NULL;
8400 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8401 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8402 rsurface.modelelement3i = (int *)element3i;
8403 rsurface.modelelement3i_indexbuffer = NULL;
8404 rsurface.modelelement3i_bufferoffset = 0;
8405 rsurface.modelelement3s = (unsigned short *)element3s;
8406 rsurface.modelelement3s_indexbuffer = NULL;
8407 rsurface.modelelement3s_bufferoffset = 0;
8408 rsurface.modellightmapoffsets = NULL;
8409 rsurface.modelsurfaces = NULL;
8410 rsurface.batchgeneratedvertex = false;
8411 rsurface.batchfirstvertex = 0;
8412 rsurface.batchnumvertices = 0;
8413 rsurface.batchfirsttriangle = 0;
8414 rsurface.batchnumtriangles = 0;
8415 rsurface.batchvertex3f = NULL;
8416 rsurface.batchvertex3f_vertexbuffer = NULL;
8417 rsurface.batchvertex3f_bufferoffset = 0;
8418 rsurface.batchsvector3f = NULL;
8419 rsurface.batchsvector3f_vertexbuffer = NULL;
8420 rsurface.batchsvector3f_bufferoffset = 0;
8421 rsurface.batchtvector3f = NULL;
8422 rsurface.batchtvector3f_vertexbuffer = NULL;
8423 rsurface.batchtvector3f_bufferoffset = 0;
8424 rsurface.batchnormal3f = NULL;
8425 rsurface.batchnormal3f_vertexbuffer = NULL;
8426 rsurface.batchnormal3f_bufferoffset = 0;
8427 rsurface.batchlightmapcolor4f = NULL;
8428 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8429 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8430 rsurface.batchtexcoordtexture2f = NULL;
8431 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8432 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8433 rsurface.batchtexcoordlightmap2f = NULL;
8434 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8435 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8436 rsurface.batchvertexmesh = NULL;
8437 rsurface.batchvertexmeshbuffer = NULL;
8438 rsurface.batchvertex3fbuffer = NULL;
8439 rsurface.batchelement3i = NULL;
8440 rsurface.batchelement3i_indexbuffer = NULL;
8441 rsurface.batchelement3i_bufferoffset = 0;
8442 rsurface.batchelement3s = NULL;
8443 rsurface.batchelement3s_indexbuffer = NULL;
8444 rsurface.batchelement3s_bufferoffset = 0;
8445 rsurface.passcolor4f = NULL;
8446 rsurface.passcolor4f_vertexbuffer = NULL;
8447 rsurface.passcolor4f_bufferoffset = 0;
8449 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8451 if ((wantnormals || wanttangents) && !normal3f)
8453 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8454 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8456 if (wanttangents && !svector3f)
8458 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8459 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8460 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8465 float RSurf_FogPoint(const float *v)
8467 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8468 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8469 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8470 float FogHeightFade = r_refdef.fogheightfade;
8472 unsigned int fogmasktableindex;
8473 if (r_refdef.fogplaneviewabove)
8474 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8476 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8477 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8478 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8481 float RSurf_FogVertex(const float *v)
8483 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8484 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8485 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8486 float FogHeightFade = rsurface.fogheightfade;
8488 unsigned int fogmasktableindex;
8489 if (r_refdef.fogplaneviewabove)
8490 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8492 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8493 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8494 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8497 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8500 for (i = 0;i < numelements;i++)
8501 outelement3i[i] = inelement3i[i] + adjust;
8504 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8505 extern cvar_t gl_vbo;
8506 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8514 int surfacefirsttriangle;
8515 int surfacenumtriangles;
8516 int surfacefirstvertex;
8517 int surfaceendvertex;
8518 int surfacenumvertices;
8519 int batchnumvertices;
8520 int batchnumtriangles;
8524 qboolean dynamicvertex;
8528 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8530 q3shaderinfo_deform_t *deform;
8531 const msurface_t *surface, *firstsurface;
8532 r_vertexmesh_t *vertexmesh;
8533 if (!texturenumsurfaces)
8535 // find vertex range of this surface batch
8537 firstsurface = texturesurfacelist[0];
8538 firsttriangle = firstsurface->num_firsttriangle;
8539 batchnumvertices = 0;
8540 batchnumtriangles = 0;
8541 firstvertex = endvertex = firstsurface->num_firstvertex;
8542 for (i = 0;i < texturenumsurfaces;i++)
8544 surface = texturesurfacelist[i];
8545 if (surface != firstsurface + i)
8547 surfacefirstvertex = surface->num_firstvertex;
8548 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8549 surfacenumvertices = surface->num_vertices;
8550 surfacenumtriangles = surface->num_triangles;
8551 if (firstvertex > surfacefirstvertex)
8552 firstvertex = surfacefirstvertex;
8553 if (endvertex < surfaceendvertex)
8554 endvertex = surfaceendvertex;
8555 batchnumvertices += surfacenumvertices;
8556 batchnumtriangles += surfacenumtriangles;
8559 // we now know the vertex range used, and if there are any gaps in it
8560 rsurface.batchfirstvertex = firstvertex;
8561 rsurface.batchnumvertices = endvertex - firstvertex;
8562 rsurface.batchfirsttriangle = firsttriangle;
8563 rsurface.batchnumtriangles = batchnumtriangles;
8565 // this variable holds flags for which properties have been updated that
8566 // may require regenerating vertexmesh array...
8569 // check if any dynamic vertex processing must occur
8570 dynamicvertex = false;
8572 // if there is a chance of animated vertex colors, it's a dynamic batch
8573 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8575 dynamicvertex = true;
8576 batchneed |= BATCHNEED_NOGAPS;
8577 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8580 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8582 switch (deform->deform)
8585 case Q3DEFORM_PROJECTIONSHADOW:
8586 case Q3DEFORM_TEXT0:
8587 case Q3DEFORM_TEXT1:
8588 case Q3DEFORM_TEXT2:
8589 case Q3DEFORM_TEXT3:
8590 case Q3DEFORM_TEXT4:
8591 case Q3DEFORM_TEXT5:
8592 case Q3DEFORM_TEXT6:
8593 case Q3DEFORM_TEXT7:
8596 case Q3DEFORM_AUTOSPRITE:
8597 dynamicvertex = true;
8598 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8599 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8601 case Q3DEFORM_AUTOSPRITE2:
8602 dynamicvertex = true;
8603 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8604 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8606 case Q3DEFORM_NORMAL:
8607 dynamicvertex = true;
8608 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8609 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8612 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8613 break; // if wavefunc is a nop, ignore this transform
8614 dynamicvertex = true;
8615 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8616 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8618 case Q3DEFORM_BULGE:
8619 dynamicvertex = true;
8620 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8621 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8624 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8625 break; // if wavefunc is a nop, ignore this transform
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8632 switch(rsurface.texture->tcgen.tcgen)
8635 case Q3TCGEN_TEXTURE:
8637 case Q3TCGEN_LIGHTMAP:
8638 dynamicvertex = true;
8639 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8640 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8642 case Q3TCGEN_VECTOR:
8643 dynamicvertex = true;
8644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8645 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8647 case Q3TCGEN_ENVIRONMENT:
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8650 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8653 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8655 dynamicvertex = true;
8656 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8657 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8660 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8662 dynamicvertex = true;
8663 batchneed |= BATCHNEED_NOGAPS;
8664 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8667 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8669 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8670 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8671 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8672 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8673 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8674 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8675 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8678 // when the model data has no vertex buffer (dynamic mesh), we need to
8680 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8681 batchneed |= BATCHNEED_NOGAPS;
8683 // if needsupdate, we have to do a dynamic vertex batch for sure
8684 if (needsupdate & batchneed)
8685 dynamicvertex = true;
8687 // see if we need to build vertexmesh from arrays
8688 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8689 dynamicvertex = true;
8691 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8692 // also some drivers strongly dislike firstvertex
8693 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8694 dynamicvertex = true;
8696 rsurface.batchvertex3f = rsurface.modelvertex3f;
8697 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8698 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8699 rsurface.batchsvector3f = rsurface.modelsvector3f;
8700 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8701 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8702 rsurface.batchtvector3f = rsurface.modeltvector3f;
8703 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8704 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8705 rsurface.batchnormal3f = rsurface.modelnormal3f;
8706 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8707 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8708 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8709 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8710 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8711 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8712 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8713 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8714 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8715 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8716 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8717 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8718 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8719 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8720 rsurface.batchelement3i = rsurface.modelelement3i;
8721 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8722 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8723 rsurface.batchelement3s = rsurface.modelelement3s;
8724 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8725 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8727 // if any dynamic vertex processing has to occur in software, we copy the
8728 // entire surface list together before processing to rebase the vertices
8729 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8731 // if any gaps exist and we do not have a static vertex buffer, we have to
8732 // copy the surface list together to avoid wasting upload bandwidth on the
8733 // vertices in the gaps.
8735 // if gaps exist and we have a static vertex buffer, we still have to
8736 // combine the index buffer ranges into one dynamic index buffer.
8738 // in all cases we end up with data that can be drawn in one call.
8742 // static vertex data, just set pointers...
8743 rsurface.batchgeneratedvertex = false;
8744 // if there are gaps, we want to build a combined index buffer,
8745 // otherwise use the original static buffer with an appropriate offset
8748 // build a new triangle elements array for this batch
8749 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8750 rsurface.batchfirsttriangle = 0;
8752 for (i = 0;i < texturenumsurfaces;i++)
8754 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8755 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8756 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8757 numtriangles += surfacenumtriangles;
8759 rsurface.batchelement3i_indexbuffer = NULL;
8760 rsurface.batchelement3i_bufferoffset = 0;
8761 rsurface.batchelement3s = NULL;
8762 rsurface.batchelement3s_indexbuffer = NULL;
8763 rsurface.batchelement3s_bufferoffset = 0;
8764 if (endvertex <= 65536)
8766 // make a 16bit (unsigned short) index array if possible
8767 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8768 for (i = 0;i < numtriangles*3;i++)
8769 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8775 // something needs software processing, do it for real...
8776 // we only directly handle separate array data in this case and then
8777 // generate interleaved data if needed...
8778 rsurface.batchgeneratedvertex = true;
8780 // now copy the vertex data into a combined array and make an index array
8781 // (this is what Quake3 does all the time)
8782 //if (gaps || rsurface.batchfirstvertex)
8784 rsurface.batchvertex3fbuffer = NULL;
8785 rsurface.batchvertexmesh = NULL;
8786 rsurface.batchvertexmeshbuffer = NULL;
8787 rsurface.batchvertex3f = NULL;
8788 rsurface.batchvertex3f_vertexbuffer = NULL;
8789 rsurface.batchvertex3f_bufferoffset = 0;
8790 rsurface.batchsvector3f = NULL;
8791 rsurface.batchsvector3f_vertexbuffer = NULL;
8792 rsurface.batchsvector3f_bufferoffset = 0;
8793 rsurface.batchtvector3f = NULL;
8794 rsurface.batchtvector3f_vertexbuffer = NULL;
8795 rsurface.batchtvector3f_bufferoffset = 0;
8796 rsurface.batchnormal3f = NULL;
8797 rsurface.batchnormal3f_vertexbuffer = NULL;
8798 rsurface.batchnormal3f_bufferoffset = 0;
8799 rsurface.batchlightmapcolor4f = NULL;
8800 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8801 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8802 rsurface.batchtexcoordtexture2f = NULL;
8803 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8804 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8805 rsurface.batchtexcoordlightmap2f = NULL;
8806 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8807 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8808 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8809 rsurface.batchelement3i_indexbuffer = NULL;
8810 rsurface.batchelement3i_bufferoffset = 0;
8811 rsurface.batchelement3s = NULL;
8812 rsurface.batchelement3s_indexbuffer = NULL;
8813 rsurface.batchelement3s_bufferoffset = 0;
8814 // we'll only be setting up certain arrays as needed
8815 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8816 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8817 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8818 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8819 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8820 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8821 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8823 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8824 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8826 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8827 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8828 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8829 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8830 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8831 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8834 for (i = 0;i < texturenumsurfaces;i++)
8836 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8837 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8838 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8839 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8840 // copy only the data requested
8841 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8842 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8843 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8845 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8847 if (rsurface.batchvertex3f)
8848 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8850 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8852 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8854 if (rsurface.modelnormal3f)
8855 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8857 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8859 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8861 if (rsurface.modelsvector3f)
8863 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8864 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8868 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8869 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8872 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8874 if (rsurface.modellightmapcolor4f)
8875 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8877 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8879 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8881 if (rsurface.modeltexcoordtexture2f)
8882 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8884 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8886 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8888 if (rsurface.modeltexcoordlightmap2f)
8889 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8891 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8894 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8895 numvertices += surfacenumvertices;
8896 numtriangles += surfacenumtriangles;
8899 // generate a 16bit index array as well if possible
8900 // (in general, dynamic batches fit)
8901 if (numvertices <= 65536)
8903 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8904 for (i = 0;i < numtriangles*3;i++)
8905 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8908 // since we've copied everything, the batch now starts at 0
8909 rsurface.batchfirstvertex = 0;
8910 rsurface.batchnumvertices = batchnumvertices;
8911 rsurface.batchfirsttriangle = 0;
8912 rsurface.batchnumtriangles = batchnumtriangles;
8915 // q1bsp surfaces rendered in vertex color mode have to have colors
8916 // calculated based on lightstyles
8917 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8919 // generate color arrays for the surfaces in this list
8924 const unsigned char *lm;
8925 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8926 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8927 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8929 for (i = 0;i < texturenumsurfaces;i++)
8931 surface = texturesurfacelist[i];
8932 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8933 surfacenumvertices = surface->num_vertices;
8934 if (surface->lightmapinfo->samples)
8936 for (j = 0;j < surfacenumvertices;j++)
8938 lm = surface->lightmapinfo->samples + offsets[j];
8939 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8940 VectorScale(lm, scale, c);
8941 if (surface->lightmapinfo->styles[1] != 255)
8943 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8945 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8946 VectorMA(c, scale, lm, c);
8947 if (surface->lightmapinfo->styles[2] != 255)
8950 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8951 VectorMA(c, scale, lm, c);
8952 if (surface->lightmapinfo->styles[3] != 255)
8955 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8956 VectorMA(c, scale, lm, c);
8963 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8969 for (j = 0;j < surfacenumvertices;j++)
8971 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8978 // if vertices are deformed (sprite flares and things in maps, possibly
8979 // water waves, bulges and other deformations), modify the copied vertices
8981 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8983 switch (deform->deform)
8986 case Q3DEFORM_PROJECTIONSHADOW:
8987 case Q3DEFORM_TEXT0:
8988 case Q3DEFORM_TEXT1:
8989 case Q3DEFORM_TEXT2:
8990 case Q3DEFORM_TEXT3:
8991 case Q3DEFORM_TEXT4:
8992 case Q3DEFORM_TEXT5:
8993 case Q3DEFORM_TEXT6:
8994 case Q3DEFORM_TEXT7:
8997 case Q3DEFORM_AUTOSPRITE:
8998 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8999 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9000 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9001 VectorNormalize(newforward);
9002 VectorNormalize(newright);
9003 VectorNormalize(newup);
9004 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9005 // rsurface.batchvertex3f_vertexbuffer = NULL;
9006 // rsurface.batchvertex3f_bufferoffset = 0;
9007 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9008 // rsurface.batchsvector3f_vertexbuffer = NULL;
9009 // rsurface.batchsvector3f_bufferoffset = 0;
9010 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9011 // rsurface.batchtvector3f_vertexbuffer = NULL;
9012 // rsurface.batchtvector3f_bufferoffset = 0;
9013 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9014 // rsurface.batchnormal3f_vertexbuffer = NULL;
9015 // rsurface.batchnormal3f_bufferoffset = 0;
9016 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9017 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9018 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9019 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9020 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9021 // a single autosprite surface can contain multiple sprites...
9022 for (j = 0;j < batchnumvertices - 3;j += 4)
9024 VectorClear(center);
9025 for (i = 0;i < 4;i++)
9026 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9027 VectorScale(center, 0.25f, center);
9028 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9029 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9030 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9031 for (i = 0;i < 4;i++)
9033 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9034 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9037 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9038 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9039 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9041 case Q3DEFORM_AUTOSPRITE2:
9042 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9043 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9044 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9045 VectorNormalize(newforward);
9046 VectorNormalize(newright);
9047 VectorNormalize(newup);
9048 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9049 // rsurface.batchvertex3f_vertexbuffer = NULL;
9050 // rsurface.batchvertex3f_bufferoffset = 0;
9052 const float *v1, *v2;
9062 memset(shortest, 0, sizeof(shortest));
9063 // a single autosprite surface can contain multiple sprites...
9064 for (j = 0;j < batchnumvertices - 3;j += 4)
9066 VectorClear(center);
9067 for (i = 0;i < 4;i++)
9068 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9069 VectorScale(center, 0.25f, center);
9070 // find the two shortest edges, then use them to define the
9071 // axis vectors for rotating around the central axis
9072 for (i = 0;i < 6;i++)
9074 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9075 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9076 l = VectorDistance2(v1, v2);
9077 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9079 l += (1.0f / 1024.0f);
9080 if (shortest[0].length2 > l || i == 0)
9082 shortest[1] = shortest[0];
9083 shortest[0].length2 = l;
9084 shortest[0].v1 = v1;
9085 shortest[0].v2 = v2;
9087 else if (shortest[1].length2 > l || i == 1)
9089 shortest[1].length2 = l;
9090 shortest[1].v1 = v1;
9091 shortest[1].v2 = v2;
9094 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9095 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9096 // this calculates the right vector from the shortest edge
9097 // and the up vector from the edge midpoints
9098 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9099 VectorNormalize(right);
9100 VectorSubtract(end, start, up);
9101 VectorNormalize(up);
9102 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9103 VectorSubtract(rsurface.localvieworigin, center, forward);
9104 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9105 VectorNegate(forward, forward);
9106 VectorReflect(forward, 0, up, forward);
9107 VectorNormalize(forward);
9108 CrossProduct(up, forward, newright);
9109 VectorNormalize(newright);
9110 // rotate the quad around the up axis vector, this is made
9111 // especially easy by the fact we know the quad is flat,
9112 // so we only have to subtract the center position and
9113 // measure distance along the right vector, and then
9114 // multiply that by the newright vector and add back the
9116 // we also need to subtract the old position to undo the
9117 // displacement from the center, which we do with a
9118 // DotProduct, the subtraction/addition of center is also
9119 // optimized into DotProducts here
9120 l = DotProduct(right, center);
9121 for (i = 0;i < 4;i++)
9123 v1 = rsurface.batchvertex3f + 3*(j+i);
9124 f = DotProduct(right, v1) - l;
9125 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9129 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9131 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9132 // rsurface.batchnormal3f_vertexbuffer = NULL;
9133 // rsurface.batchnormal3f_bufferoffset = 0;
9134 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9136 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9138 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9139 // rsurface.batchsvector3f_vertexbuffer = NULL;
9140 // rsurface.batchsvector3f_bufferoffset = 0;
9141 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9142 // rsurface.batchtvector3f_vertexbuffer = NULL;
9143 // rsurface.batchtvector3f_bufferoffset = 0;
9144 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9147 case Q3DEFORM_NORMAL:
9148 // deform the normals to make reflections wavey
9149 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9150 rsurface.batchnormal3f_vertexbuffer = NULL;
9151 rsurface.batchnormal3f_bufferoffset = 0;
9152 for (j = 0;j < batchnumvertices;j++)
9155 float *normal = rsurface.batchnormal3f + 3*j;
9156 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9157 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9158 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9159 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9160 VectorNormalize(normal);
9162 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9164 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9165 // rsurface.batchsvector3f_vertexbuffer = NULL;
9166 // rsurface.batchsvector3f_bufferoffset = 0;
9167 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9168 // rsurface.batchtvector3f_vertexbuffer = NULL;
9169 // rsurface.batchtvector3f_bufferoffset = 0;
9170 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9174 // deform vertex array to make wavey water and flags and such
9175 waveparms[0] = deform->waveparms[0];
9176 waveparms[1] = deform->waveparms[1];
9177 waveparms[2] = deform->waveparms[2];
9178 waveparms[3] = deform->waveparms[3];
9179 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9180 break; // if wavefunc is a nop, don't make a dynamic vertex array
9181 // this is how a divisor of vertex influence on deformation
9182 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9183 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9184 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9185 // rsurface.batchvertex3f_vertexbuffer = NULL;
9186 // rsurface.batchvertex3f_bufferoffset = 0;
9187 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9188 // rsurface.batchnormal3f_vertexbuffer = NULL;
9189 // rsurface.batchnormal3f_bufferoffset = 0;
9190 for (j = 0;j < batchnumvertices;j++)
9192 // if the wavefunc depends on time, evaluate it per-vertex
9195 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9196 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9198 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9200 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9201 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9202 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9204 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9205 // rsurface.batchsvector3f_vertexbuffer = NULL;
9206 // rsurface.batchsvector3f_bufferoffset = 0;
9207 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9208 // rsurface.batchtvector3f_vertexbuffer = NULL;
9209 // rsurface.batchtvector3f_bufferoffset = 0;
9210 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9213 case Q3DEFORM_BULGE:
9214 // deform vertex array to make the surface have moving bulges
9215 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9216 // rsurface.batchvertex3f_vertexbuffer = NULL;
9217 // rsurface.batchvertex3f_bufferoffset = 0;
9218 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9219 // rsurface.batchnormal3f_vertexbuffer = NULL;
9220 // rsurface.batchnormal3f_bufferoffset = 0;
9221 for (j = 0;j < batchnumvertices;j++)
9223 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9224 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9226 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9227 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9228 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9230 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9231 // rsurface.batchsvector3f_vertexbuffer = NULL;
9232 // rsurface.batchsvector3f_bufferoffset = 0;
9233 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9234 // rsurface.batchtvector3f_vertexbuffer = NULL;
9235 // rsurface.batchtvector3f_bufferoffset = 0;
9236 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9240 // deform vertex array
9241 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9242 break; // if wavefunc is a nop, don't make a dynamic vertex array
9243 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9244 VectorScale(deform->parms, scale, waveparms);
9245 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9246 // rsurface.batchvertex3f_vertexbuffer = NULL;
9247 // rsurface.batchvertex3f_bufferoffset = 0;
9248 for (j = 0;j < batchnumvertices;j++)
9249 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9254 // generate texcoords based on the chosen texcoord source
9255 switch(rsurface.texture->tcgen.tcgen)
9258 case Q3TCGEN_TEXTURE:
9260 case Q3TCGEN_LIGHTMAP:
9261 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9262 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9263 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9264 if (rsurface.batchtexcoordlightmap2f)
9265 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9267 case Q3TCGEN_VECTOR:
9268 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9269 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9270 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9271 for (j = 0;j < batchnumvertices;j++)
9273 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9274 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9277 case Q3TCGEN_ENVIRONMENT:
9278 // make environment reflections using a spheremap
9279 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9280 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9281 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9282 for (j = 0;j < batchnumvertices;j++)
9284 // identical to Q3A's method, but executed in worldspace so
9285 // carried models can be shiny too
9287 float viewer[3], d, reflected[3], worldreflected[3];
9289 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9290 // VectorNormalize(viewer);
9292 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9294 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9295 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9296 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9297 // note: this is proportinal to viewer, so we can normalize later
9299 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9300 VectorNormalize(worldreflected);
9302 // note: this sphere map only uses world x and z!
9303 // so positive and negative y will LOOK THE SAME.
9304 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9305 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9309 // the only tcmod that needs software vertex processing is turbulent, so
9310 // check for it here and apply the changes if needed
9311 // and we only support that as the first one
9312 // (handling a mixture of turbulent and other tcmods would be problematic
9313 // without punting it entirely to a software path)
9314 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9316 amplitude = rsurface.texture->tcmods[0].parms[1];
9317 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9318 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9319 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9320 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9321 for (j = 0;j < batchnumvertices;j++)
9323 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9324 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9328 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9330 // convert the modified arrays to vertex structs
9331 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9332 // rsurface.batchvertexmeshbuffer = NULL;
9333 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9334 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9335 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9336 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9337 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9338 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9339 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9341 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9343 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9344 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9347 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9348 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9349 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9350 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9351 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9352 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9353 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9354 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9359 void RSurf_DrawBatch(void)
9361 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9362 // through the pipeline, killing it earlier in the pipeline would have
9363 // per-surface overhead rather than per-batch overhead, so it's best to
9364 // reject it here, before it hits glDraw.
9365 if (rsurface.batchnumtriangles == 0)
9368 // batch debugging code
9369 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9375 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9376 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9379 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9381 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9383 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9384 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9391 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9394 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9396 // pick the closest matching water plane
9397 int planeindex, vertexindex, bestplaneindex = -1;
9401 r_waterstate_waterplane_t *p;
9402 qboolean prepared = false;
9404 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9406 if(p->camera_entity != rsurface.texture->camera_entity)
9411 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9413 if(rsurface.batchnumvertices == 0)
9416 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9418 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9419 d += fabs(PlaneDiff(vert, &p->plane));
9421 if (bestd > d || bestplaneindex < 0)
9424 bestplaneindex = planeindex;
9427 return bestplaneindex;
9428 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9429 // this situation though, as it might be better to render single larger
9430 // batches with useless stuff (backface culled for example) than to
9431 // render multiple smaller batches
9434 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9437 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9438 rsurface.passcolor4f_vertexbuffer = 0;
9439 rsurface.passcolor4f_bufferoffset = 0;
9440 for (i = 0;i < rsurface.batchnumvertices;i++)
9441 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9444 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9451 if (rsurface.passcolor4f)
9453 // generate color arrays
9454 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9455 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9456 rsurface.passcolor4f_vertexbuffer = 0;
9457 rsurface.passcolor4f_bufferoffset = 0;
9458 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9460 f = RSurf_FogVertex(v);
9469 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9470 rsurface.passcolor4f_vertexbuffer = 0;
9471 rsurface.passcolor4f_bufferoffset = 0;
9472 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9474 f = RSurf_FogVertex(v);
9483 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9490 if (!rsurface.passcolor4f)
9492 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9493 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9494 rsurface.passcolor4f_vertexbuffer = 0;
9495 rsurface.passcolor4f_bufferoffset = 0;
9496 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9498 f = RSurf_FogVertex(v);
9499 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9500 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9501 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9506 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9511 if (!rsurface.passcolor4f)
9513 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9514 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9515 rsurface.passcolor4f_vertexbuffer = 0;
9516 rsurface.passcolor4f_bufferoffset = 0;
9517 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9526 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9531 if (!rsurface.passcolor4f)
9533 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9534 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9535 rsurface.passcolor4f_vertexbuffer = 0;
9536 rsurface.passcolor4f_bufferoffset = 0;
9537 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9539 c2[0] = c[0] + r_refdef.scene.ambient;
9540 c2[1] = c[1] + r_refdef.scene.ambient;
9541 c2[2] = c[2] + r_refdef.scene.ambient;
9546 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9549 rsurface.passcolor4f = NULL;
9550 rsurface.passcolor4f_vertexbuffer = 0;
9551 rsurface.passcolor4f_bufferoffset = 0;
9552 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9553 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9554 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9555 GL_Color(r, g, b, a);
9556 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9560 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9562 // TODO: optimize applyfog && applycolor case
9563 // just apply fog if necessary, and tint the fog color array if necessary
9564 rsurface.passcolor4f = NULL;
9565 rsurface.passcolor4f_vertexbuffer = 0;
9566 rsurface.passcolor4f_bufferoffset = 0;
9567 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9568 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9569 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9570 GL_Color(r, g, b, a);
9574 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9577 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9578 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9579 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9580 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9581 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9582 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9583 GL_Color(r, g, b, a);
9587 static void RSurf_DrawBatch_GL11_ClampColor(void)
9592 if (!rsurface.passcolor4f)
9594 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9596 c2[0] = bound(0.0f, c1[0], 1.0f);
9597 c2[1] = bound(0.0f, c1[1], 1.0f);
9598 c2[2] = bound(0.0f, c1[2], 1.0f);
9599 c2[3] = bound(0.0f, c1[3], 1.0f);
9603 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9613 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9614 rsurface.passcolor4f_vertexbuffer = 0;
9615 rsurface.passcolor4f_bufferoffset = 0;
9616 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9618 f = -DotProduct(r_refdef.view.forward, n);
9620 f = f * 0.85 + 0.15; // work around so stuff won't get black
9621 f *= r_refdef.lightmapintensity;
9622 Vector4Set(c, f, f, f, 1);
9626 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9628 RSurf_DrawBatch_GL11_ApplyFakeLight();
9629 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9630 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9631 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9632 GL_Color(r, g, b, a);
9636 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9644 vec3_t ambientcolor;
9645 vec3_t diffusecolor;
9649 VectorCopy(rsurface.modellight_lightdir, lightdir);
9650 f = 0.5f * r_refdef.lightmapintensity;
9651 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9652 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9653 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9654 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9655 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9656 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9658 if (VectorLength2(diffusecolor) > 0)
9660 // q3-style directional shading
9661 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9662 rsurface.passcolor4f_vertexbuffer = 0;
9663 rsurface.passcolor4f_bufferoffset = 0;
9664 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9666 if ((f = DotProduct(n, lightdir)) > 0)
9667 VectorMA(ambientcolor, f, diffusecolor, c);
9669 VectorCopy(ambientcolor, c);
9676 *applycolor = false;
9680 *r = ambientcolor[0];
9681 *g = ambientcolor[1];
9682 *b = ambientcolor[2];
9683 rsurface.passcolor4f = NULL;
9684 rsurface.passcolor4f_vertexbuffer = 0;
9685 rsurface.passcolor4f_bufferoffset = 0;
9689 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9691 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9692 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9693 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9694 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9695 GL_Color(r, g, b, a);
9699 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9707 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9708 rsurface.passcolor4f_vertexbuffer = 0;
9709 rsurface.passcolor4f_bufferoffset = 0;
9711 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9713 f = 1 - RSurf_FogVertex(v);
9721 void RSurf_SetupDepthAndCulling(void)
9723 // submodels are biased to avoid z-fighting with world surfaces that they
9724 // may be exactly overlapping (avoids z-fighting artifacts on certain
9725 // doors and things in Quake maps)
9726 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9727 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9728 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9729 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9732 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9734 // transparent sky would be ridiculous
9735 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9737 R_SetupShader_Generic_NoTexture(false, false);
9738 skyrenderlater = true;
9739 RSurf_SetupDepthAndCulling();
9741 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9742 // skymasking on them, and Quake3 never did sky masking (unlike
9743 // software Quake and software Quake2), so disable the sky masking
9744 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9745 // and skymasking also looks very bad when noclipping outside the
9746 // level, so don't use it then either.
9747 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9749 R_Mesh_ResetTextureState();
9750 if (skyrendermasked)
9752 R_SetupShader_DepthOrShadow(false, false);
9753 // depth-only (masking)
9754 GL_ColorMask(0,0,0,0);
9755 // just to make sure that braindead drivers don't draw
9756 // anything despite that colormask...
9757 GL_BlendFunc(GL_ZERO, GL_ONE);
9758 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9759 if (rsurface.batchvertex3fbuffer)
9760 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9762 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9766 R_SetupShader_Generic_NoTexture(false, false);
9768 GL_BlendFunc(GL_ONE, GL_ZERO);
9769 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9770 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9771 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9774 if (skyrendermasked)
9775 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9777 R_Mesh_ResetTextureState();
9778 GL_Color(1, 1, 1, 1);
9781 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9782 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9783 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9785 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9789 // render screenspace normalmap to texture
9791 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9796 // bind lightmap texture
9798 // water/refraction/reflection/camera surfaces have to be handled specially
9799 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9801 int start, end, startplaneindex;
9802 for (start = 0;start < texturenumsurfaces;start = end)
9804 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9805 if(startplaneindex < 0)
9807 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9808 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9812 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9814 // now that we have a batch using the same planeindex, render it
9815 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9817 // render water or distortion background
9819 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9821 // blend surface on top
9822 GL_DepthMask(false);
9823 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9826 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9828 // render surface with reflection texture as input
9829 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9830 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9837 // render surface batch normally
9838 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9839 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9843 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9845 // OpenGL 1.3 path - anything not completely ancient
9846 qboolean applycolor;
9849 const texturelayer_t *layer;
9850 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9851 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9853 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9856 int layertexrgbscale;
9857 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9859 if (layerindex == 0)
9863 GL_AlphaTest(false);
9864 GL_DepthFunc(GL_EQUAL);
9867 GL_DepthMask(layer->depthmask && writedepth);
9868 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9869 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9871 layertexrgbscale = 4;
9872 VectorScale(layer->color, 0.25f, layercolor);
9874 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9876 layertexrgbscale = 2;
9877 VectorScale(layer->color, 0.5f, layercolor);
9881 layertexrgbscale = 1;
9882 VectorScale(layer->color, 1.0f, layercolor);
9884 layercolor[3] = layer->color[3];
9885 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9886 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9887 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9888 switch (layer->type)
9890 case TEXTURELAYERTYPE_LITTEXTURE:
9891 // single-pass lightmapped texture with 2x rgbscale
9892 R_Mesh_TexBind(0, r_texture_white);
9893 R_Mesh_TexMatrix(0, NULL);
9894 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9895 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9896 R_Mesh_TexBind(1, layer->texture);
9897 R_Mesh_TexMatrix(1, &layer->texmatrix);
9898 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9899 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9900 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9901 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9902 else if (FAKELIGHT_ENABLED)
9903 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9904 else if (rsurface.uselightmaptexture)
9905 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9907 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9909 case TEXTURELAYERTYPE_TEXTURE:
9910 // singletexture unlit texture with transparency support
9911 R_Mesh_TexBind(0, layer->texture);
9912 R_Mesh_TexMatrix(0, &layer->texmatrix);
9913 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9914 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9915 R_Mesh_TexBind(1, 0);
9916 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9917 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9919 case TEXTURELAYERTYPE_FOG:
9920 // singletexture fogging
9923 R_Mesh_TexBind(0, layer->texture);
9924 R_Mesh_TexMatrix(0, &layer->texmatrix);
9925 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9926 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9930 R_Mesh_TexBind(0, 0);
9931 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9933 R_Mesh_TexBind(1, 0);
9934 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9935 // generate a color array for the fog pass
9936 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9937 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9941 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9944 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9946 GL_DepthFunc(GL_LEQUAL);
9947 GL_AlphaTest(false);
9951 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9953 // OpenGL 1.1 - crusty old voodoo path
9956 const texturelayer_t *layer;
9957 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9958 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9960 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9964 if (layerindex == 0)
9968 GL_AlphaTest(false);
9969 GL_DepthFunc(GL_EQUAL);
9972 GL_DepthMask(layer->depthmask && writedepth);
9973 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9974 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9975 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9976 switch (layer->type)
9978 case TEXTURELAYERTYPE_LITTEXTURE:
9979 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9981 // two-pass lit texture with 2x rgbscale
9982 // first the lightmap pass
9983 R_Mesh_TexBind(0, r_texture_white);
9984 R_Mesh_TexMatrix(0, NULL);
9985 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9986 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9987 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9988 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9989 else if (FAKELIGHT_ENABLED)
9990 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9991 else if (rsurface.uselightmaptexture)
9992 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9994 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9995 // then apply the texture to it
9996 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9997 R_Mesh_TexBind(0, layer->texture);
9998 R_Mesh_TexMatrix(0, &layer->texmatrix);
9999 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10000 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10001 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10005 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10006 R_Mesh_TexBind(0, layer->texture);
10007 R_Mesh_TexMatrix(0, &layer->texmatrix);
10008 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10009 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10011 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10013 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10016 case TEXTURELAYERTYPE_TEXTURE:
10017 // singletexture unlit texture with transparency support
10018 R_Mesh_TexBind(0, layer->texture);
10019 R_Mesh_TexMatrix(0, &layer->texmatrix);
10020 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10021 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10022 RSurf_DrawBatch_GL11_Unlit(layer->color[0], 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);
10024 case TEXTURELAYERTYPE_FOG:
10025 // singletexture fogging
10026 if (layer->texture)
10028 R_Mesh_TexBind(0, layer->texture);
10029 R_Mesh_TexMatrix(0, &layer->texmatrix);
10030 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10031 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10035 R_Mesh_TexBind(0, 0);
10036 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10038 // generate a color array for the fog pass
10039 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10040 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10044 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10047 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10049 GL_DepthFunc(GL_LEQUAL);
10050 GL_AlphaTest(false);
10054 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10058 r_vertexgeneric_t *batchvertex;
10061 // R_Mesh_ResetTextureState();
10062 R_SetupShader_Generic_NoTexture(false, false);
10064 if(rsurface.texture && rsurface.texture->currentskinframe)
10066 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10067 c[3] *= rsurface.texture->currentalpha;
10077 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10079 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10080 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10081 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10084 // brighten it up (as texture value 127 means "unlit")
10085 c[0] *= 2 * r_refdef.view.colorscale;
10086 c[1] *= 2 * r_refdef.view.colorscale;
10087 c[2] *= 2 * r_refdef.view.colorscale;
10089 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10090 c[3] *= r_wateralpha.value;
10092 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10094 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10095 GL_DepthMask(false);
10097 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10099 GL_BlendFunc(GL_ONE, GL_ONE);
10100 GL_DepthMask(false);
10102 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10105 GL_DepthMask(false);
10107 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10109 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10110 GL_DepthMask(false);
10114 GL_BlendFunc(GL_ONE, GL_ZERO);
10115 GL_DepthMask(writedepth);
10118 if (r_showsurfaces.integer == 3)
10120 rsurface.passcolor4f = NULL;
10122 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10124 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10126 rsurface.passcolor4f = NULL;
10127 rsurface.passcolor4f_vertexbuffer = 0;
10128 rsurface.passcolor4f_bufferoffset = 0;
10130 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10132 qboolean applycolor = true;
10135 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10137 r_refdef.lightmapintensity = 1;
10138 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10139 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10141 else if (FAKELIGHT_ENABLED)
10143 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10145 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10146 RSurf_DrawBatch_GL11_ApplyFakeLight();
10147 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10151 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10153 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10154 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10155 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10158 if(!rsurface.passcolor4f)
10159 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10161 RSurf_DrawBatch_GL11_ApplyAmbient();
10162 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10163 if(r_refdef.fogenabled)
10164 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10165 RSurf_DrawBatch_GL11_ClampColor();
10167 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10168 R_SetupShader_Generic_NoTexture(false, false);
10171 else if (!r_refdef.view.showdebug)
10173 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10175 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10177 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10178 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10180 R_Mesh_PrepareVertices_Generic_Unlock();
10183 else if (r_showsurfaces.integer == 4)
10185 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10186 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10187 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10189 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10190 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10191 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10193 R_Mesh_PrepareVertices_Generic_Unlock();
10196 else if (r_showsurfaces.integer == 2)
10199 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10200 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10201 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10203 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10204 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10205 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10206 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10207 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10208 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10209 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10211 R_Mesh_PrepareVertices_Generic_Unlock();
10212 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10216 int texturesurfaceindex;
10218 const msurface_t *surface;
10219 float surfacecolor4f[4];
10220 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10221 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10223 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10225 surface = texturesurfacelist[texturesurfaceindex];
10226 k = (int)(((size_t)surface) / sizeof(msurface_t));
10227 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10228 for (j = 0;j < surface->num_vertices;j++)
10230 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10231 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10235 R_Mesh_PrepareVertices_Generic_Unlock();
10240 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10243 RSurf_SetupDepthAndCulling();
10244 if (r_showsurfaces.integer)
10246 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10249 switch (vid.renderpath)
10251 case RENDERPATH_GL20:
10252 case RENDERPATH_D3D9:
10253 case RENDERPATH_D3D10:
10254 case RENDERPATH_D3D11:
10255 case RENDERPATH_SOFT:
10256 case RENDERPATH_GLES2:
10257 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10259 case RENDERPATH_GL13:
10260 case RENDERPATH_GLES1:
10261 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10263 case RENDERPATH_GL11:
10264 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10270 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10273 RSurf_SetupDepthAndCulling();
10274 if (r_showsurfaces.integer)
10276 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10279 switch (vid.renderpath)
10281 case RENDERPATH_GL20:
10282 case RENDERPATH_D3D9:
10283 case RENDERPATH_D3D10:
10284 case RENDERPATH_D3D11:
10285 case RENDERPATH_SOFT:
10286 case RENDERPATH_GLES2:
10287 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10289 case RENDERPATH_GL13:
10290 case RENDERPATH_GLES1:
10291 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10293 case RENDERPATH_GL11:
10294 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10300 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10303 int texturenumsurfaces, endsurface;
10304 texture_t *texture;
10305 const msurface_t *surface;
10306 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10308 // if the model is static it doesn't matter what value we give for
10309 // wantnormals and wanttangents, so this logic uses only rules applicable
10310 // to a model, knowing that they are meaningless otherwise
10311 if (ent == r_refdef.scene.worldentity)
10312 RSurf_ActiveWorldEntity();
10313 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10314 RSurf_ActiveModelEntity(ent, false, false, false);
10317 switch (vid.renderpath)
10319 case RENDERPATH_GL20:
10320 case RENDERPATH_D3D9:
10321 case RENDERPATH_D3D10:
10322 case RENDERPATH_D3D11:
10323 case RENDERPATH_SOFT:
10324 case RENDERPATH_GLES2:
10325 RSurf_ActiveModelEntity(ent, true, true, false);
10327 case RENDERPATH_GL11:
10328 case RENDERPATH_GL13:
10329 case RENDERPATH_GLES1:
10330 RSurf_ActiveModelEntity(ent, true, false, false);
10335 if (r_transparentdepthmasking.integer)
10337 qboolean setup = false;
10338 for (i = 0;i < numsurfaces;i = j)
10341 surface = rsurface.modelsurfaces + surfacelist[i];
10342 texture = surface->texture;
10343 rsurface.texture = R_GetCurrentTexture(texture);
10344 rsurface.lightmaptexture = NULL;
10345 rsurface.deluxemaptexture = NULL;
10346 rsurface.uselightmaptexture = false;
10347 // scan ahead until we find a different texture
10348 endsurface = min(i + 1024, numsurfaces);
10349 texturenumsurfaces = 0;
10350 texturesurfacelist[texturenumsurfaces++] = surface;
10351 for (;j < endsurface;j++)
10353 surface = rsurface.modelsurfaces + surfacelist[j];
10354 if (texture != surface->texture)
10356 texturesurfacelist[texturenumsurfaces++] = surface;
10358 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10360 // render the range of surfaces as depth
10364 GL_ColorMask(0,0,0,0);
10366 GL_DepthTest(true);
10367 GL_BlendFunc(GL_ONE, GL_ZERO);
10368 GL_DepthMask(true);
10369 // R_Mesh_ResetTextureState();
10370 R_SetupShader_DepthOrShadow(false, false);
10372 RSurf_SetupDepthAndCulling();
10373 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10374 if (rsurface.batchvertex3fbuffer)
10375 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10377 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10381 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10384 for (i = 0;i < numsurfaces;i = j)
10387 surface = rsurface.modelsurfaces + surfacelist[i];
10388 texture = surface->texture;
10389 rsurface.texture = R_GetCurrentTexture(texture);
10390 // scan ahead until we find a different texture
10391 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10392 texturenumsurfaces = 0;
10393 texturesurfacelist[texturenumsurfaces++] = surface;
10394 if(FAKELIGHT_ENABLED)
10396 rsurface.lightmaptexture = NULL;
10397 rsurface.deluxemaptexture = NULL;
10398 rsurface.uselightmaptexture = false;
10399 for (;j < endsurface;j++)
10401 surface = rsurface.modelsurfaces + surfacelist[j];
10402 if (texture != surface->texture)
10404 texturesurfacelist[texturenumsurfaces++] = surface;
10409 rsurface.lightmaptexture = surface->lightmaptexture;
10410 rsurface.deluxemaptexture = surface->deluxemaptexture;
10411 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10412 for (;j < endsurface;j++)
10414 surface = rsurface.modelsurfaces + surfacelist[j];
10415 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10417 texturesurfacelist[texturenumsurfaces++] = surface;
10420 // render the range of surfaces
10421 if (ent == r_refdef.scene.worldentity)
10422 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10424 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10426 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10429 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10431 // transparent surfaces get pushed off into the transparent queue
10432 int surfacelistindex;
10433 const msurface_t *surface;
10434 vec3_t tempcenter, center;
10435 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10437 surface = texturesurfacelist[surfacelistindex];
10438 if (r_transparent_sortsurfacesbynearest.integer)
10440 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10441 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10442 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10446 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10447 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10448 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10450 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10451 if (rsurface.entity->transparent_offset) // transparent offset
10453 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10454 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10455 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10457 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10461 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10463 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10465 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10467 RSurf_SetupDepthAndCulling();
10468 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10469 if (rsurface.batchvertex3fbuffer)
10470 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10472 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10476 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10480 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10483 if (!rsurface.texture->currentnumlayers)
10485 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10486 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10488 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10490 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10491 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10492 else if (!rsurface.texture->currentnumlayers)
10494 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10496 // in the deferred case, transparent surfaces were queued during prepass
10497 if (!r_shadow_usingdeferredprepass)
10498 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10502 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10503 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10508 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10511 texture_t *texture;
10512 R_FrameData_SetMark();
10513 // break the surface list down into batches by texture and use of lightmapping
10514 for (i = 0;i < numsurfaces;i = j)
10517 // texture is the base texture pointer, rsurface.texture is the
10518 // current frame/skin the texture is directing us to use (for example
10519 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10520 // use skin 1 instead)
10521 texture = surfacelist[i]->texture;
10522 rsurface.texture = R_GetCurrentTexture(texture);
10523 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10525 // if this texture is not the kind we want, skip ahead to the next one
10526 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10530 if(FAKELIGHT_ENABLED || depthonly || prepass)
10532 rsurface.lightmaptexture = NULL;
10533 rsurface.deluxemaptexture = NULL;
10534 rsurface.uselightmaptexture = false;
10535 // simply scan ahead until we find a different texture or lightmap state
10536 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10541 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10542 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10543 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10544 // simply scan ahead until we find a different texture or lightmap state
10545 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10548 // render the range of surfaces
10549 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10551 R_FrameData_ReturnToMark();
10554 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10558 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10561 if (!rsurface.texture->currentnumlayers)
10563 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10564 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10566 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10568 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10569 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10570 else if (!rsurface.texture->currentnumlayers)
10572 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10574 // in the deferred case, transparent surfaces were queued during prepass
10575 if (!r_shadow_usingdeferredprepass)
10576 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10580 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10581 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10586 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10589 texture_t *texture;
10590 R_FrameData_SetMark();
10591 // break the surface list down into batches by texture and use of lightmapping
10592 for (i = 0;i < numsurfaces;i = j)
10595 // texture is the base texture pointer, rsurface.texture is the
10596 // current frame/skin the texture is directing us to use (for example
10597 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10598 // use skin 1 instead)
10599 texture = surfacelist[i]->texture;
10600 rsurface.texture = R_GetCurrentTexture(texture);
10601 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10603 // if this texture is not the kind we want, skip ahead to the next one
10604 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10608 if(FAKELIGHT_ENABLED || depthonly || prepass)
10610 rsurface.lightmaptexture = NULL;
10611 rsurface.deluxemaptexture = NULL;
10612 rsurface.uselightmaptexture = false;
10613 // simply scan ahead until we find a different texture or lightmap state
10614 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10619 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10620 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10621 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10622 // simply scan ahead until we find a different texture or lightmap state
10623 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10626 // render the range of surfaces
10627 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10629 R_FrameData_ReturnToMark();
10632 float locboxvertex3f[6*4*3] =
10634 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10635 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10636 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10637 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10638 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10639 1,0,0, 0,0,0, 0,1,0, 1,1,0
10642 unsigned short locboxelements[6*2*3] =
10647 12,13,14, 12,14,15,
10648 16,17,18, 16,18,19,
10652 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10655 cl_locnode_t *loc = (cl_locnode_t *)ent;
10657 float vertex3f[6*4*3];
10659 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10660 GL_DepthMask(false);
10661 GL_DepthRange(0, 1);
10662 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10663 GL_DepthTest(true);
10664 GL_CullFace(GL_NONE);
10665 R_EntityMatrix(&identitymatrix);
10667 // R_Mesh_ResetTextureState();
10669 i = surfacelist[0];
10670 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10671 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10672 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10673 surfacelist[0] < 0 ? 0.5f : 0.125f);
10675 if (VectorCompare(loc->mins, loc->maxs))
10677 VectorSet(size, 2, 2, 2);
10678 VectorMA(loc->mins, -0.5f, size, mins);
10682 VectorCopy(loc->mins, mins);
10683 VectorSubtract(loc->maxs, loc->mins, size);
10686 for (i = 0;i < 6*4*3;)
10687 for (j = 0;j < 3;j++, i++)
10688 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10690 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10691 R_SetupShader_Generic_NoTexture(false, false);
10692 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10695 void R_DrawLocs(void)
10698 cl_locnode_t *loc, *nearestloc;
10700 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10701 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10703 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10704 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10708 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10710 if (decalsystem->decals)
10711 Mem_Free(decalsystem->decals);
10712 memset(decalsystem, 0, sizeof(*decalsystem));
10715 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10718 tridecal_t *decals;
10721 // expand or initialize the system
10722 if (decalsystem->maxdecals <= decalsystem->numdecals)
10724 decalsystem_t old = *decalsystem;
10725 qboolean useshortelements;
10726 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10727 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10728 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10729 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10730 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10731 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10732 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10733 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10734 if (decalsystem->numdecals)
10735 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10737 Mem_Free(old.decals);
10738 for (i = 0;i < decalsystem->maxdecals*3;i++)
10739 decalsystem->element3i[i] = i;
10740 if (useshortelements)
10741 for (i = 0;i < decalsystem->maxdecals*3;i++)
10742 decalsystem->element3s[i] = i;
10745 // grab a decal and search for another free slot for the next one
10746 decals = decalsystem->decals;
10747 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10748 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10750 decalsystem->freedecal = i;
10751 if (decalsystem->numdecals <= i)
10752 decalsystem->numdecals = i + 1;
10754 // initialize the decal
10756 decal->triangleindex = triangleindex;
10757 decal->surfaceindex = surfaceindex;
10758 decal->decalsequence = decalsequence;
10759 decal->color4f[0][0] = c0[0];
10760 decal->color4f[0][1] = c0[1];
10761 decal->color4f[0][2] = c0[2];
10762 decal->color4f[0][3] = 1;
10763 decal->color4f[1][0] = c1[0];
10764 decal->color4f[1][1] = c1[1];
10765 decal->color4f[1][2] = c1[2];
10766 decal->color4f[1][3] = 1;
10767 decal->color4f[2][0] = c2[0];
10768 decal->color4f[2][1] = c2[1];
10769 decal->color4f[2][2] = c2[2];
10770 decal->color4f[2][3] = 1;
10771 decal->vertex3f[0][0] = v0[0];
10772 decal->vertex3f[0][1] = v0[1];
10773 decal->vertex3f[0][2] = v0[2];
10774 decal->vertex3f[1][0] = v1[0];
10775 decal->vertex3f[1][1] = v1[1];
10776 decal->vertex3f[1][2] = v1[2];
10777 decal->vertex3f[2][0] = v2[0];
10778 decal->vertex3f[2][1] = v2[1];
10779 decal->vertex3f[2][2] = v2[2];
10780 decal->texcoord2f[0][0] = t0[0];
10781 decal->texcoord2f[0][1] = t0[1];
10782 decal->texcoord2f[1][0] = t1[0];
10783 decal->texcoord2f[1][1] = t1[1];
10784 decal->texcoord2f[2][0] = t2[0];
10785 decal->texcoord2f[2][1] = t2[1];
10786 TriangleNormal(v0, v1, v2, decal->plane);
10787 VectorNormalize(decal->plane);
10788 decal->plane[3] = DotProduct(v0, decal->plane);
10791 extern cvar_t cl_decals_bias;
10792 extern cvar_t cl_decals_models;
10793 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10794 // baseparms, parms, temps
10795 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10800 const float *vertex3f;
10801 const float *normal3f;
10803 float points[2][9][3];
10810 e = rsurface.modelelement3i + 3*triangleindex;
10812 vertex3f = rsurface.modelvertex3f;
10813 normal3f = rsurface.modelnormal3f;
10817 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10819 index = 3*e[cornerindex];
10820 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10825 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10827 index = 3*e[cornerindex];
10828 VectorCopy(vertex3f + index, v[cornerindex]);
10833 //TriangleNormal(v[0], v[1], v[2], normal);
10834 //if (DotProduct(normal, localnormal) < 0.0f)
10836 // clip by each of the box planes formed from the projection matrix
10837 // if anything survives, we emit the decal
10838 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10841 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10844 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10847 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10850 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10853 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10856 // some part of the triangle survived, so we have to accept it...
10859 // dynamic always uses the original triangle
10861 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10863 index = 3*e[cornerindex];
10864 VectorCopy(vertex3f + index, v[cornerindex]);
10867 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10869 // convert vertex positions to texcoords
10870 Matrix4x4_Transform(projection, v[cornerindex], temp);
10871 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10872 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10873 // calculate distance fade from the projection origin
10874 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10875 f = bound(0.0f, f, 1.0f);
10876 c[cornerindex][0] = r * f;
10877 c[cornerindex][1] = g * f;
10878 c[cornerindex][2] = b * f;
10879 c[cornerindex][3] = 1.0f;
10880 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10883 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10885 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10886 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10888 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10890 matrix4x4_t projection;
10891 decalsystem_t *decalsystem;
10894 const msurface_t *surface;
10895 const msurface_t *surfaces;
10896 const int *surfacelist;
10897 const texture_t *texture;
10899 int numsurfacelist;
10900 int surfacelistindex;
10903 float localorigin[3];
10904 float localnormal[3];
10905 float localmins[3];
10906 float localmaxs[3];
10909 float planes[6][4];
10912 int bih_triangles_count;
10913 int bih_triangles[256];
10914 int bih_surfaces[256];
10916 decalsystem = &ent->decalsystem;
10917 model = ent->model;
10918 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10920 R_DecalSystem_Reset(&ent->decalsystem);
10924 if (!model->brush.data_leafs && !cl_decals_models.integer)
10926 if (decalsystem->model)
10927 R_DecalSystem_Reset(decalsystem);
10931 if (decalsystem->model != model)
10932 R_DecalSystem_Reset(decalsystem);
10933 decalsystem->model = model;
10935 RSurf_ActiveModelEntity(ent, true, false, false);
10937 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10938 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10939 VectorNormalize(localnormal);
10940 localsize = worldsize*rsurface.inversematrixscale;
10941 localmins[0] = localorigin[0] - localsize;
10942 localmins[1] = localorigin[1] - localsize;
10943 localmins[2] = localorigin[2] - localsize;
10944 localmaxs[0] = localorigin[0] + localsize;
10945 localmaxs[1] = localorigin[1] + localsize;
10946 localmaxs[2] = localorigin[2] + localsize;
10948 //VectorCopy(localnormal, planes[4]);
10949 //VectorVectors(planes[4], planes[2], planes[0]);
10950 AnglesFromVectors(angles, localnormal, NULL, false);
10951 AngleVectors(angles, planes[0], planes[2], planes[4]);
10952 VectorNegate(planes[0], planes[1]);
10953 VectorNegate(planes[2], planes[3]);
10954 VectorNegate(planes[4], planes[5]);
10955 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10956 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10957 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10958 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10959 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10960 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10965 matrix4x4_t forwardprojection;
10966 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10967 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10972 float projectionvector[4][3];
10973 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10974 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10975 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10976 projectionvector[0][0] = planes[0][0] * ilocalsize;
10977 projectionvector[0][1] = planes[1][0] * ilocalsize;
10978 projectionvector[0][2] = planes[2][0] * ilocalsize;
10979 projectionvector[1][0] = planes[0][1] * ilocalsize;
10980 projectionvector[1][1] = planes[1][1] * ilocalsize;
10981 projectionvector[1][2] = planes[2][1] * ilocalsize;
10982 projectionvector[2][0] = planes[0][2] * ilocalsize;
10983 projectionvector[2][1] = planes[1][2] * ilocalsize;
10984 projectionvector[2][2] = planes[2][2] * ilocalsize;
10985 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10986 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10987 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10988 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10992 dynamic = model->surfmesh.isanimated;
10993 numsurfacelist = model->nummodelsurfaces;
10994 surfacelist = model->sortedmodelsurfaces;
10995 surfaces = model->data_surfaces;
10998 bih_triangles_count = -1;
11001 if(model->render_bih.numleafs)
11002 bih = &model->render_bih;
11003 else if(model->collision_bih.numleafs)
11004 bih = &model->collision_bih;
11007 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11008 if(bih_triangles_count == 0)
11010 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11012 if(bih_triangles_count > 0)
11014 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11016 surfaceindex = bih_surfaces[triangleindex];
11017 surface = surfaces + surfaceindex;
11018 texture = surface->texture;
11019 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11021 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11023 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11028 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11030 surfaceindex = surfacelist[surfacelistindex];
11031 surface = surfaces + surfaceindex;
11032 // check cull box first because it rejects more than any other check
11033 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11035 // skip transparent surfaces
11036 texture = surface->texture;
11037 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11039 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11041 numtriangles = surface->num_triangles;
11042 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11043 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11048 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11049 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11051 int renderentityindex;
11052 float worldmins[3];
11053 float worldmaxs[3];
11054 entity_render_t *ent;
11056 if (!cl_decals_newsystem.integer)
11059 worldmins[0] = worldorigin[0] - worldsize;
11060 worldmins[1] = worldorigin[1] - worldsize;
11061 worldmins[2] = worldorigin[2] - worldsize;
11062 worldmaxs[0] = worldorigin[0] + worldsize;
11063 worldmaxs[1] = worldorigin[1] + worldsize;
11064 worldmaxs[2] = worldorigin[2] + worldsize;
11066 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11068 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11070 ent = r_refdef.scene.entities[renderentityindex];
11071 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11074 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11078 typedef struct r_decalsystem_splatqueue_s
11080 vec3_t worldorigin;
11081 vec3_t worldnormal;
11087 r_decalsystem_splatqueue_t;
11089 int r_decalsystem_numqueued = 0;
11090 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11092 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11094 r_decalsystem_splatqueue_t *queue;
11096 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11099 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11100 VectorCopy(worldorigin, queue->worldorigin);
11101 VectorCopy(worldnormal, queue->worldnormal);
11102 Vector4Set(queue->color, r, g, b, a);
11103 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11104 queue->worldsize = worldsize;
11105 queue->decalsequence = cl.decalsequence++;
11108 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11111 r_decalsystem_splatqueue_t *queue;
11113 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11114 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11115 r_decalsystem_numqueued = 0;
11118 extern cvar_t cl_decals_max;
11119 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11122 decalsystem_t *decalsystem = &ent->decalsystem;
11129 if (!decalsystem->numdecals)
11132 if (r_showsurfaces.integer)
11135 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11137 R_DecalSystem_Reset(decalsystem);
11141 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11142 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11144 if (decalsystem->lastupdatetime)
11145 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11148 decalsystem->lastupdatetime = r_refdef.scene.time;
11149 decal = decalsystem->decals;
11150 numdecals = decalsystem->numdecals;
11152 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11154 if (decal->color4f[0][3])
11156 decal->lived += frametime;
11157 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11159 memset(decal, 0, sizeof(*decal));
11160 if (decalsystem->freedecal > i)
11161 decalsystem->freedecal = i;
11165 decal = decalsystem->decals;
11166 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11169 // collapse the array by shuffling the tail decals into the gaps
11172 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11173 decalsystem->freedecal++;
11174 if (decalsystem->freedecal == numdecals)
11176 decal[decalsystem->freedecal] = decal[--numdecals];
11179 decalsystem->numdecals = numdecals;
11181 if (numdecals <= 0)
11183 // if there are no decals left, reset decalsystem
11184 R_DecalSystem_Reset(decalsystem);
11188 extern skinframe_t *decalskinframe;
11189 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11192 decalsystem_t *decalsystem = &ent->decalsystem;
11201 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11204 numdecals = decalsystem->numdecals;
11208 if (r_showsurfaces.integer)
11211 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11213 R_DecalSystem_Reset(decalsystem);
11217 // if the model is static it doesn't matter what value we give for
11218 // wantnormals and wanttangents, so this logic uses only rules applicable
11219 // to a model, knowing that they are meaningless otherwise
11220 if (ent == r_refdef.scene.worldentity)
11221 RSurf_ActiveWorldEntity();
11223 RSurf_ActiveModelEntity(ent, false, false, false);
11225 decalsystem->lastupdatetime = r_refdef.scene.time;
11226 decal = decalsystem->decals;
11228 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11230 // update vertex positions for animated models
11231 v3f = decalsystem->vertex3f;
11232 c4f = decalsystem->color4f;
11233 t2f = decalsystem->texcoord2f;
11234 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11236 if (!decal->color4f[0][3])
11239 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11243 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11246 // update color values for fading decals
11247 if (decal->lived >= cl_decals_time.value)
11248 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11252 c4f[ 0] = decal->color4f[0][0] * alpha;
11253 c4f[ 1] = decal->color4f[0][1] * alpha;
11254 c4f[ 2] = decal->color4f[0][2] * alpha;
11256 c4f[ 4] = decal->color4f[1][0] * alpha;
11257 c4f[ 5] = decal->color4f[1][1] * alpha;
11258 c4f[ 6] = decal->color4f[1][2] * alpha;
11260 c4f[ 8] = decal->color4f[2][0] * alpha;
11261 c4f[ 9] = decal->color4f[2][1] * alpha;
11262 c4f[10] = decal->color4f[2][2] * alpha;
11265 t2f[0] = decal->texcoord2f[0][0];
11266 t2f[1] = decal->texcoord2f[0][1];
11267 t2f[2] = decal->texcoord2f[1][0];
11268 t2f[3] = decal->texcoord2f[1][1];
11269 t2f[4] = decal->texcoord2f[2][0];
11270 t2f[5] = decal->texcoord2f[2][1];
11272 // update vertex positions for animated models
11273 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11275 e = rsurface.modelelement3i + 3*decal->triangleindex;
11276 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11277 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11278 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11282 VectorCopy(decal->vertex3f[0], v3f);
11283 VectorCopy(decal->vertex3f[1], v3f + 3);
11284 VectorCopy(decal->vertex3f[2], v3f + 6);
11287 if (r_refdef.fogenabled)
11289 alpha = RSurf_FogVertex(v3f);
11290 VectorScale(c4f, alpha, c4f);
11291 alpha = RSurf_FogVertex(v3f + 3);
11292 VectorScale(c4f + 4, alpha, c4f + 4);
11293 alpha = RSurf_FogVertex(v3f + 6);
11294 VectorScale(c4f + 8, alpha, c4f + 8);
11305 r_refdef.stats.drawndecals += numtris;
11307 // now render the decals all at once
11308 // (this assumes they all use one particle font texture!)
11309 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11310 // R_Mesh_ResetTextureState();
11311 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11312 GL_DepthMask(false);
11313 GL_DepthRange(0, 1);
11314 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11315 GL_DepthTest(true);
11316 GL_CullFace(GL_NONE);
11317 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11318 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11319 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11323 static void R_DrawModelDecals(void)
11327 // fade faster when there are too many decals
11328 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11329 for (i = 0;i < r_refdef.scene.numentities;i++)
11330 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11332 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11333 for (i = 0;i < r_refdef.scene.numentities;i++)
11334 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11335 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11337 R_DecalSystem_ApplySplatEntitiesQueue();
11339 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11340 for (i = 0;i < r_refdef.scene.numentities;i++)
11341 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11343 r_refdef.stats.totaldecals += numdecals;
11345 if (r_showsurfaces.integer)
11348 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11350 for (i = 0;i < r_refdef.scene.numentities;i++)
11352 if (!r_refdef.viewcache.entityvisible[i])
11354 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11355 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11359 extern cvar_t mod_collision_bih;
11360 static void R_DrawDebugModel(void)
11362 entity_render_t *ent = rsurface.entity;
11363 int i, j, k, l, flagsmask;
11364 const msurface_t *surface;
11365 dp_model_t *model = ent->model;
11368 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11371 if (r_showoverdraw.value > 0)
11373 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11374 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11375 R_SetupShader_Generic_NoTexture(false, false);
11376 GL_DepthTest(false);
11377 GL_DepthMask(false);
11378 GL_DepthRange(0, 1);
11379 GL_BlendFunc(GL_ONE, GL_ONE);
11380 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11382 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11384 rsurface.texture = R_GetCurrentTexture(surface->texture);
11385 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11387 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11388 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11389 if (!rsurface.texture->currentlayers->depthmask)
11390 GL_Color(c, 0, 0, 1.0f);
11391 else if (ent == r_refdef.scene.worldentity)
11392 GL_Color(c, c, c, 1.0f);
11394 GL_Color(0, c, 0, 1.0f);
11395 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11399 rsurface.texture = NULL;
11402 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11404 // R_Mesh_ResetTextureState();
11405 R_SetupShader_Generic_NoTexture(false, false);
11406 GL_DepthRange(0, 1);
11407 GL_DepthTest(!r_showdisabledepthtest.integer);
11408 GL_DepthMask(false);
11409 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11411 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11415 qboolean cullbox = ent == r_refdef.scene.worldentity;
11416 const q3mbrush_t *brush;
11417 const bih_t *bih = &model->collision_bih;
11418 const bih_leaf_t *bihleaf;
11419 float vertex3f[3][3];
11420 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11422 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11424 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11426 switch (bihleaf->type)
11429 brush = model->brush.data_brushes + bihleaf->itemindex;
11430 if (brush->colbrushf && brush->colbrushf->numtriangles)
11432 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11433 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11434 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11437 case BIH_COLLISIONTRIANGLE:
11438 triangleindex = bihleaf->itemindex;
11439 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11440 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11441 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11442 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11443 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11444 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11446 case BIH_RENDERTRIANGLE:
11447 triangleindex = bihleaf->itemindex;
11448 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11449 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11450 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11451 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11452 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11453 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11462 if (r_showtris.integer && qglPolygonMode)
11464 if (r_showdisabledepthtest.integer)
11466 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11467 GL_DepthMask(false);
11471 GL_BlendFunc(GL_ONE, GL_ZERO);
11472 GL_DepthMask(true);
11474 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11475 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11477 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11479 rsurface.texture = R_GetCurrentTexture(surface->texture);
11480 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11482 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11483 if (!rsurface.texture->currentlayers->depthmask)
11484 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11485 else if (ent == r_refdef.scene.worldentity)
11486 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11488 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11489 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11493 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11494 rsurface.texture = NULL;
11497 if (r_shownormals.value != 0 && qglBegin)
11499 if (r_showdisabledepthtest.integer)
11501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11502 GL_DepthMask(false);
11506 GL_BlendFunc(GL_ONE, GL_ZERO);
11507 GL_DepthMask(true);
11509 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11511 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11513 rsurface.texture = R_GetCurrentTexture(surface->texture);
11514 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11516 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11517 qglBegin(GL_LINES);
11518 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11520 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11522 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11523 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11524 qglVertex3f(v[0], v[1], v[2]);
11525 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11526 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11527 qglVertex3f(v[0], v[1], v[2]);
11530 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11532 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11534 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11535 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11536 qglVertex3f(v[0], v[1], v[2]);
11537 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11538 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11539 qglVertex3f(v[0], v[1], v[2]);
11542 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11544 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11546 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11547 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11548 qglVertex3f(v[0], v[1], v[2]);
11549 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11550 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11554 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11556 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11558 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11559 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11560 qglVertex3f(v[0], v[1], v[2]);
11561 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11562 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11570 rsurface.texture = NULL;
11575 int r_maxsurfacelist = 0;
11576 const msurface_t **r_surfacelist = NULL;
11577 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11579 int i, j, endj, flagsmask;
11580 dp_model_t *model = r_refdef.scene.worldmodel;
11581 msurface_t *surfaces;
11582 unsigned char *update;
11583 int numsurfacelist = 0;
11587 if (r_maxsurfacelist < model->num_surfaces)
11589 r_maxsurfacelist = model->num_surfaces;
11591 Mem_Free((msurface_t**)r_surfacelist);
11592 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11595 RSurf_ActiveWorldEntity();
11597 surfaces = model->data_surfaces;
11598 update = model->brushq1.lightmapupdateflags;
11600 // update light styles on this submodel
11601 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11603 model_brush_lightstyleinfo_t *style;
11604 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11606 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11608 int *list = style->surfacelist;
11609 style->value = r_refdef.scene.lightstylevalue[style->style];
11610 for (j = 0;j < style->numsurfaces;j++)
11611 update[list[j]] = true;
11616 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11620 R_DrawDebugModel();
11621 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11625 rsurface.lightmaptexture = NULL;
11626 rsurface.deluxemaptexture = NULL;
11627 rsurface.uselightmaptexture = false;
11628 rsurface.texture = NULL;
11629 rsurface.rtlight = NULL;
11630 numsurfacelist = 0;
11631 // add visible surfaces to draw list
11632 for (i = 0;i < model->nummodelsurfaces;i++)
11634 j = model->sortedmodelsurfaces[i];
11635 if (r_refdef.viewcache.world_surfacevisible[j])
11636 r_surfacelist[numsurfacelist++] = surfaces + j;
11638 // update lightmaps if needed
11639 if (model->brushq1.firstrender)
11641 model->brushq1.firstrender = false;
11642 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11644 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11648 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11649 if (r_refdef.viewcache.world_surfacevisible[j])
11651 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11653 // don't do anything if there were no surfaces
11654 if (!numsurfacelist)
11656 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11659 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11661 // add to stats if desired
11662 if (r_speeds.integer && !skysurfaces && !depthonly)
11664 r_refdef.stats.world_surfaces += numsurfacelist;
11665 for (j = 0;j < numsurfacelist;j++)
11666 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11669 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11672 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11674 int i, j, endj, flagsmask;
11675 dp_model_t *model = ent->model;
11676 msurface_t *surfaces;
11677 unsigned char *update;
11678 int numsurfacelist = 0;
11682 if (r_maxsurfacelist < model->num_surfaces)
11684 r_maxsurfacelist = model->num_surfaces;
11686 Mem_Free((msurface_t **)r_surfacelist);
11687 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11690 // if the model is static it doesn't matter what value we give for
11691 // wantnormals and wanttangents, so this logic uses only rules applicable
11692 // to a model, knowing that they are meaningless otherwise
11693 if (ent == r_refdef.scene.worldentity)
11694 RSurf_ActiveWorldEntity();
11695 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11696 RSurf_ActiveModelEntity(ent, false, false, false);
11698 RSurf_ActiveModelEntity(ent, true, true, true);
11699 else if (depthonly)
11701 switch (vid.renderpath)
11703 case RENDERPATH_GL20:
11704 case RENDERPATH_D3D9:
11705 case RENDERPATH_D3D10:
11706 case RENDERPATH_D3D11:
11707 case RENDERPATH_SOFT:
11708 case RENDERPATH_GLES2:
11709 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11711 case RENDERPATH_GL11:
11712 case RENDERPATH_GL13:
11713 case RENDERPATH_GLES1:
11714 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11720 switch (vid.renderpath)
11722 case RENDERPATH_GL20:
11723 case RENDERPATH_D3D9:
11724 case RENDERPATH_D3D10:
11725 case RENDERPATH_D3D11:
11726 case RENDERPATH_SOFT:
11727 case RENDERPATH_GLES2:
11728 RSurf_ActiveModelEntity(ent, true, true, false);
11730 case RENDERPATH_GL11:
11731 case RENDERPATH_GL13:
11732 case RENDERPATH_GLES1:
11733 RSurf_ActiveModelEntity(ent, true, false, false);
11738 surfaces = model->data_surfaces;
11739 update = model->brushq1.lightmapupdateflags;
11741 // update light styles
11742 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11744 model_brush_lightstyleinfo_t *style;
11745 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11747 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11749 int *list = style->surfacelist;
11750 style->value = r_refdef.scene.lightstylevalue[style->style];
11751 for (j = 0;j < style->numsurfaces;j++)
11752 update[list[j]] = true;
11757 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11761 R_DrawDebugModel();
11762 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11766 rsurface.lightmaptexture = NULL;
11767 rsurface.deluxemaptexture = NULL;
11768 rsurface.uselightmaptexture = false;
11769 rsurface.texture = NULL;
11770 rsurface.rtlight = NULL;
11771 numsurfacelist = 0;
11772 // add visible surfaces to draw list
11773 for (i = 0;i < model->nummodelsurfaces;i++)
11774 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11775 // don't do anything if there were no surfaces
11776 if (!numsurfacelist)
11778 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11781 // update lightmaps if needed
11785 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11790 R_BuildLightMap(ent, surfaces + j);
11795 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11797 R_BuildLightMap(ent, surfaces + j);
11798 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11800 // add to stats if desired
11801 if (r_speeds.integer && !skysurfaces && !depthonly)
11803 r_refdef.stats.entities_surfaces += numsurfacelist;
11804 for (j = 0;j < numsurfacelist;j++)
11805 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11808 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11811 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11813 static texture_t texture;
11814 static msurface_t surface;
11815 const msurface_t *surfacelist = &surface;
11817 // fake enough texture and surface state to render this geometry
11819 texture.update_lastrenderframe = -1; // regenerate this texture
11820 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11821 texture.currentskinframe = skinframe;
11822 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11823 texture.offsetmapping = OFFSETMAPPING_OFF;
11824 texture.offsetscale = 1;
11825 texture.specularscalemod = 1;
11826 texture.specularpowermod = 1;
11828 surface.texture = &texture;
11829 surface.num_triangles = numtriangles;
11830 surface.num_firsttriangle = firsttriangle;
11831 surface.num_vertices = numvertices;
11832 surface.num_firstvertex = firstvertex;
11835 rsurface.texture = R_GetCurrentTexture(surface.texture);
11836 rsurface.lightmaptexture = NULL;
11837 rsurface.deluxemaptexture = NULL;
11838 rsurface.uselightmaptexture = false;
11839 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11842 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11844 static msurface_t surface;
11845 const msurface_t *surfacelist = &surface;
11847 // fake enough texture and surface state to render this geometry
11848 surface.texture = texture;
11849 surface.num_triangles = numtriangles;
11850 surface.num_firsttriangle = firsttriangle;
11851 surface.num_vertices = numvertices;
11852 surface.num_firstvertex = firstvertex;
11855 rsurface.texture = R_GetCurrentTexture(surface.texture);
11856 rsurface.lightmaptexture = NULL;
11857 rsurface.deluxemaptexture = NULL;
11858 rsurface.uselightmaptexture = false;
11859 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);