2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 r_viewcache_t r_viewcache;
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
41 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
48 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
49 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
252 float FogPoint_World(const vec3_t p)
254 unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
255 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
258 float FogPoint_Model(const vec3_t p)
260 unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
261 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 static void R_BuildBlankTextures(void)
266 unsigned char data[4];
267 data[2] = 128; // normal X
268 data[1] = 128; // normal Y
269 data[0] = 255; // normal Z
270 data[3] = 128; // height
271 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
276 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
281 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289 static void R_BuildNoTexture(void)
292 unsigned char pix[16][16][4];
293 // this makes a light grey/dark grey checkerboard texture
294 for (y = 0;y < 16;y++)
296 for (x = 0;x < 16;x++)
298 if ((y < 8) ^ (x < 8))
314 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
317 static void R_BuildWhiteCube(void)
319 unsigned char data[6*1*1*4];
320 memset(data, 255, sizeof(data));
321 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
324 static void R_BuildNormalizationCube(void)
328 vec_t s, t, intensity;
330 unsigned char data[6][NORMSIZE][NORMSIZE][4];
331 for (side = 0;side < 6;side++)
333 for (y = 0;y < NORMSIZE;y++)
335 for (x = 0;x < NORMSIZE;x++)
337 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
338 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
373 intensity = 127.0f / sqrt(DotProduct(v, v));
374 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
375 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
376 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
377 data[side][y][x][3] = 255;
381 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
384 static void R_BuildFogTexture(void)
388 unsigned char data1[FOGWIDTH][4];
389 //unsigned char data2[FOGWIDTH][4];
390 for (x = 0;x < FOGWIDTH;x++)
392 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
397 //data2[x][0] = 255 - b;
398 //data2[x][1] = 255 - b;
399 //data2[x][2] = 255 - b;
402 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
403 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406 static const char *builtinshaderstring =
407 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
408 "// written by Forest 'LordHavoc' Hale\n"
410 "// common definitions between vertex shader and fragment shader:\n"
412 "#ifdef __GLSL_CG_DATA_TYPES\n"
413 "# define myhalf half\n"
414 "# define myhvec2 hvec2\n"
415 "# define myhvec3 hvec3\n"
416 "# define myhvec4 hvec4\n"
418 "# define myhalf float\n"
419 "# define myhvec2 vec2\n"
420 "# define myhvec3 vec3\n"
421 "# define myhvec4 vec4\n"
424 "varying vec2 TexCoord;\n"
425 "varying vec2 TexCoordLightmap;\n"
427 "//#ifdef MODE_LIGHTSOURCE\n"
428 "varying vec3 CubeVector;\n"
431 "//#ifdef MODE_LIGHTSOURCE\n"
432 "varying vec3 LightVector;\n"
434 "//# ifdef MODE_LIGHTDIRECTION\n"
435 "//varying vec3 LightVector;\n"
439 "varying vec3 EyeVector;\n"
441 "varying vec3 EyeVectorModelSpace;\n"
444 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
445 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
446 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
448 "//#ifdef MODE_WATER\n"
449 "varying vec4 ModelViewProjectionPosition;\n"
451 "//# ifdef MODE_REFRACTION\n"
452 "//varying vec4 ModelViewProjectionPosition;\n"
454 "//# ifdef USEREFLECTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
464 "// vertex shader specific:\n"
465 "#ifdef VERTEX_SHADER\n"
467 "uniform vec3 LightPosition;\n"
468 "uniform vec3 EyePosition;\n"
469 "uniform vec3 LightDir;\n"
471 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
475 " gl_FrontColor = gl_Color;\n"
476 " // copy the surface texcoord\n"
477 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
478 "#ifndef MODE_LIGHTSOURCE\n"
479 "# ifndef MODE_LIGHTDIRECTION\n"
480 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
484 "#ifdef MODE_LIGHTSOURCE\n"
485 " // transform vertex position into light attenuation/cubemap space\n"
486 " // (-1 to +1 across the light box)\n"
487 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
489 " // transform unnormalized light direction into tangent space\n"
490 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
491 " // normalize it per pixel)\n"
492 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
493 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
494 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
495 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
498 "#ifdef MODE_LIGHTDIRECTION\n"
499 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
500 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
501 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
504 " // transform unnormalized eye direction into tangent space\n"
506 " vec3 EyeVectorModelSpace;\n"
508 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
509 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
510 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
511 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
513 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
514 " VectorS = gl_MultiTexCoord1.xyz;\n"
515 " VectorT = gl_MultiTexCoord2.xyz;\n"
516 " VectorR = gl_MultiTexCoord3.xyz;\n"
519 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
520 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
521 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
522 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
525 "// transform vertex to camera space, using ftransform to match non-VS\n"
527 " gl_Position = ftransform();\n"
529 "#ifdef MODE_WATER\n"
530 " ModelViewProjectionPosition = gl_Position;\n"
532 "#ifdef MODE_REFRACTION\n"
533 " ModelViewProjectionPosition = gl_Position;\n"
535 "#ifdef USEREFLECTION\n"
536 " ModelViewProjectionPosition = gl_Position;\n"
540 "#endif // VERTEX_SHADER\n"
545 "// fragment shader specific:\n"
546 "#ifdef FRAGMENT_SHADER\n"
548 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
549 "uniform sampler2D Texture_Normal;\n"
550 "uniform sampler2D Texture_Color;\n"
551 "uniform sampler2D Texture_Gloss;\n"
552 "uniform samplerCube Texture_Cube;\n"
553 "uniform sampler2D Texture_Attenuation;\n"
554 "uniform sampler2D Texture_FogMask;\n"
555 "uniform sampler2D Texture_Pants;\n"
556 "uniform sampler2D Texture_Shirt;\n"
557 "uniform sampler2D Texture_Lightmap;\n"
558 "uniform sampler2D Texture_Deluxemap;\n"
559 "uniform sampler2D Texture_Glow;\n"
560 "uniform sampler2D Texture_Reflection;\n"
561 "uniform sampler2D Texture_Refraction;\n"
563 "uniform myhvec3 LightColor;\n"
564 "uniform myhvec3 AmbientColor;\n"
565 "uniform myhvec3 DiffuseColor;\n"
566 "uniform myhvec3 SpecularColor;\n"
567 "uniform myhvec3 Color_Pants;\n"
568 "uniform myhvec3 Color_Shirt;\n"
569 "uniform myhvec3 FogColor;\n"
571 "//#ifdef MODE_WATER\n"
572 "uniform vec4 DistortScaleRefractReflect;\n"
573 "uniform vec4 ScreenScaleRefractReflect;\n"
574 "uniform vec4 ScreenCenterRefractReflect;\n"
575 "uniform myhvec4 RefractColor;\n"
576 "uniform myhvec4 ReflectColor;\n"
577 "uniform myhalf ReflectFactor;\n"
578 "uniform myhalf ReflectOffset;\n"
580 "//# ifdef MODE_REFRACTION\n"
581 "//uniform vec4 DistortScaleRefractReflect;\n"
582 "//uniform vec4 ScreenScaleRefractReflect;\n"
583 "//uniform vec4 ScreenCenterRefractReflect;\n"
584 "//uniform myhvec4 RefractColor;\n"
585 "//# ifdef USEREFLECTION\n"
586 "//uniform myhvec4 ReflectColor;\n"
589 "//# ifdef USEREFLECTION\n"
590 "//uniform vec4 DistortScaleRefractReflect;\n"
591 "//uniform vec4 ScreenScaleRefractReflect;\n"
592 "//uniform vec4 ScreenCenterRefractReflect;\n"
593 "//uniform myhvec4 ReflectColor;\n"
598 "uniform myhalf GlowScale;\n"
599 "uniform myhalf SceneBrightness;\n"
600 "#ifdef USECONTRASTBOOST\n"
601 "uniform myhalf ContrastBoostCoeff;\n"
604 "uniform float OffsetMapping_Scale;\n"
605 "uniform float OffsetMapping_Bias;\n"
606 "uniform float FogRangeRecip;\n"
608 "uniform myhalf AmbientScale;\n"
609 "uniform myhalf DiffuseScale;\n"
610 "uniform myhalf SpecularScale;\n"
611 "uniform myhalf SpecularPower;\n"
613 "#ifdef USEOFFSETMAPPING\n"
614 "vec2 OffsetMapping(vec2 TexCoord)\n"
616 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
617 " // 14 sample relief mapping: linear search and then binary search\n"
618 " // this basically steps forward a small amount repeatedly until it finds\n"
619 " // itself inside solid, then jitters forward and back using decreasing\n"
620 " // amounts to find the impact\n"
621 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
622 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
623 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
624 " vec3 RT = vec3(TexCoord, 1);\n"
625 " OffsetVector *= 0.1;\n"
626 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
627 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
628 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
629 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
636 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
637 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
638 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
639 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
642 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
643 " // this basically moves forward the full distance, and then backs up based\n"
644 " // on height of samples\n"
645 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
646 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
647 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
648 " TexCoord += OffsetVector;\n"
649 " OffsetVector *= 0.333;\n"
650 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
651 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
652 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
653 " return TexCoord;\n"
656 "#endif // USEOFFSETMAPPING\n"
658 "#ifdef MODE_WATER\n"
663 "#ifdef USEOFFSETMAPPING\n"
664 " // apply offsetmapping\n"
665 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
666 "#define TexCoord TexCoordOffset\n"
669 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
670 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
671 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
672 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
673 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
676 "#else // MODE_WATER\n"
677 "#ifdef MODE_REFRACTION\n"
679 "// refraction pass\n"
682 "#ifdef USEOFFSETMAPPING\n"
683 " // apply offsetmapping\n"
684 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
685 "#define TexCoord TexCoordOffset\n"
688 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
689 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
690 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
691 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
694 "#else // MODE_REFRACTION\n"
697 "#ifdef USEOFFSETMAPPING\n"
698 " // apply offsetmapping\n"
699 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
700 "#define TexCoord TexCoordOffset\n"
703 " // combine the diffuse textures (base, pants, shirt)\n"
704 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
705 "#ifdef USECOLORMAPPING\n"
706 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
712 "#ifdef MODE_LIGHTSOURCE\n"
715 " // calculate surface normal, light normal, and specular normal\n"
716 " // compute color intensity for the two textures (colormap and glossmap)\n"
717 " // scale by light color and attenuation as efficiently as possible\n"
718 " // (do as much scalar math as possible rather than vector math)\n"
719 "# ifdef USESPECULAR\n"
720 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
721 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
722 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
724 " // calculate directional shading\n"
725 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
727 "# ifdef USEDIFFUSE\n"
728 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
729 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
731 " // calculate directional shading\n"
732 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
734 " // calculate directionless shading\n"
735 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
739 "# ifdef USECUBEFILTER\n"
740 " // apply light cubemap filter\n"
741 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
742 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
744 " color *= myhvec4(gl_Color);\n"
745 "#endif // MODE_LIGHTSOURCE\n"
750 "#ifdef MODE_LIGHTDIRECTION\n"
751 " // directional model lighting\n"
752 "# ifdef USESPECULAR\n"
753 " // get the surface normal and light normal\n"
754 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
755 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
757 " // calculate directional shading\n"
758 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
759 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
760 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
762 "# ifdef USEDIFFUSE\n"
763 " // get the surface normal and light normal\n"
764 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
765 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
767 " // calculate directional shading\n"
768 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
770 " color.rgb *= AmbientColor;\n"
774 " color *= myhvec4(gl_Color);\n"
775 "#endif // MODE_LIGHTDIRECTION\n"
780 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
781 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
783 " // get the surface normal and light normal\n"
784 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
786 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
787 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
788 " // calculate directional shading\n"
789 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
790 "# ifdef USESPECULAR\n"
791 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
792 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
795 " // apply lightmap color\n"
796 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color) + color * AmbientScale;\n"
797 " color.a *= myhalf(gl_Color.a);\n"
798 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
803 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
804 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
806 " // get the surface normal and light normal\n"
807 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
809 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
810 " // calculate directional shading\n"
811 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
812 "# ifdef USESPECULAR\n"
813 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
814 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
817 " // apply lightmap color\n"
818 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color) + color * AmbientScale;\n"
819 " color.a *= myhalf(gl_Color.a);\n"
820 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
825 "#ifdef MODE_LIGHTMAP\n"
826 " // apply lightmap color\n"
827 " color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
828 "#endif // MODE_LIGHTMAP\n"
838 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
841 "#ifndef MODE_LIGHTSOURCE\n"
842 "# ifdef USEREFLECTION\n"
843 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
844 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
845 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
846 " color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
852 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
855 "#ifdef USECONTRASTBOOST\n"
856 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
859 " color.rgb *= SceneBrightness;\n"
861 " gl_FragColor = vec4(color);\n"
863 "#endif // MODE_REFRACTION\n"
864 "#endif // MODE_WATER\n"
866 "#endif // FRAGMENT_SHADER\n"
869 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
870 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
871 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
872 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
873 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
874 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
875 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
876 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
877 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
878 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
879 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
881 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
882 const char *shaderpermutationinfo[][2] =
884 {"#define USECOLORMAPPING\n", " colormapping"},
885 {"#define USECONTRASTBOOST\n", " contrastboost"},
886 {"#define USEFOG\n", " fog"},
887 {"#define USECUBEFILTER\n", " cubefilter"},
888 {"#define USEGLOW\n", " glow"},
889 {"#define USEDIFFUSE\n", " diffuse"},
890 {"#define USESPECULAR\n", " specular"},
891 {"#define USEREFLECTION\n", " reflection"},
892 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
893 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
897 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
898 typedef enum shadermode_e
900 SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
901 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
902 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
903 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
904 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
905 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
906 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
911 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
912 const char *shadermodeinfo[][2] =
914 {"#define MODE_LIGHTMAP\n", " lightmap"},
915 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
916 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
917 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
918 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
919 {"#define MODE_REFRACTION\n", " refraction"},
920 {"#define MODE_WATER\n", " water"},
924 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
926 typedef struct r_glsl_permutation_s
928 // indicates if we have tried compiling this permutation already
930 // 0 if compilation failed
932 // locations of detected uniforms in program object, or -1 if not found
933 int loc_Texture_Normal;
934 int loc_Texture_Color;
935 int loc_Texture_Gloss;
936 int loc_Texture_Cube;
937 int loc_Texture_Attenuation;
938 int loc_Texture_FogMask;
939 int loc_Texture_Pants;
940 int loc_Texture_Shirt;
941 int loc_Texture_Lightmap;
942 int loc_Texture_Deluxemap;
943 int loc_Texture_Glow;
944 int loc_Texture_Refraction;
945 int loc_Texture_Reflection;
947 int loc_LightPosition;
952 int loc_FogRangeRecip;
953 int loc_AmbientScale;
954 int loc_DiffuseScale;
955 int loc_SpecularScale;
956 int loc_SpecularPower;
958 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
959 int loc_OffsetMapping_Scale;
960 int loc_AmbientColor;
961 int loc_DiffuseColor;
962 int loc_SpecularColor;
964 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
965 int loc_DistortScaleRefractReflect;
966 int loc_ScreenScaleRefractReflect;
967 int loc_ScreenCenterRefractReflect;
968 int loc_RefractColor;
969 int loc_ReflectColor;
970 int loc_ReflectFactor;
971 int loc_ReflectOffset;
973 r_glsl_permutation_t;
975 // information about each possible shader permutation
976 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
977 // currently selected permutation
978 r_glsl_permutation_t *r_glsl_permutation;
980 // these are additional flags used only by R_GLSL_CompilePermutation
981 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
982 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
983 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
985 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
988 qboolean shaderfound;
989 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
990 int vertstrings_count;
991 int geomstrings_count;
992 int fragstrings_count;
994 const char *vertstrings_list[32+1];
995 const char *geomstrings_list[32+1];
996 const char *fragstrings_list[32+1];
997 char permutationname[256];
1002 vertstrings_list[0] = "#define VERTEX_SHADER\n";
1003 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1004 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1005 vertstrings_count = 1;
1006 geomstrings_count = 1;
1007 fragstrings_count = 1;
1008 permutationname[0] = 0;
1009 i = permutation / SHADERPERMUTATION_MODEBASE;
1010 vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1011 geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1012 fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1013 strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1014 for (i = 0;shaderpermutationinfo[i][0];i++)
1016 if (permutation & (1<<i))
1018 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1019 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1020 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1021 strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1025 // keep line numbers correct
1026 vertstrings_list[vertstrings_count++] = "\n";
1027 geomstrings_list[geomstrings_count++] = "\n";
1028 fragstrings_list[fragstrings_count++] = "\n";
1031 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1032 shaderfound = false;
1035 Con_DPrint("from disk... ");
1036 vertstrings_list[vertstrings_count++] = shaderstring;
1037 geomstrings_list[geomstrings_count++] = shaderstring;
1038 fragstrings_list[fragstrings_count++] = shaderstring;
1041 else if (!strcmp(filename, "glsl/default.glsl"))
1043 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1044 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1045 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1048 // clear any lists that are not needed by this shader
1049 if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1050 vertstrings_count = 0;
1051 if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1052 geomstrings_count = 0;
1053 if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1054 fragstrings_count = 0;
1055 // compile the shader program
1056 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1057 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1061 qglUseProgramObjectARB(p->program);CHECKGLERROR
1062 // look up all the uniform variable names we care about, so we don't
1063 // have to look them up every time we set them
1064 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1065 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1066 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1067 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1068 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1069 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1070 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1071 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1072 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1073 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1074 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1075 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1076 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1077 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1078 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1079 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1080 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
1081 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1082 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1083 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1084 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1085 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1086 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1087 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1088 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1089 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1090 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1091 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1092 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1093 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1094 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1095 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1096 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1097 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1098 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1099 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1100 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1101 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1102 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1103 // initialize the samplers to refer to the texture units we use
1104 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
1105 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
1106 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
1107 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
1108 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
1109 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
1110 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
1111 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1112 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1113 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
1114 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1115 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1116 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1118 qglUseProgramObjectARB(0);CHECKGLERROR
1119 if (developer.integer)
1120 Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1124 if (developer.integer)
1125 Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1127 Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename);
1130 Mem_Free(shaderstring);
1133 void R_GLSL_Restart_f(void)
1136 for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1137 if (r_glsl_permutations[i].program)
1138 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1139 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1142 void R_GLSL_DumpShader_f(void)
1146 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1149 Con_Printf("failed to write to glsl/default.glsl\n");
1153 FS_Print(file, "// The engine may define the following macros:\n");
1154 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1155 for (i = 0;shadermodeinfo[i][0];i++)
1156 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1157 for (i = 0;shaderpermutationinfo[i][0];i++)
1158 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1159 FS_Print(file, "\n");
1160 FS_Print(file, builtinshaderstring);
1163 Con_Printf("glsl/default.glsl written\n");
1166 extern rtexture_t *r_shadow_attenuationgradienttexture;
1167 extern rtexture_t *r_shadow_attenuation2dtexture;
1168 extern rtexture_t *r_shadow_attenuation3dtexture;
1169 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1171 // select a permutation of the lighting shader appropriate to this
1172 // combination of texture, entity, light source, and fogging, only use the
1173 // minimum features necessary to avoid wasting rendering time in the
1174 // fragment shader on features that are not being used
1175 const char *shaderfilename = NULL;
1176 unsigned int permutation = 0;
1177 unsigned int shadertype = 0;
1178 shadermode_t mode = 0;
1179 r_glsl_permutation = NULL;
1180 shaderfilename = "glsl/default.glsl";
1181 shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1182 // TODO: implement geometry-shader based shadow volumes someday
1183 if (r_glsl_offsetmapping.integer)
1185 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1186 if (r_glsl_offsetmapping_reliefmapping.integer)
1187 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1189 if (rsurfacepass == RSURFPASS_BACKGROUND)
1191 // distorted background
1192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1193 mode = SHADERMODE_WATER;
1195 mode = SHADERMODE_REFRACTION;
1197 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1200 mode = SHADERMODE_LIGHTSOURCE;
1201 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1202 permutation |= SHADERPERMUTATION_CUBEFILTER;
1203 if (diffusescale > 0)
1204 permutation |= SHADERPERMUTATION_DIFFUSE;
1205 if (specularscale > 0)
1206 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1207 if (r_refdef.fogenabled)
1208 permutation |= SHADERPERMUTATION_FOG;
1209 if (rsurface.texture->colormapping)
1210 permutation |= SHADERPERMUTATION_COLORMAPPING;
1211 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1212 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1214 permutation |= SHADERPERMUTATION_REFLECTION;
1216 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1218 // unshaded geometry (fullbright or ambient model lighting)
1219 mode = SHADERMODE_LIGHTMAP;
1220 if (rsurface.texture->currentskinframe->glow)
1221 permutation |= SHADERPERMUTATION_GLOW;
1222 if (r_refdef.fogenabled)
1223 permutation |= SHADERPERMUTATION_FOG;
1224 if (rsurface.texture->colormapping)
1225 permutation |= SHADERPERMUTATION_COLORMAPPING;
1226 if (r_glsl_offsetmapping.integer)
1228 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1229 if (r_glsl_offsetmapping_reliefmapping.integer)
1230 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1232 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1233 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1234 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1235 permutation |= SHADERPERMUTATION_REFLECTION;
1237 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1239 // directional model lighting
1240 mode = SHADERMODE_LIGHTDIRECTION;
1241 if (rsurface.texture->currentskinframe->glow)
1242 permutation |= SHADERPERMUTATION_GLOW;
1243 permutation |= SHADERPERMUTATION_DIFFUSE;
1244 if (specularscale > 0)
1245 permutation |= SHADERPERMUTATION_SPECULAR;
1246 if (r_refdef.fogenabled)
1247 permutation |= SHADERPERMUTATION_FOG;
1248 if (rsurface.texture->colormapping)
1249 permutation |= SHADERPERMUTATION_COLORMAPPING;
1250 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1251 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1253 permutation |= SHADERPERMUTATION_REFLECTION;
1255 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1257 // ambient model lighting
1258 mode = SHADERMODE_LIGHTDIRECTION;
1259 if (rsurface.texture->currentskinframe->glow)
1260 permutation |= SHADERPERMUTATION_GLOW;
1261 if (r_refdef.fogenabled)
1262 permutation |= SHADERPERMUTATION_FOG;
1263 if (rsurface.texture->colormapping)
1264 permutation |= SHADERPERMUTATION_COLORMAPPING;
1265 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1266 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1268 permutation |= SHADERPERMUTATION_REFLECTION;
1273 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1275 // deluxemapping (light direction texture)
1276 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1277 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1279 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1280 if (specularscale > 0)
1281 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1283 else if (r_glsl_deluxemapping.integer >= 2)
1285 // fake deluxemapping (uniform light direction in tangentspace)
1286 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1287 if (specularscale > 0)
1288 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1292 // ordinary lightmapping
1293 mode = SHADERMODE_LIGHTMAP;
1295 if (rsurface.texture->currentskinframe->glow)
1296 permutation |= SHADERPERMUTATION_GLOW;
1297 if (r_refdef.fogenabled)
1298 permutation |= SHADERPERMUTATION_FOG;
1299 if (rsurface.texture->colormapping)
1300 permutation |= SHADERPERMUTATION_COLORMAPPING;
1301 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1302 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1304 permutation |= SHADERPERMUTATION_REFLECTION;
1306 permutation |= mode * SHADERPERMUTATION_MODEBASE;
1307 if (!r_glsl_permutations[permutation].program)
1309 if (!r_glsl_permutations[permutation].compiled)
1310 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1311 if (!r_glsl_permutations[permutation].program)
1313 // remove features until we find a valid permutation
1315 for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1319 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1320 Cvar_SetValueQuick(&r_glsl, 0);
1321 return 0; // no bit left to clear
1323 // reduce i more quickly whenever it would not remove any bits
1324 if (!(permutation & i))
1327 if (!r_glsl_permutations[permutation].compiled)
1328 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1329 if (r_glsl_permutations[permutation].program)
1334 r_glsl_permutation = r_glsl_permutations + permutation;
1336 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1337 if (mode == SHADERMODE_LIGHTSOURCE)
1339 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1340 if (permutation & SHADERPERMUTATION_DIFFUSE)
1342 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1343 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1344 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1345 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1349 // ambient only is simpler
1350 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1351 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1352 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1353 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1356 else if (mode == SHADERMODE_LIGHTDIRECTION)
1358 if (r_glsl_permutation->loc_AmbientColor >= 0)
1359 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1360 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1361 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1362 if (r_glsl_permutation->loc_SpecularColor >= 0)
1363 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1364 if (r_glsl_permutation->loc_LightDir >= 0)
1365 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1369 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1370 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1371 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1373 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1374 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1376 // The formula used is actually:
1377 // color.rgb *= SceneBrightness;
1378 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1379 // I simplify that to
1380 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1381 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1383 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1384 // and do [[calculations]] here in the engine
1385 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1386 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1389 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1390 if (r_glsl_permutation->loc_FogColor >= 0)
1392 // additive passes are only darkened by fog, not tinted
1393 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1394 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1399 // color.rgb *= SceneBrightness;
1400 VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1401 if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1403 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1404 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1405 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1406 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1408 qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1411 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1413 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1414 if (r_glsl_permutation->loc_Color_Pants >= 0)
1416 if (rsurface.texture->currentskinframe->pants)
1417 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1419 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1421 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1423 if (rsurface.texture->currentskinframe->shirt)
1424 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1426 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1428 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1429 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1430 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1431 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1432 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1433 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1434 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1435 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1436 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1437 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1442 #define SKINFRAME_HASH 1024
1446 int loadsequence; // incremented each level change
1447 memexpandablearray_t array;
1448 skinframe_t *hash[SKINFRAME_HASH];
1452 void R_SkinFrame_PrepareForPurge(void)
1454 r_skinframe.loadsequence++;
1455 // wrap it without hitting zero
1456 if (r_skinframe.loadsequence >= 200)
1457 r_skinframe.loadsequence = 1;
1460 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1464 // mark the skinframe as used for the purging code
1465 skinframe->loadsequence = r_skinframe.loadsequence;
1468 void R_SkinFrame_Purge(void)
1472 for (i = 0;i < SKINFRAME_HASH;i++)
1474 for (s = r_skinframe.hash[i];s;s = s->next)
1476 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1478 if (s->merged == s->base)
1480 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1481 R_PurgeTexture(s->stain );s->stain = NULL;
1482 R_PurgeTexture(s->merged);s->merged = NULL;
1483 R_PurgeTexture(s->base );s->base = NULL;
1484 R_PurgeTexture(s->pants );s->pants = NULL;
1485 R_PurgeTexture(s->shirt );s->shirt = NULL;
1486 R_PurgeTexture(s->nmap );s->nmap = NULL;
1487 R_PurgeTexture(s->gloss );s->gloss = NULL;
1488 R_PurgeTexture(s->glow );s->glow = NULL;
1489 R_PurgeTexture(s->fog );s->fog = NULL;
1490 s->loadsequence = 0;
1496 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1498 char basename[MAX_QPATH];
1500 Image_StripImageExtension(name, basename, sizeof(basename));
1502 if( last == NULL ) {
1504 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1505 item = r_skinframe.hash[hashindex];
1510 // linearly search through the hash bucket
1511 for( ; item ; item = item->next ) {
1512 if( !strcmp( item->basename, basename ) ) {
1519 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1523 char basename[MAX_QPATH];
1525 Image_StripImageExtension(name, basename, sizeof(basename));
1527 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1528 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1529 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1533 rtexture_t *dyntexture;
1534 // check whether its a dynamic texture
1535 dyntexture = CL_GetDynTexture( basename );
1536 if (!add && !dyntexture)
1538 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1539 memset(item, 0, sizeof(*item));
1540 strlcpy(item->basename, basename, sizeof(item->basename));
1541 item->base = dyntexture; // either NULL or dyntexture handle
1542 item->textureflags = textureflags;
1543 item->comparewidth = comparewidth;
1544 item->compareheight = compareheight;
1545 item->comparecrc = comparecrc;
1546 item->next = r_skinframe.hash[hashindex];
1547 r_skinframe.hash[hashindex] = item;
1549 else if( item->base == NULL )
1551 rtexture_t *dyntexture;
1552 // check whether its a dynamic texture
1553 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1554 dyntexture = CL_GetDynTexture( basename );
1555 item->base = dyntexture; // either NULL or dyntexture handle
1558 R_SkinFrame_MarkUsed(item);
1562 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1564 // FIXME: it should be possible to disable loading various layers using
1565 // cvars, to prevent wasted loading time and memory usage if the user does
1567 qboolean loadnormalmap = true;
1568 qboolean loadgloss = true;
1569 qboolean loadpantsandshirt = true;
1570 qboolean loadglow = true;
1572 unsigned char *pixels;
1573 unsigned char *bumppixels;
1574 unsigned char *basepixels = NULL;
1575 int basepixels_width;
1576 int basepixels_height;
1577 skinframe_t *skinframe;
1579 if (cls.state == ca_dedicated)
1582 // return an existing skinframe if already loaded
1583 // if loading of the first image fails, don't make a new skinframe as it
1584 // would cause all future lookups of this to be missing
1585 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1586 if (skinframe && skinframe->base)
1589 basepixels = loadimagepixelsbgra(name, complain, true);
1590 if (basepixels == NULL)
1593 // we've got some pixels to store, so really allocate this new texture now
1595 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1596 skinframe->stain = NULL;
1597 skinframe->merged = NULL;
1598 skinframe->base = r_texture_notexture;
1599 skinframe->pants = NULL;
1600 skinframe->shirt = NULL;
1601 skinframe->nmap = r_texture_blanknormalmap;
1602 skinframe->gloss = NULL;
1603 skinframe->glow = NULL;
1604 skinframe->fog = NULL;
1606 basepixels_width = image_width;
1607 basepixels_height = image_height;
1608 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1610 if (textureflags & TEXF_ALPHA)
1612 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1613 if (basepixels[j] < 255)
1615 if (j < basepixels_width * basepixels_height * 4)
1617 // has transparent pixels
1618 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1619 for (j = 0;j < image_width * image_height * 4;j += 4)
1624 pixels[j+3] = basepixels[j+3];
1626 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1631 // _norm is the name used by tenebrae and has been adopted as standard
1634 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1636 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1640 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1642 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1643 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1644 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1646 Mem_Free(bumppixels);
1648 else if (r_shadow_bumpscale_basetexture.value > 0)
1650 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1651 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1652 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1656 // _luma is supported for tenebrae compatibility
1657 // (I think it's a very stupid name, but oh well)
1658 // _glow is the preferred name
1659 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1660 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1661 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1662 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1665 Mem_Free(basepixels);
1670 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1675 for (i = 0;i < width*height;i++)
1676 if (((unsigned char *)&palette[in[i]])[3] > 0)
1678 if (i == width*height)
1681 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1684 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1685 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1688 unsigned char *temp1, *temp2;
1689 skinframe_t *skinframe;
1691 if (cls.state == ca_dedicated)
1694 // if already loaded just return it, otherwise make a new skinframe
1695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1696 if (skinframe && skinframe->base)
1699 skinframe->stain = NULL;
1700 skinframe->merged = NULL;
1701 skinframe->base = r_texture_notexture;
1702 skinframe->pants = NULL;
1703 skinframe->shirt = NULL;
1704 skinframe->nmap = r_texture_blanknormalmap;
1705 skinframe->gloss = NULL;
1706 skinframe->glow = NULL;
1707 skinframe->fog = NULL;
1709 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1713 if (r_shadow_bumpscale_basetexture.value > 0)
1715 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1716 temp2 = temp1 + width * height * 4;
1717 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1718 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1722 if (textureflags & TEXF_ALPHA)
1724 for (i = 3;i < width * height * 4;i += 4)
1725 if (skindata[i] < 255)
1727 if (i < width * height * 4)
1729 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1730 memcpy(fogpixels, skindata, width * height * 4);
1731 for (i = 0;i < width * height * 4;i += 4)
1732 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1734 Mem_Free(fogpixels);
1741 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1744 unsigned char *temp1, *temp2;
1745 skinframe_t *skinframe;
1747 if (cls.state == ca_dedicated)
1750 // if already loaded just return it, otherwise make a new skinframe
1751 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1752 if (skinframe && skinframe->base)
1755 skinframe->stain = NULL;
1756 skinframe->merged = NULL;
1757 skinframe->base = r_texture_notexture;
1758 skinframe->pants = NULL;
1759 skinframe->shirt = NULL;
1760 skinframe->nmap = r_texture_blanknormalmap;
1761 skinframe->gloss = NULL;
1762 skinframe->glow = NULL;
1763 skinframe->fog = NULL;
1765 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1769 if (r_shadow_bumpscale_basetexture.value > 0)
1771 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1772 temp2 = temp1 + width * height * 4;
1773 // use either a custom palette or the quake palette
1774 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1775 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779 // use either a custom palette, or the quake palette
1780 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1781 if (loadglowtexture)
1782 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1783 if (loadpantsandshirt)
1785 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1786 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1788 if (skinframe->pants || skinframe->shirt)
1789 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1790 if (textureflags & TEXF_ALPHA)
1792 for (i = 0;i < width * height;i++)
1793 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1795 if (i < width * height)
1796 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1802 skinframe_t *R_SkinFrame_LoadMissing(void)
1804 skinframe_t *skinframe;
1806 if (cls.state == ca_dedicated)
1809 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1810 skinframe->stain = NULL;
1811 skinframe->merged = NULL;
1812 skinframe->base = r_texture_notexture;
1813 skinframe->pants = NULL;
1814 skinframe->shirt = NULL;
1815 skinframe->nmap = r_texture_blanknormalmap;
1816 skinframe->gloss = NULL;
1817 skinframe->glow = NULL;
1818 skinframe->fog = NULL;
1823 void gl_main_start(void)
1828 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1829 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1831 alpha = 1 - exp(r / ((double)x*(double)x));
1832 if (x == FOGMASKTABLEWIDTH - 1)
1834 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1837 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1838 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1840 // set up r_skinframe loading system for textures
1841 memset(&r_skinframe, 0, sizeof(r_skinframe));
1842 r_skinframe.loadsequence = 1;
1843 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1845 r_main_texturepool = R_AllocTexturePool();
1846 R_BuildBlankTextures();
1848 if (gl_texturecubemap)
1851 R_BuildNormalizationCube();
1853 R_BuildFogTexture();
1854 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1855 memset(&r_waterstate, 0, sizeof(r_waterstate));
1856 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1857 memset(&r_svbsp, 0, sizeof (r_svbsp));
1860 void gl_main_shutdown(void)
1862 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1863 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1865 // clear out the r_skinframe state
1866 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1867 memset(&r_skinframe, 0, sizeof(r_skinframe));
1870 Mem_Free(r_svbsp.nodes);
1871 memset(&r_svbsp, 0, sizeof (r_svbsp));
1872 R_FreeTexturePool(&r_main_texturepool);
1873 r_texture_blanknormalmap = NULL;
1874 r_texture_white = NULL;
1875 r_texture_grey128 = NULL;
1876 r_texture_black = NULL;
1877 r_texture_whitecube = NULL;
1878 r_texture_normalizationcube = NULL;
1879 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1880 memset(&r_waterstate, 0, sizeof(r_waterstate));
1884 extern void CL_ParseEntityLump(char *entitystring);
1885 void gl_main_newmap(void)
1887 // FIXME: move this code to client
1889 char *entities, entname[MAX_QPATH];
1892 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1893 l = (int)strlen(entname) - 4;
1894 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1896 memcpy(entname + l, ".ent", 5);
1897 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1899 CL_ParseEntityLump(entities);
1904 if (cl.worldmodel->brush.entities)
1905 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1909 void GL_Main_Init(void)
1911 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1913 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1914 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1915 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1916 if (gamemode == GAME_NEHAHRA)
1918 Cvar_RegisterVariable (&gl_fogenable);
1919 Cvar_RegisterVariable (&gl_fogdensity);
1920 Cvar_RegisterVariable (&gl_fogred);
1921 Cvar_RegisterVariable (&gl_foggreen);
1922 Cvar_RegisterVariable (&gl_fogblue);
1923 Cvar_RegisterVariable (&gl_fogstart);
1924 Cvar_RegisterVariable (&gl_fogend);
1926 Cvar_RegisterVariable(&r_depthfirst);
1927 Cvar_RegisterVariable(&r_nearclip);
1928 Cvar_RegisterVariable(&r_showbboxes);
1929 Cvar_RegisterVariable(&r_showsurfaces);
1930 Cvar_RegisterVariable(&r_showtris);
1931 Cvar_RegisterVariable(&r_shownormals);
1932 Cvar_RegisterVariable(&r_showlighting);
1933 Cvar_RegisterVariable(&r_showshadowvolumes);
1934 Cvar_RegisterVariable(&r_showcollisionbrushes);
1935 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1936 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1937 Cvar_RegisterVariable(&r_showdisabledepthtest);
1938 Cvar_RegisterVariable(&r_drawportals);
1939 Cvar_RegisterVariable(&r_drawentities);
1940 Cvar_RegisterVariable(&r_cullentities_trace);
1941 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1942 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1943 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1944 Cvar_RegisterVariable(&r_drawviewmodel);
1945 Cvar_RegisterVariable(&r_speeds);
1946 Cvar_RegisterVariable(&r_fullbrights);
1947 Cvar_RegisterVariable(&r_wateralpha);
1948 Cvar_RegisterVariable(&r_dynamic);
1949 Cvar_RegisterVariable(&r_fullbright);
1950 Cvar_RegisterVariable(&r_shadows);
1951 Cvar_RegisterVariable(&r_shadows_throwdistance);
1952 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1953 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1954 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1955 Cvar_RegisterVariable(&r_textureunits);
1956 Cvar_RegisterVariable(&r_glsl);
1957 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1958 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1959 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1960 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1961 Cvar_RegisterVariable(&r_water);
1962 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1963 Cvar_RegisterVariable(&r_water_clippingplanebias);
1964 Cvar_RegisterVariable(&r_water_refractdistort);
1965 Cvar_RegisterVariable(&r_water_reflectdistort);
1966 Cvar_RegisterVariable(&r_lerpsprites);
1967 Cvar_RegisterVariable(&r_lerpmodels);
1968 Cvar_RegisterVariable(&r_lerplightstyles);
1969 Cvar_RegisterVariable(&r_waterscroll);
1970 Cvar_RegisterVariable(&r_bloom);
1971 Cvar_RegisterVariable(&r_bloom_colorscale);
1972 Cvar_RegisterVariable(&r_bloom_brighten);
1973 Cvar_RegisterVariable(&r_bloom_blur);
1974 Cvar_RegisterVariable(&r_bloom_resolution);
1975 Cvar_RegisterVariable(&r_bloom_colorexponent);
1976 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1977 Cvar_RegisterVariable(&r_hdr);
1978 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1979 Cvar_RegisterVariable(&r_glsl_contrastboost);
1980 Cvar_RegisterVariable(&r_hdr_glowintensity);
1981 Cvar_RegisterVariable(&r_hdr_range);
1982 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1983 Cvar_RegisterVariable(&developer_texturelogging);
1984 Cvar_RegisterVariable(&gl_lightmaps);
1985 Cvar_RegisterVariable(&r_test);
1986 Cvar_RegisterVariable(&r_batchmode);
1987 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1988 Cvar_SetValue("r_fullbrights", 0);
1989 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1991 Cvar_RegisterVariable(&r_track_sprites);
1992 Cvar_RegisterVariable(&r_track_sprites_flags);
1993 Cvar_RegisterVariable(&r_track_sprites_scalew);
1994 Cvar_RegisterVariable(&r_track_sprites_scaleh);
1997 extern void R_Textures_Init(void);
1998 extern void GL_Draw_Init(void);
1999 extern void GL_Main_Init(void);
2000 extern void R_Shadow_Init(void);
2001 extern void R_Sky_Init(void);
2002 extern void GL_Surf_Init(void);
2003 extern void R_Particles_Init(void);
2004 extern void R_Explosion_Init(void);
2005 extern void gl_backend_init(void);
2006 extern void Sbar_Init(void);
2007 extern void R_LightningBeams_Init(void);
2008 extern void Mod_RenderInit(void);
2010 void Render_Init(void)
2022 R_LightningBeams_Init();
2031 extern char *ENGINE_EXTENSIONS;
2034 VID_CheckExtensions();
2036 // LordHavoc: report supported extensions
2037 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2039 // clear to black (loading plaque will be seen over this)
2041 qglClearColor(0,0,0,1);CHECKGLERROR
2042 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2045 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2049 for (i = 0;i < r_view.numfrustumplanes;i++)
2051 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2054 p = r_view.frustum + i;
2059 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2063 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2067 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2071 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2075 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2079 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2083 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2087 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2095 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2099 for (i = 0;i < numplanes;i++)
2106 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2110 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2114 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2118 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2122 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2126 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2130 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2134 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2142 //==================================================================================
2144 static void R_UpdateEntityLighting(entity_render_t *ent)
2146 vec3_t tempdiffusenormal;
2148 // fetch the lighting from the worldmodel data
2149 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2150 VectorClear(ent->modellight_diffuse);
2151 VectorClear(tempdiffusenormal);
2152 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2155 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2156 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2159 VectorSet(ent->modellight_ambient, 1, 1, 1);
2161 // move the light direction into modelspace coordinates for lighting code
2162 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2163 if(VectorLength2(ent->modellight_lightdir) > 0)
2165 VectorNormalize(ent->modellight_lightdir);
2169 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2172 // scale ambient and directional light contributions according to rendering variables
2173 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2174 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2175 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2176 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2177 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2178 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2181 static void R_View_UpdateEntityVisible (void)
2184 entity_render_t *ent;
2186 if (!r_drawentities.integer)
2189 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2190 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2192 // worldmodel can check visibility
2193 for (i = 0;i < r_refdef.numentities;i++)
2195 ent = r_refdef.entities[i];
2196 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2199 if(r_cullentities_trace.integer)
2201 for (i = 0;i < r_refdef.numentities;i++)
2203 ent = r_refdef.entities[i];
2204 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2206 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2207 ent->last_trace_visibility = realtime;
2208 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2209 r_viewcache.entityvisible[i] = 0;
2216 // no worldmodel or it can't check visibility
2217 for (i = 0;i < r_refdef.numentities;i++)
2219 ent = r_refdef.entities[i];
2220 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2224 // update entity lighting (even on hidden entities for r_shadows)
2225 for (i = 0;i < r_refdef.numentities;i++)
2226 R_UpdateEntityLighting(r_refdef.entities[i]);
2229 // only used if skyrendermasked, and normally returns false
2230 int R_DrawBrushModelsSky (void)
2233 entity_render_t *ent;
2235 if (!r_drawentities.integer)
2239 for (i = 0;i < r_refdef.numentities;i++)
2241 if (!r_viewcache.entityvisible[i])
2243 ent = r_refdef.entities[i];
2244 if (!ent->model || !ent->model->DrawSky)
2246 ent->model->DrawSky(ent);
2252 static void R_DrawNoModel(entity_render_t *ent);
2253 static void R_DrawModels(void)
2256 entity_render_t *ent;
2258 if (!r_drawentities.integer)
2261 for (i = 0;i < r_refdef.numentities;i++)
2263 if (!r_viewcache.entityvisible[i])
2265 ent = r_refdef.entities[i];
2266 r_refdef.stats.entities++;
2267 if (ent->model && ent->model->Draw != NULL)
2268 ent->model->Draw(ent);
2274 static void R_DrawModelsDepth(void)
2277 entity_render_t *ent;
2279 if (!r_drawentities.integer)
2282 for (i = 0;i < r_refdef.numentities;i++)
2284 if (!r_viewcache.entityvisible[i])
2286 ent = r_refdef.entities[i];
2287 if (ent->model && ent->model->DrawDepth != NULL)
2288 ent->model->DrawDepth(ent);
2292 static void R_DrawModelsDebug(void)
2295 entity_render_t *ent;
2297 if (!r_drawentities.integer)
2300 for (i = 0;i < r_refdef.numentities;i++)
2302 if (!r_viewcache.entityvisible[i])
2304 ent = r_refdef.entities[i];
2305 if (ent->model && ent->model->DrawDebug != NULL)
2306 ent->model->DrawDebug(ent);
2310 static void R_DrawModelsAddWaterPlanes(void)
2313 entity_render_t *ent;
2315 if (!r_drawentities.integer)
2318 for (i = 0;i < r_refdef.numentities;i++)
2320 if (!r_viewcache.entityvisible[i])
2322 ent = r_refdef.entities[i];
2323 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2324 ent->model->DrawAddWaterPlanes(ent);
2328 static void R_View_SetFrustum(void)
2331 double slopex, slopey;
2333 // break apart the view matrix into vectors for various purposes
2334 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2335 VectorNegate(r_view.left, r_view.right);
2338 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2339 r_view.frustum[0].normal[1] = 0 - 0;
2340 r_view.frustum[0].normal[2] = -1 - 0;
2341 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2342 r_view.frustum[1].normal[1] = 0 + 0;
2343 r_view.frustum[1].normal[2] = -1 + 0;
2344 r_view.frustum[2].normal[0] = 0 - 0;
2345 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2346 r_view.frustum[2].normal[2] = -1 - 0;
2347 r_view.frustum[3].normal[0] = 0 + 0;
2348 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2349 r_view.frustum[3].normal[2] = -1 + 0;
2353 zNear = r_refdef.nearclip;
2354 nudge = 1.0 - 1.0 / (1<<23);
2355 r_view.frustum[4].normal[0] = 0 - 0;
2356 r_view.frustum[4].normal[1] = 0 - 0;
2357 r_view.frustum[4].normal[2] = -1 - -nudge;
2358 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2359 r_view.frustum[5].normal[0] = 0 + 0;
2360 r_view.frustum[5].normal[1] = 0 + 0;
2361 r_view.frustum[5].normal[2] = -1 + -nudge;
2362 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2368 r_view.frustum[0].normal[0] = m[3] - m[0];
2369 r_view.frustum[0].normal[1] = m[7] - m[4];
2370 r_view.frustum[0].normal[2] = m[11] - m[8];
2371 r_view.frustum[0].dist = m[15] - m[12];
2373 r_view.frustum[1].normal[0] = m[3] + m[0];
2374 r_view.frustum[1].normal[1] = m[7] + m[4];
2375 r_view.frustum[1].normal[2] = m[11] + m[8];
2376 r_view.frustum[1].dist = m[15] + m[12];
2378 r_view.frustum[2].normal[0] = m[3] - m[1];
2379 r_view.frustum[2].normal[1] = m[7] - m[5];
2380 r_view.frustum[2].normal[2] = m[11] - m[9];
2381 r_view.frustum[2].dist = m[15] - m[13];
2383 r_view.frustum[3].normal[0] = m[3] + m[1];
2384 r_view.frustum[3].normal[1] = m[7] + m[5];
2385 r_view.frustum[3].normal[2] = m[11] + m[9];
2386 r_view.frustum[3].dist = m[15] + m[13];
2388 r_view.frustum[4].normal[0] = m[3] - m[2];
2389 r_view.frustum[4].normal[1] = m[7] - m[6];
2390 r_view.frustum[4].normal[2] = m[11] - m[10];
2391 r_view.frustum[4].dist = m[15] - m[14];
2393 r_view.frustum[5].normal[0] = m[3] + m[2];
2394 r_view.frustum[5].normal[1] = m[7] + m[6];
2395 r_view.frustum[5].normal[2] = m[11] + m[10];
2396 r_view.frustum[5].dist = m[15] + m[14];
2399 if (r_view.useperspective)
2401 slopex = 1.0 / r_view.frustum_x;
2402 slopey = 1.0 / r_view.frustum_y;
2403 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2404 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
2405 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
2406 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
2407 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2409 // Leaving those out was a mistake, those were in the old code, and they
2410 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2411 // I couldn't reproduce it after adding those normalizations. --blub
2412 VectorNormalize(r_view.frustum[0].normal);
2413 VectorNormalize(r_view.frustum[1].normal);
2414 VectorNormalize(r_view.frustum[2].normal);
2415 VectorNormalize(r_view.frustum[3].normal);
2417 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2418 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2419 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2420 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2421 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2423 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2424 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2425 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2426 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2427 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2431 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2432 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
2433 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2434 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
2435 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2436 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2437 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2438 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2439 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2440 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2442 r_view.numfrustumplanes = 5;
2444 if (r_view.useclipplane)
2446 r_view.numfrustumplanes = 6;
2447 r_view.frustum[5] = r_view.clipplane;
2450 for (i = 0;i < r_view.numfrustumplanes;i++)
2451 PlaneClassify(r_view.frustum + i);
2453 // LordHavoc: note to all quake engine coders, Quake had a special case
2454 // for 90 degrees which assumed a square view (wrong), so I removed it,
2455 // Quake2 has it disabled as well.
2457 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2458 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2459 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2460 //PlaneClassify(&frustum[0]);
2462 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2463 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2464 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2465 //PlaneClassify(&frustum[1]);
2467 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2468 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2469 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2470 //PlaneClassify(&frustum[2]);
2472 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2473 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2474 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2475 //PlaneClassify(&frustum[3]);
2478 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2479 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2480 //PlaneClassify(&frustum[4]);
2483 void R_View_Update(void)
2485 R_View_SetFrustum();
2486 R_View_WorldVisibility(r_view.useclipplane);
2487 R_View_UpdateEntityVisible();
2490 void R_SetupView(void)
2492 if (!r_view.useperspective)
2493 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2494 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2495 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2497 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2499 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2501 if (r_view.useclipplane)
2503 // LordHavoc: couldn't figure out how to make this approach the
2504 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2505 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2506 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2507 dist = r_view.clipplane.dist;
2508 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2512 void R_ResetViewRendering2D(void)
2514 if (gl_support_fragment_shader)
2516 qglUseProgramObjectARB(0);CHECKGLERROR
2521 // GL is weird because it's bottom to top, r_view.y is top to bottom
2522 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2523 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2524 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2525 GL_Color(1, 1, 1, 1);
2526 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2527 GL_BlendFunc(GL_ONE, GL_ZERO);
2528 GL_AlphaTest(false);
2529 GL_ScissorTest(false);
2530 GL_DepthMask(false);
2531 GL_DepthRange(0, 1);
2532 GL_DepthTest(false);
2533 R_Mesh_Matrix(&identitymatrix);
2534 R_Mesh_ResetTextureState();
2535 GL_PolygonOffset(0, 0);
2536 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2537 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2538 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2539 qglStencilMask(~0);CHECKGLERROR
2540 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2541 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2542 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2545 void R_ResetViewRendering3D(void)
2547 if (gl_support_fragment_shader)
2549 qglUseProgramObjectARB(0);CHECKGLERROR
2554 // GL is weird because it's bottom to top, r_view.y is top to bottom
2555 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2557 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2558 GL_Color(1, 1, 1, 1);
2559 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2560 GL_BlendFunc(GL_ONE, GL_ZERO);
2561 GL_AlphaTest(false);
2562 GL_ScissorTest(true);
2564 GL_DepthRange(0, 1);
2566 R_Mesh_Matrix(&identitymatrix);
2567 R_Mesh_ResetTextureState();
2568 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2569 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2570 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2571 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2572 qglStencilMask(~0);CHECKGLERROR
2573 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2574 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2575 GL_CullFace(r_view.cullface_back);
2579 R_Bloom_SetupShader(
2581 "// written by Forest 'LordHavoc' Hale\n"
2583 "// common definitions between vertex shader and fragment shader:\n"
2585 "#ifdef __GLSL_CG_DATA_TYPES\n"
2586 "#define myhalf half\n"
2587 "#define myhvec2 hvec2\n"
2588 "#define myhvec3 hvec3\n"
2589 "#define myhvec4 hvec4\n"
2591 "#define myhalf float\n"
2592 "#define myhvec2 vec2\n"
2593 "#define myhvec3 vec3\n"
2594 "#define myhvec4 vec4\n"
2597 "varying vec2 ScreenTexCoord;\n"
2598 "varying vec2 BloomTexCoord;\n"
2603 "// vertex shader specific:\n"
2604 "#ifdef VERTEX_SHADER\n"
2608 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2609 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2610 " // transform vertex to camera space, using ftransform to match non-VS\n"
2612 " gl_Position = ftransform();\n"
2615 "#endif // VERTEX_SHADER\n"
2620 "// fragment shader specific:\n"
2621 "#ifdef FRAGMENT_SHADER\n"
2626 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2627 " for (x = -BLUR_X;x <= BLUR_X;x++)
2628 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2629 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2630 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2631 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2633 " gl_FragColor = vec4(color);\n"
2636 "#endif // FRAGMENT_SHADER\n"
2639 void R_RenderScene(qboolean addwaterplanes);
2641 static void R_Water_StartFrame(void)
2644 int waterwidth, waterheight, texturewidth, textureheight;
2645 r_waterstate_waterplane_t *p;
2647 // set waterwidth and waterheight to the water resolution that will be
2648 // used (often less than the screen resolution for faster rendering)
2649 waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2650 waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2652 // calculate desired texture sizes
2653 // can't use water if the card does not support the texture size
2654 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2655 texturewidth = textureheight = waterwidth = waterheight = 0;
2656 else if (gl_support_arb_texture_non_power_of_two)
2658 texturewidth = waterwidth;
2659 textureheight = waterheight;
2663 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2664 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2667 // allocate textures as needed
2668 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2670 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2671 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2673 if (p->texture_refraction)
2674 R_FreeTexture(p->texture_refraction);
2675 p->texture_refraction = NULL;
2676 if (p->texture_reflection)
2677 R_FreeTexture(p->texture_reflection);
2678 p->texture_reflection = NULL;
2680 memset(&r_waterstate, 0, sizeof(r_waterstate));
2681 r_waterstate.waterwidth = waterwidth;
2682 r_waterstate.waterheight = waterheight;
2683 r_waterstate.texturewidth = texturewidth;
2684 r_waterstate.textureheight = textureheight;
2687 if (r_waterstate.waterwidth)
2689 r_waterstate.enabled = true;
2691 // set up variables that will be used in shader setup
2692 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2693 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2694 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2695 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2698 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2699 r_waterstate.numwaterplanes = 0;
2702 static void R_Water_AddWaterPlane(msurface_t *surface)
2704 int triangleindex, planeindex;
2709 r_waterstate_waterplane_t *p;
2710 // just use the first triangle with a valid normal for any decisions
2711 VectorClear(normal);
2712 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2714 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2715 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2716 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2717 TriangleNormal(vert[0], vert[1], vert[2], normal);
2718 if (VectorLength2(normal) >= 0.001)
2722 // find a matching plane if there is one
2723 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2724 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2726 if (planeindex >= r_waterstate.maxwaterplanes)
2727 return; // nothing we can do, out of planes
2729 // if this triangle does not fit any known plane rendered this frame, add one
2730 if (planeindex >= r_waterstate.numwaterplanes)
2732 // store the new plane
2733 r_waterstate.numwaterplanes++;
2734 VectorCopy(normal, p->plane.normal);
2735 VectorNormalize(p->plane.normal);
2736 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2737 PlaneClassify(&p->plane);
2738 // flip the plane if it does not face the viewer
2739 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2741 VectorNegate(p->plane.normal, p->plane.normal);
2742 p->plane.dist *= -1;
2743 PlaneClassify(&p->plane);
2745 // clear materialflags and pvs
2746 p->materialflags = 0;
2747 p->pvsvalid = false;
2749 // merge this surface's materialflags into the waterplane
2750 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2751 // merge this surface's PVS into the waterplane
2752 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2753 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2754 && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2756 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2761 static void R_Water_ProcessPlanes(void)
2763 r_view_t originalview;
2765 r_waterstate_waterplane_t *p;
2767 originalview = r_view;
2769 // make sure enough textures are allocated
2770 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2772 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2774 if (!p->texture_refraction)
2775 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2776 if (!p->texture_refraction)
2780 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2782 if (!p->texture_reflection)
2783 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2784 if (!p->texture_reflection)
2790 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2792 r_view.showdebug = false;
2793 r_view.width = r_waterstate.waterwidth;
2794 r_view.height = r_waterstate.waterheight;
2795 r_view.useclipplane = true;
2796 r_waterstate.renderingscene = true;
2798 // render the normal view scene and copy into texture
2799 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2800 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2802 r_view.clipplane = p->plane;
2803 VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2804 r_view.clipplane.dist = -r_view.clipplane.dist;
2805 PlaneClassify(&r_view.clipplane);
2807 R_RenderScene(false);
2809 // copy view into the screen texture
2810 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2811 GL_ActiveTexture(0);
2813 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2816 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2818 // render reflected scene and copy into texture
2819 Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2820 r_view.clipplane = p->plane;
2821 // reverse the cullface settings for this render
2822 r_view.cullface_front = GL_FRONT;
2823 r_view.cullface_back = GL_BACK;
2824 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2826 r_view.usecustompvs = true;
2828 memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2830 memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2833 R_ResetViewRendering3D();
2835 if (r_timereport_active)
2836 R_TimeReport("viewclear");
2838 R_RenderScene(false);
2840 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2841 GL_ActiveTexture(0);
2843 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2845 R_ResetViewRendering3D();
2847 if (r_timereport_active)
2848 R_TimeReport("viewclear");
2851 r_view = originalview;
2852 r_view.clear = true;
2853 r_waterstate.renderingscene = false;
2857 r_view = originalview;
2858 r_waterstate.renderingscene = false;
2859 Cvar_SetValueQuick(&r_water, 0);
2860 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2864 void R_Bloom_StartFrame(void)
2866 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2868 // set bloomwidth and bloomheight to the bloom resolution that will be
2869 // used (often less than the screen resolution for faster rendering)
2870 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2871 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2872 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2874 // calculate desired texture sizes
2875 if (gl_support_arb_texture_non_power_of_two)
2877 screentexturewidth = r_view.width;
2878 screentextureheight = r_view.height;
2879 bloomtexturewidth = r_bloomstate.bloomwidth;
2880 bloomtextureheight = r_bloomstate.bloomheight;
2884 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2885 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2886 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2887 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2892 screentexturewidth = screentextureheight = 0;
2894 else if (r_bloom.integer)
2899 screentexturewidth = screentextureheight = 0;
2900 bloomtexturewidth = bloomtextureheight = 0;
2903 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2905 // can't use bloom if the parameters are too weird
2906 // can't use bloom if the card does not support the texture size
2907 if (r_bloomstate.texture_screen)
2908 R_FreeTexture(r_bloomstate.texture_screen);
2909 if (r_bloomstate.texture_bloom)
2910 R_FreeTexture(r_bloomstate.texture_bloom);
2911 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2915 r_bloomstate.enabled = true;
2916 r_bloomstate.hdr = r_hdr.integer != 0;
2918 // allocate textures as needed
2919 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2921 if (r_bloomstate.texture_screen)
2922 R_FreeTexture(r_bloomstate.texture_screen);
2923 r_bloomstate.texture_screen = NULL;
2924 r_bloomstate.screentexturewidth = screentexturewidth;
2925 r_bloomstate.screentextureheight = screentextureheight;
2926 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2927 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2929 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2931 if (r_bloomstate.texture_bloom)
2932 R_FreeTexture(r_bloomstate.texture_bloom);
2933 r_bloomstate.texture_bloom = NULL;
2934 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2935 r_bloomstate.bloomtextureheight = bloomtextureheight;
2936 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2937 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2940 // set up a texcoord array for the full resolution screen image
2941 // (we have to keep this around to copy back during final render)
2942 r_bloomstate.screentexcoord2f[0] = 0;
2943 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2944 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2945 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2946 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2947 r_bloomstate.screentexcoord2f[5] = 0;
2948 r_bloomstate.screentexcoord2f[6] = 0;
2949 r_bloomstate.screentexcoord2f[7] = 0;
2951 // set up a texcoord array for the reduced resolution bloom image
2952 // (which will be additive blended over the screen image)
2953 r_bloomstate.bloomtexcoord2f[0] = 0;
2954 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2955 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2956 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2957 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2958 r_bloomstate.bloomtexcoord2f[5] = 0;
2959 r_bloomstate.bloomtexcoord2f[6] = 0;
2960 r_bloomstate.bloomtexcoord2f[7] = 0;
2963 void R_Bloom_CopyScreenTexture(float colorscale)
2965 r_refdef.stats.bloom++;
2967 R_ResetViewRendering2D();
2968 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2969 R_Mesh_ColorPointer(NULL, 0, 0);
2970 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2971 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2973 // copy view into the screen texture
2974 GL_ActiveTexture(0);
2976 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2977 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2979 // now scale it down to the bloom texture size
2981 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2982 GL_BlendFunc(GL_ONE, GL_ZERO);
2983 GL_Color(colorscale, colorscale, colorscale, 1);
2984 // TODO: optimize with multitexture or GLSL
2985 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2988 // we now have a bloom image in the framebuffer
2989 // copy it into the bloom image texture for later processing
2990 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2991 GL_ActiveTexture(0);
2993 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2994 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2997 void R_Bloom_CopyHDRTexture(void)
2999 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3000 GL_ActiveTexture(0);
3002 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3003 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3006 void R_Bloom_MakeTexture(void)
3009 float xoffset, yoffset, r, brighten;
3011 r_refdef.stats.bloom++;
3013 R_ResetViewRendering2D();
3014 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3015 R_Mesh_ColorPointer(NULL, 0, 0);
3017 // we have a bloom image in the framebuffer
3019 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3021 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3024 r = bound(0, r_bloom_colorexponent.value / x, 1);
3025 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3026 GL_Color(r, r, r, 1);
3027 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3028 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3029 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3030 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3032 // copy the vertically blurred bloom view to a texture
3033 GL_ActiveTexture(0);
3035 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3036 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3039 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3040 brighten = r_bloom_brighten.value;
3042 brighten *= r_hdr_range.value;
3043 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3044 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3046 for (dir = 0;dir < 2;dir++)
3048 // blend on at multiple vertical offsets to achieve a vertical blur
3049 // TODO: do offset blends using GLSL
3050 GL_BlendFunc(GL_ONE, GL_ZERO);
3051 for (x = -range;x <= range;x++)
3053 if (!dir){xoffset = 0;yoffset = x;}
3054 else {xoffset = x;yoffset = 0;}
3055 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3056 yoffset /= (float)r_bloomstate.bloomtextureheight;
3057 // compute a texcoord array with the specified x and y offset
3058 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3059 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3060 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3061 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3062 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3063 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3064 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3065 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3066 // this r value looks like a 'dot' particle, fading sharply to
3067 // black at the edges
3068 // (probably not realistic but looks good enough)
3069 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3070 //r = (dir ? 1.0f : brighten)/(range*2+1);
3071 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3072 GL_Color(r, r, r, 1);
3073 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3074 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 GL_BlendFunc(GL_ONE, GL_ONE);
3078 // copy the vertically blurred bloom view to a texture
3079 GL_ActiveTexture(0);
3081 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3082 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3085 // apply subtract last
3086 // (just like it would be in a GLSL shader)
3087 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3089 GL_BlendFunc(GL_ONE, GL_ZERO);
3090 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3092 GL_Color(1, 1, 1, 1);
3093 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3094 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3096 GL_BlendFunc(GL_ONE, GL_ONE);
3097 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3098 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3099 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3100 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3101 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3102 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3103 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3105 // copy the darkened bloom view to a texture
3106 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3107 GL_ActiveTexture(0);
3109 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3110 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3114 void R_HDR_RenderBloomTexture(void)
3116 int oldwidth, oldheight;
3118 oldwidth = r_view.width;
3119 oldheight = r_view.height;
3120 r_view.width = r_bloomstate.bloomwidth;
3121 r_view.height = r_bloomstate.bloomheight;
3123 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3124 // TODO: add exposure compensation features
3125 // TODO: add fp16 framebuffer support
3127 r_view.showdebug = false;
3128 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3130 r_view.colorscale /= r_hdr_range.value;
3131 r_waterstate.numwaterplanes = 0;
3132 R_RenderScene(r_waterstate.enabled);
3133 r_view.showdebug = true;
3135 R_ResetViewRendering2D();
3137 R_Bloom_CopyHDRTexture();
3138 R_Bloom_MakeTexture();
3140 R_ResetViewRendering3D();
3143 if (r_timereport_active)
3144 R_TimeReport("viewclear");
3146 // restore the view settings
3147 r_view.width = oldwidth;
3148 r_view.height = oldheight;
3151 static void R_BlendView(void)
3153 if (r_bloomstate.enabled && r_bloomstate.hdr)
3155 // render high dynamic range bloom effect
3156 // the bloom texture was made earlier this render, so we just need to
3157 // blend it onto the screen...
3158 R_ResetViewRendering2D();
3159 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3160 R_Mesh_ColorPointer(NULL, 0, 0);
3161 GL_Color(1, 1, 1, 1);
3162 GL_BlendFunc(GL_ONE, GL_ONE);
3163 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3164 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3165 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3166 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3168 else if (r_bloomstate.enabled)
3170 // render simple bloom effect
3171 // copy the screen and shrink it and darken it for the bloom process
3172 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3173 // make the bloom texture
3174 R_Bloom_MakeTexture();
3175 // put the original screen image back in place and blend the bloom
3177 R_ResetViewRendering2D();
3178 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3179 R_Mesh_ColorPointer(NULL, 0, 0);
3180 GL_Color(1, 1, 1, 1);
3181 GL_BlendFunc(GL_ONE, GL_ZERO);
3182 // do both in one pass if possible
3183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3185 if (r_textureunits.integer >= 2 && gl_combine.integer)
3187 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3188 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3189 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3193 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3194 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3195 // now blend on the bloom texture
3196 GL_BlendFunc(GL_ONE, GL_ONE);
3197 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3200 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3201 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3203 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3205 // apply a color tint to the whole view
3206 R_ResetViewRendering2D();
3207 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208 R_Mesh_ColorPointer(NULL, 0, 0);
3209 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3210 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3211 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3215 void R_RenderScene(qboolean addwaterplanes);
3217 matrix4x4_t r_waterscrollmatrix;
3219 void R_UpdateVariables(void)
3223 r_refdef.farclip = 4096;
3224 if (r_refdef.worldmodel)
3225 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3226 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3228 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3229 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3230 r_refdef.polygonfactor = 0;
3231 r_refdef.polygonoffset = 0;
3232 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3233 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3235 r_refdef.rtworld = r_shadow_realtime_world.integer;
3236 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3237 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3238 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3239 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3240 if (r_showsurfaces.integer)
3242 r_refdef.rtworld = false;
3243 r_refdef.rtworldshadows = false;
3244 r_refdef.rtdlight = false;
3245 r_refdef.rtdlightshadows = false;
3246 r_refdef.lightmapintensity = 0;
3249 if (gamemode == GAME_NEHAHRA)
3251 if (gl_fogenable.integer)
3253 r_refdef.oldgl_fogenable = true;
3254 r_refdef.fog_density = gl_fogdensity.value;
3255 r_refdef.fog_red = gl_fogred.value;
3256 r_refdef.fog_green = gl_foggreen.value;
3257 r_refdef.fog_blue = gl_fogblue.value;
3259 else if (r_refdef.oldgl_fogenable)
3261 r_refdef.oldgl_fogenable = false;
3262 r_refdef.fog_density = 0;
3263 r_refdef.fog_red = 0;
3264 r_refdef.fog_green = 0;
3265 r_refdef.fog_blue = 0;
3268 if (r_refdef.fog_density)
3270 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
3271 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3272 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3274 if (r_refdef.fog_density)
3276 r_refdef.fogenabled = true;
3277 // this is the point where the fog reaches 0.9986 alpha, which we
3278 // consider a good enough cutoff point for the texture
3279 // (0.9986 * 256 == 255.6)
3280 r_refdef.fogrange = 400 / r_refdef.fog_density;
3281 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3282 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3283 // fog color was already set
3286 r_refdef.fogenabled = false;
3294 void R_RenderView(void)
3296 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3297 return; //Host_Error ("R_RenderView: NULL worldmodel");
3299 R_Shadow_UpdateWorldLightSelection();
3301 R_Bloom_StartFrame();
3302 R_Water_StartFrame();
3305 if (r_timereport_active)
3306 R_TimeReport("viewsetup");
3308 R_ResetViewRendering3D();
3313 if (r_timereport_active)
3314 R_TimeReport("viewclear");
3316 r_view.clear = true;
3318 r_view.showdebug = true;
3320 // this produces a bloom texture to be used in R_BlendView() later
3322 R_HDR_RenderBloomTexture();
3324 r_view.colorscale = r_hdr_scenebrightness.value;
3325 r_waterstate.numwaterplanes = 0;
3326 R_RenderScene(r_waterstate.enabled);
3329 if (r_timereport_active)
3330 R_TimeReport("blendview");
3332 GL_Scissor(0, 0, vid.width, vid.height);
3333 GL_ScissorTest(false);
3337 extern void R_DrawLightningBeams (void);
3338 extern void VM_CL_AddPolygonsToMeshQueue (void);
3339 extern void R_DrawPortals (void);
3340 extern cvar_t cl_locs_show;
3341 static void R_DrawLocs(void);
3342 static void R_DrawEntityBBoxes(void);
3343 void R_RenderScene(qboolean addwaterplanes)
3347 R_ResetViewRendering3D();
3350 if (r_timereport_active)
3351 R_TimeReport("watervis");
3353 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3355 r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3356 if (r_timereport_active)
3357 R_TimeReport("waterworld");
3360 // don't let sound skip if going slow
3361 if (r_refdef.extraupdate)
3364 R_DrawModelsAddWaterPlanes();
3365 if (r_timereport_active)
3366 R_TimeReport("watermodels");
3368 R_Water_ProcessPlanes();
3369 if (r_timereport_active)
3370 R_TimeReport("waterscenes");
3373 R_ResetViewRendering3D();
3375 // don't let sound skip if going slow
3376 if (r_refdef.extraupdate)
3379 R_MeshQueue_BeginScene();
3384 if (r_timereport_active)
3385 R_TimeReport("visibility");
3387 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3389 if (cl.csqc_vidvars.drawworld)
3391 // don't let sound skip if going slow
3392 if (r_refdef.extraupdate)
3395 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3397 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3398 if (r_timereport_active)
3399 R_TimeReport("worldsky");
3402 if (R_DrawBrushModelsSky() && r_timereport_active)
3403 R_TimeReport("bmodelsky");
3406 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3408 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3409 if (r_timereport_active)
3410 R_TimeReport("worlddepth");
3412 if (r_depthfirst.integer >= 2)
3414 R_DrawModelsDepth();
3415 if (r_timereport_active)
3416 R_TimeReport("modeldepth");
3419 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3421 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3422 if (r_timereport_active)
3423 R_TimeReport("world");
3426 // don't let sound skip if going slow
3427 if (r_refdef.extraupdate)
3431 if (r_timereport_active)
3432 R_TimeReport("models");
3434 // don't let sound skip if going slow
3435 if (r_refdef.extraupdate)
3438 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3440 R_DrawModelShadows();
3442 R_ResetViewRendering3D();
3444 // don't let sound skip if going slow
3445 if (r_refdef.extraupdate)
3449 R_ShadowVolumeLighting(false);
3450 if (r_timereport_active)
3451 R_TimeReport("rtlights");
3453 // don't let sound skip if going slow
3454 if (r_refdef.extraupdate)
3457 if (cl.csqc_vidvars.drawworld)
3459 R_DrawLightningBeams();
3460 if (r_timereport_active)
3461 R_TimeReport("lightning");
3464 if (r_timereport_active)
3465 R_TimeReport("decals");
3468 if (r_timereport_active)
3469 R_TimeReport("particles");
3472 if (r_timereport_active)
3473 R_TimeReport("explosions");
3476 if (gl_support_fragment_shader)
3478 qglUseProgramObjectARB(0);CHECKGLERROR
3480 VM_CL_AddPolygonsToMeshQueue();
3482 if (r_view.showdebug)
3484 if (cl_locs_show.integer)
3487 if (r_timereport_active)
3488 R_TimeReport("showlocs");
3491 if (r_drawportals.integer)
3494 if (r_timereport_active)
3495 R_TimeReport("portals");
3498 if (r_showbboxes.value > 0)
3500 R_DrawEntityBBoxes();
3501 if (r_timereport_active)
3502 R_TimeReport("bboxes");
3506 if (gl_support_fragment_shader)
3508 qglUseProgramObjectARB(0);CHECKGLERROR
3510 R_MeshQueue_RenderTransparent();
3511 if (r_timereport_active)
3512 R_TimeReport("drawtrans");
3514 if (gl_support_fragment_shader)
3516 qglUseProgramObjectARB(0);CHECKGLERROR
3519 if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3521 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3522 if (r_timereport_active)
3523 R_TimeReport("worlddebug");
3524 R_DrawModelsDebug();
3525 if (r_timereport_active)
3526 R_TimeReport("modeldebug");
3529 if (gl_support_fragment_shader)
3531 qglUseProgramObjectARB(0);CHECKGLERROR
3534 if (cl.csqc_vidvars.drawworld)
3537 if (r_timereport_active)
3538 R_TimeReport("coronas");
3541 // don't let sound skip if going slow
3542 if (r_refdef.extraupdate)
3545 R_ResetViewRendering2D();
3548 static const int bboxelements[36] =
3558 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3561 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3562 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3563 GL_DepthMask(false);
3564 GL_DepthRange(0, 1);
3565 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3566 R_Mesh_Matrix(&identitymatrix);
3567 R_Mesh_ResetTextureState();
3569 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3570 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3571 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3572 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3573 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3574 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3575 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3576 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3577 R_FillColors(color4f, 8, cr, cg, cb, ca);
3578 if (r_refdef.fogenabled)
3580 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3582 f1 = FogPoint_World(v);
3584 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3585 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3586 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3589 R_Mesh_VertexPointer(vertex3f, 0, 0);
3590 R_Mesh_ColorPointer(color4f, 0, 0);
3591 R_Mesh_ResetTextureState();
3592 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3595 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3599 prvm_edict_t *edict;
3600 // this function draws bounding boxes of server entities
3604 for (i = 0;i < numsurfaces;i++)
3606 edict = PRVM_EDICT_NUM(surfacelist[i]);
3607 switch ((int)edict->fields.server->solid)
3609 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3610 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3611 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3612 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3613 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3614 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3616 color[3] *= r_showbboxes.value;
3617 color[3] = bound(0, color[3], 1);
3618 GL_DepthTest(!r_showdisabledepthtest.integer);
3619 GL_CullFace(r_view.cullface_front);
3620 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3625 static void R_DrawEntityBBoxes(void)
3628 prvm_edict_t *edict;
3630 // this function draws bounding boxes of server entities
3634 for (i = 0;i < prog->num_edicts;i++)
3636 edict = PRVM_EDICT_NUM(i);
3637 if (edict->priv.server->free)
3639 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3640 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3645 int nomodelelements[24] =
3657 float nomodelvertex3f[6*3] =
3667 float nomodelcolor4f[6*4] =
3669 0.0f, 0.0f, 0.5f, 1.0f,
3670 0.0f, 0.0f, 0.5f, 1.0f,
3671 0.0f, 0.5f, 0.0f, 1.0f,
3672 0.0f, 0.5f, 0.0f, 1.0f,
3673 0.5f, 0.0f, 0.0f, 1.0f,
3674 0.5f, 0.0f, 0.0f, 1.0f
3677 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3682 // this is only called once per entity so numsurfaces is always 1, and
3683 // surfacelist is always {0}, so this code does not handle batches
3684 R_Mesh_Matrix(&ent->matrix);
3686 if (ent->flags & EF_ADDITIVE)
3688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3689 GL_DepthMask(false);
3691 else if (ent->alpha < 1)
3693 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3694 GL_DepthMask(false);
3698 GL_BlendFunc(GL_ONE, GL_ZERO);
3701 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3702 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3703 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3704 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3705 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3706 if (r_refdef.fogenabled)
3709 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3710 R_Mesh_ColorPointer(color4f, 0, 0);
3711 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3712 f1 = FogPoint_World(org);
3714 for (i = 0, c = color4f;i < 6;i++, c += 4)
3716 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3717 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3718 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3722 else if (ent->alpha != 1)
3724 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3725 R_Mesh_ColorPointer(color4f, 0, 0);
3726 for (i = 0, c = color4f;i < 6;i++, c += 4)
3730 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3731 R_Mesh_ResetTextureState();
3732 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3735 void R_DrawNoModel(entity_render_t *ent)
3738 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3739 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3740 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3742 // R_DrawNoModelCallback(ent, 0);
3745 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3747 vec3_t right1, right2, diff, normal;
3749 VectorSubtract (org2, org1, normal);
3751 // calculate 'right' vector for start
3752 VectorSubtract (r_view.origin, org1, diff);
3753 CrossProduct (normal, diff, right1);
3754 VectorNormalize (right1);
3756 // calculate 'right' vector for end
3757 VectorSubtract (r_view.origin, org2, diff);
3758 CrossProduct (normal, diff, right2);
3759 VectorNormalize (right2);
3761 vert[ 0] = org1[0] + width * right1[0];
3762 vert[ 1] = org1[1] + width * right1[1];
3763 vert[ 2] = org1[2] + width * right1[2];
3764 vert[ 3] = org1[0] - width * right1[0];
3765 vert[ 4] = org1[1] - width * right1[1];
3766 vert[ 5] = org1[2] - width * right1[2];
3767 vert[ 6] = org2[0] - width * right2[0];
3768 vert[ 7] = org2[1] - width * right2[1];
3769 vert[ 8] = org2[2] - width * right2[2];
3770 vert[ 9] = org2[0] + width * right2[0];
3771 vert[10] = org2[1] + width * right2[1];
3772 vert[11] = org2[2] + width * right2[2];
3775 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3777 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3782 if (r_refdef.fogenabled)
3783 fog = FogPoint_World(origin);
3785 R_Mesh_Matrix(&identitymatrix);
3786 GL_BlendFunc(blendfunc1, blendfunc2);
3792 GL_CullFace(r_view.cullface_front);
3795 GL_CullFace(r_view.cullface_back);
3797 GL_DepthMask(false);
3798 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3799 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3800 GL_DepthTest(!depthdisable);
3802 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3803 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3804 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3805 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3806 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3807 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3808 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3809 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3810 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3811 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3812 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3813 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3815 R_Mesh_VertexPointer(vertex3f, 0, 0);
3816 R_Mesh_ColorPointer(NULL, 0, 0);
3817 R_Mesh_ResetTextureState();
3818 R_Mesh_TexBind(0, R_GetTexture(texture));
3819 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3820 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3821 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3822 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3824 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3826 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3827 GL_BlendFunc(blendfunc1, GL_ONE);
3829 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3830 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3834 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3839 VectorSet(v, x, y, z);
3840 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3841 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3843 if (i == mesh->numvertices)
3845 if (mesh->numvertices < mesh->maxvertices)
3847 VectorCopy(v, vertex3f);
3848 mesh->numvertices++;
3850 return mesh->numvertices;
3856 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3860 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3861 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3862 e = mesh->element3i + mesh->numtriangles * 3;
3863 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3865 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3866 if (mesh->numtriangles < mesh->maxtriangles)
3871 mesh->numtriangles++;
3873 element[1] = element[2];
3877 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3881 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3882 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3883 e = mesh->element3i + mesh->numtriangles * 3;
3884 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3886 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3887 if (mesh->numtriangles < mesh->maxtriangles)
3892 mesh->numtriangles++;
3894 element[1] = element[2];
3898 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3899 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3901 int planenum, planenum2;
3904 mplane_t *plane, *plane2;
3906 double temppoints[2][256*3];
3907 // figure out how large a bounding box we need to properly compute this brush
3909 for (w = 0;w < numplanes;w++)
3910 maxdist = max(maxdist, planes[w].dist);
3911 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3912 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3913 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3917 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3918 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3920 if (planenum2 == planenum)
3922 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);
3925 if (tempnumpoints < 3)
3927 // generate elements forming a triangle fan for this polygon
3928 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3932 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)
3934 texturelayer_t *layer;
3935 layer = t->currentlayers + t->currentnumlayers++;
3937 layer->depthmask = depthmask;
3938 layer->blendfunc1 = blendfunc1;
3939 layer->blendfunc2 = blendfunc2;
3940 layer->texture = texture;
3941 layer->texmatrix = *matrix;
3942 layer->color[0] = r * r_view.colorscale;
3943 layer->color[1] = g * r_view.colorscale;
3944 layer->color[2] = b * r_view.colorscale;
3945 layer->color[3] = a;
3948 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3951 index = parms[2] + r_refdef.time * parms[3];
3952 index -= floor(index);
3956 case Q3WAVEFUNC_NONE:
3957 case Q3WAVEFUNC_NOISE:
3958 case Q3WAVEFUNC_COUNT:
3961 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3962 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3963 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3964 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3965 case Q3WAVEFUNC_TRIANGLE:
3967 f = index - floor(index);
3978 return (float)(parms[0] + parms[1] * f);
3981 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3984 model_t *model = ent->model;
3987 q3shaderinfo_layer_tcmod_t *tcmod;
3989 // switch to an alternate material if this is a q1bsp animated material
3991 texture_t *texture = t;
3992 int s = ent->skinnum;
3993 if ((unsigned int)s >= (unsigned int)model->numskins)
3995 if (model->skinscenes)
3997 if (model->skinscenes[s].framecount > 1)
3998 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4000 s = model->skinscenes[s].firstframe;
4003 t = t + s * model->num_surfaces;
4006 // use an alternate animation if the entity's frame is not 0,
4007 // and only if the texture has an alternate animation
4008 if (ent->frame2 != 0 && t->anim_total[1])
4009 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4011 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4013 texture->currentframe = t;
4016 // update currentskinframe to be a qw skin or animation frame
4017 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4019 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4021 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4022 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4023 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4025 t->currentskinframe = r_qwskincache_skinframe[i];
4026 if (t->currentskinframe == NULL)
4027 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4029 else if (t->numskinframes >= 2)
4030 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4031 if (t->backgroundnumskinframes >= 2)
4032 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4034 t->currentmaterialflags = t->basematerialflags;
4035 t->currentalpha = ent->alpha;
4036 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4038 t->currentalpha *= r_wateralpha.value;
4040 * FIXME what is this supposed to do?
4041 // if rendering refraction/reflection, disable transparency
4042 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4043 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4046 if(!r_waterstate.enabled)
4047 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4048 if (!(ent->flags & RENDER_LIGHT))
4049 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4050 else if (rsurface.modeltexcoordlightmap2f == NULL)
4052 // pick a model lighting mode
4053 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4054 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4056 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4058 if (ent->effects & EF_ADDITIVE)
4059 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4060 else if (t->currentalpha < 1)
4061 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4062 if (ent->effects & EF_DOUBLESIDED)
4063 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4064 if (ent->effects & EF_NODEPTHTEST)
4065 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4066 if (ent->flags & RENDER_VIEWMODEL)
4067 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4068 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4069 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4071 // make sure that the waterscroll matrix is used on water surfaces when
4072 // there is no tcmod
4073 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4074 t->currenttexmatrix = r_waterscrollmatrix;
4076 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4079 switch(tcmod->tcmod)
4083 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4084 matrix = r_waterscrollmatrix;
4086 matrix = identitymatrix;
4088 case Q3TCMOD_ENTITYTRANSLATE:
4089 // this is used in Q3 to allow the gamecode to control texcoord
4090 // scrolling on the entity, which is not supported in darkplaces yet.
4091 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4093 case Q3TCMOD_ROTATE:
4094 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4095 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4096 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4099 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4101 case Q3TCMOD_SCROLL:
4102 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4104 case Q3TCMOD_STRETCH:
4105 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4106 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4108 case Q3TCMOD_TRANSFORM:
4109 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4110 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4111 VectorSet(tcmat + 6, 0 , 0 , 1);
4112 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4113 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4115 case Q3TCMOD_TURBULENT:
4116 // this is handled in the RSurf_PrepareVertices function
4117 matrix = identitymatrix;
4120 // either replace or concatenate the transformation
4122 t->currenttexmatrix = matrix;
4125 matrix4x4_t temp = t->currenttexmatrix;
4126 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4130 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4131 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4132 t->glosstexture = r_texture_black;
4133 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4134 t->backgroundglosstexture = r_texture_black;
4135 t->specularpower = r_shadow_glossexponent.value;
4136 // TODO: store reference values for these in the texture?
4137 t->specularscale = 0;
4138 if (r_shadow_gloss.integer > 0)
4140 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4142 if (r_shadow_glossintensity.value > 0)
4144 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4145 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4146 t->specularscale = r_shadow_glossintensity.value;
4149 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4151 t->glosstexture = r_texture_white;
4152 t->backgroundglosstexture = r_texture_white;
4153 t->specularscale = r_shadow_gloss2intensity.value;
4157 // lightmaps mode looks bad with dlights using actual texturing, so turn
4158 // off the colormap and glossmap, but leave the normalmap on as it still
4159 // accurately represents the shading involved
4160 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4162 t->basetexture = r_texture_white;
4163 t->specularscale = 0;
4166 t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4167 t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4168 // submodels are biased to avoid z-fighting with world surfaces that they
4169 // may be exactly overlapping (avoids z-fighting artifacts on certain
4170 // doors and things in Quake maps)
4171 if (ent->model->brush.submodel)
4173 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4174 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4177 VectorClear(t->dlightcolor);
4178 t->currentnumlayers = 0;
4179 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4181 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4183 int blendfunc1, blendfunc2, depthmask;
4184 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4186 blendfunc1 = GL_SRC_ALPHA;
4187 blendfunc2 = GL_ONE;
4189 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4191 blendfunc1 = GL_SRC_ALPHA;
4192 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4194 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4196 blendfunc1 = t->customblendfunc[0];
4197 blendfunc2 = t->customblendfunc[1];
4201 blendfunc1 = GL_ONE;
4202 blendfunc2 = GL_ZERO;
4204 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4205 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4207 rtexture_t *currentbasetexture;
4209 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4210 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4211 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4212 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4214 // fullbright is not affected by r_refdef.lightmapintensity
4215 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4216 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4217 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4218 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4219 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4224 // set the color tint used for lights affecting this surface
4225 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4227 // q3bsp has no lightmap updates, so the lightstylevalue that
4228 // would normally be baked into the lightmap must be
4229 // applied to the color
4230 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4231 if (ent->model->type == mod_brushq3)
4232 colorscale *= r_refdef.rtlightstylevalue[0];
4233 colorscale *= r_refdef.lightmapintensity;
4234 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4235 if (r_ambient.value >= (1.0f/64.0f))
4236 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4237 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4239 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4240 if (r_ambient.value >= (1.0f/64.0f))
4241 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4243 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4245 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4246 if (r_ambient.value >= (1.0f/64.0f))
4247 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4250 if (t->currentskinframe->glow != NULL)
4251 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4252 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4254 // if this is opaque use alpha blend which will darken the earlier
4257 // if this is an alpha blended material, all the earlier passes
4258 // were darkened by fog already, so we only need to add the fog
4259 // color ontop through the fog mask texture
4261 // if this is an additive blended material, all the earlier passes
4262 // were darkened by fog already, and we should not add fog color
4263 // (because the background was not darkened, there is no fog color
4264 // that was lost behind it).
4265 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4272 void R_UpdateAllTextureInfo(entity_render_t *ent)
4276 for (i = 0;i < ent->model->num_texturesperskin;i++)
4277 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4280 rsurfacestate_t rsurface;
4282 void R_Mesh_ResizeArrays(int newvertices)
4285 if (rsurface.array_size >= newvertices)
4287 if (rsurface.array_modelvertex3f)
4288 Mem_Free(rsurface.array_modelvertex3f);
4289 rsurface.array_size = (newvertices + 1023) & ~1023;
4290 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4291 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4292 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4293 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4294 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4295 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4296 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4297 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4298 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4299 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4300 rsurface.array_color4f = base + rsurface.array_size * 27;
4301 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4304 void RSurf_CleanUp(void)
4307 if (rsurface.mode == RSURFMODE_GLSL)
4309 qglUseProgramObjectARB(0);CHECKGLERROR
4311 GL_AlphaTest(false);
4312 rsurface.mode = RSURFMODE_NONE;
4313 rsurface.uselightmaptexture = false;
4314 rsurface.texture = NULL;
4317 void RSurf_ActiveWorldEntity(void)
4319 model_t *model = r_refdef.worldmodel;
4321 if (rsurface.array_size < model->surfmesh.num_vertices)
4322 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4323 rsurface.matrix = identitymatrix;
4324 rsurface.inversematrix = identitymatrix;
4325 R_Mesh_Matrix(&identitymatrix);
4326 VectorCopy(r_view.origin, rsurface.modelorg);
4327 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4328 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4329 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4330 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4331 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4332 rsurface.frameblend[0].frame = 0;
4333 rsurface.frameblend[0].lerp = 1;
4334 rsurface.frameblend[1].frame = 0;
4335 rsurface.frameblend[1].lerp = 0;
4336 rsurface.frameblend[2].frame = 0;
4337 rsurface.frameblend[2].lerp = 0;
4338 rsurface.frameblend[3].frame = 0;
4339 rsurface.frameblend[3].lerp = 0;
4340 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4341 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4342 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4343 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4344 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4345 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4346 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4347 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4348 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4349 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4350 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4351 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4352 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4353 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4354 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4355 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4356 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4357 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4358 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4359 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4360 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4361 rsurface.modelelement3i = model->surfmesh.data_element3i;
4362 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4363 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4364 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4365 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4366 rsurface.modelsurfaces = model->data_surfaces;
4367 rsurface.generatedvertex = false;
4368 rsurface.vertex3f = rsurface.modelvertex3f;
4369 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4370 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4371 rsurface.svector3f = rsurface.modelsvector3f;
4372 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4373 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4374 rsurface.tvector3f = rsurface.modeltvector3f;
4375 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4376 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4377 rsurface.normal3f = rsurface.modelnormal3f;
4378 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4379 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4380 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4383 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4385 model_t *model = ent->model;
4387 if (rsurface.array_size < model->surfmesh.num_vertices)
4388 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4389 rsurface.matrix = ent->matrix;
4390 rsurface.inversematrix = ent->inversematrix;
4391 R_Mesh_Matrix(&rsurface.matrix);
4392 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4393 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4394 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4395 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4396 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4397 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4398 rsurface.frameblend[0] = ent->frameblend[0];
4399 rsurface.frameblend[1] = ent->frameblend[1];
4400 rsurface.frameblend[2] = ent->frameblend[2];
4401 rsurface.frameblend[3] = ent->frameblend[3];
4402 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4406 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4407 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4408 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4409 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4410 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4412 else if (wantnormals)
4414 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4415 rsurface.modelsvector3f = NULL;
4416 rsurface.modeltvector3f = NULL;
4417 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4418 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4422 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4423 rsurface.modelsvector3f = NULL;
4424 rsurface.modeltvector3f = NULL;
4425 rsurface.modelnormal3f = NULL;
4426 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4428 rsurface.modelvertex3f_bufferobject = 0;
4429 rsurface.modelvertex3f_bufferoffset = 0;
4430 rsurface.modelsvector3f_bufferobject = 0;
4431 rsurface.modelsvector3f_bufferoffset = 0;
4432 rsurface.modeltvector3f_bufferobject = 0;
4433 rsurface.modeltvector3f_bufferoffset = 0;
4434 rsurface.modelnormal3f_bufferobject = 0;
4435 rsurface.modelnormal3f_bufferoffset = 0;
4436 rsurface.generatedvertex = true;
4440 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4441 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4442 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4443 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4444 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4445 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4446 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4447 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4448 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4449 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4450 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4451 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4452 rsurface.generatedvertex = false;
4454 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4455 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4456 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4457 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4458 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4459 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4460 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4461 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4462 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4463 rsurface.modelelement3i = model->surfmesh.data_element3i;
4464 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4465 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4466 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4467 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4468 rsurface.modelsurfaces = model->data_surfaces;
4469 rsurface.vertex3f = rsurface.modelvertex3f;
4470 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4471 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4472 rsurface.svector3f = rsurface.modelsvector3f;
4473 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4474 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4475 rsurface.tvector3f = rsurface.modeltvector3f;
4476 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4477 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4478 rsurface.normal3f = rsurface.modelnormal3f;
4479 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4480 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4481 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4484 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4485 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4488 int texturesurfaceindex;
4493 const float *v1, *in_tc;
4495 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4497 q3shaderinfo_deform_t *deform;
4498 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4499 if (rsurface.generatedvertex)
4501 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4502 generatenormals = true;
4503 for (i = 0;i < Q3MAXDEFORMS;i++)
4505 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4507 generatetangents = true;
4508 generatenormals = true;
4510 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4511 generatenormals = true;
4513 if (generatenormals && !rsurface.modelnormal3f)
4515 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4516 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4517 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4518 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4520 if (generatetangents && !rsurface.modelsvector3f)
4522 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4523 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4524 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4525 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4526 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4527 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4528 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4531 rsurface.vertex3f = rsurface.modelvertex3f;
4532 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4533 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4534 rsurface.svector3f = rsurface.modelsvector3f;
4535 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4536 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4537 rsurface.tvector3f = rsurface.modeltvector3f;
4538 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4539 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4540 rsurface.normal3f = rsurface.modelnormal3f;
4541 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4542 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4543 // if vertices are deformed (sprite flares and things in maps, possibly
4544 // water waves, bulges and other deformations), generate them into
4545 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4546 // (may be static model data or generated data for an animated model, or
4547 // the previous deform pass)
4548 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4550 switch (deform->deform)
4553 case Q3DEFORM_PROJECTIONSHADOW:
4554 case Q3DEFORM_TEXT0:
4555 case Q3DEFORM_TEXT1:
4556 case Q3DEFORM_TEXT2:
4557 case Q3DEFORM_TEXT3:
4558 case Q3DEFORM_TEXT4:
4559 case Q3DEFORM_TEXT5:
4560 case Q3DEFORM_TEXT6:
4561 case Q3DEFORM_TEXT7:
4564 case Q3DEFORM_AUTOSPRITE:
4565 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4566 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4567 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4568 VectorNormalize(newforward);
4569 VectorNormalize(newright);
4570 VectorNormalize(newup);
4571 // make deformed versions of only the model vertices used by the specified surfaces
4572 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4574 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4575 // a single autosprite surface can contain multiple sprites...
4576 for (j = 0;j < surface->num_vertices - 3;j += 4)
4578 VectorClear(center);
4579 for (i = 0;i < 4;i++)
4580 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4581 VectorScale(center, 0.25f, center);
4582 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4583 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4584 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4585 for (i = 0;i < 4;i++)
4587 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4588 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4591 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4592 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4594 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4595 rsurface.vertex3f_bufferobject = 0;
4596 rsurface.vertex3f_bufferoffset = 0;
4597 rsurface.svector3f = rsurface.array_deformedsvector3f;
4598 rsurface.svector3f_bufferobject = 0;
4599 rsurface.svector3f_bufferoffset = 0;
4600 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4601 rsurface.tvector3f_bufferobject = 0;
4602 rsurface.tvector3f_bufferoffset = 0;
4603 rsurface.normal3f = rsurface.array_deformednormal3f;
4604 rsurface.normal3f_bufferobject = 0;
4605 rsurface.normal3f_bufferoffset = 0;
4607 case Q3DEFORM_AUTOSPRITE2:
4608 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4609 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4610 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4611 VectorNormalize(newforward);
4612 VectorNormalize(newright);
4613 VectorNormalize(newup);
4614 // make deformed versions of only the model vertices used by the specified surfaces
4615 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4617 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4618 const float *v1, *v2;
4628 memset(shortest, 0, sizeof(shortest));
4629 // a single autosprite surface can contain multiple sprites...
4630 for (j = 0;j < surface->num_vertices - 3;j += 4)
4632 VectorClear(center);
4633 for (i = 0;i < 4;i++)
4634 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4635 VectorScale(center, 0.25f, center);
4636 // find the two shortest edges, then use them to define the
4637 // axis vectors for rotating around the central axis
4638 for (i = 0;i < 6;i++)
4640 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4641 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4643 Debug_PolygonBegin(NULL, 0, false, 0);
4644 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4645 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4646 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4649 l = VectorDistance2(v1, v2);
4650 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4652 l += (1.0f / 1024.0f);
4653 if (shortest[0].length2 > l || i == 0)
4655 shortest[1] = shortest[0];
4656 shortest[0].length2 = l;
4657 shortest[0].v1 = v1;
4658 shortest[0].v2 = v2;
4660 else if (shortest[1].length2 > l || i == 1)
4662 shortest[1].length2 = l;
4663 shortest[1].v1 = v1;
4664 shortest[1].v2 = v2;
4667 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4668 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4670 Debug_PolygonBegin(NULL, 0, false, 0);
4671 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4672 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4673 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4676 // this calculates the right vector from the shortest edge
4677 // and the up vector from the edge midpoints
4678 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4679 VectorNormalize(right);
4680 VectorSubtract(end, start, up);
4681 VectorNormalize(up);
4682 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4683 //VectorSubtract(rsurface.modelorg, center, forward);
4684 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4685 VectorNegate(forward, forward);
4686 VectorReflect(forward, 0, up, forward);
4687 VectorNormalize(forward);
4688 CrossProduct(up, forward, newright);
4689 VectorNormalize(newright);
4691 Debug_PolygonBegin(NULL, 0, false, 0);
4692 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4693 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4694 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4698 Debug_PolygonBegin(NULL, 0, false, 0);
4699 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4700 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4701 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4704 // rotate the quad around the up axis vector, this is made
4705 // especially easy by the fact we know the quad is flat,
4706 // so we only have to subtract the center position and
4707 // measure distance along the right vector, and then
4708 // multiply that by the newright vector and add back the
4710 // we also need to subtract the old position to undo the
4711 // displacement from the center, which we do with a
4712 // DotProduct, the subtraction/addition of center is also
4713 // optimized into DotProducts here
4714 l = DotProduct(right, center);
4715 for (i = 0;i < 4;i++)
4717 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4718 f = DotProduct(right, v1) - l;
4719 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4722 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4723 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4725 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4726 rsurface.vertex3f_bufferobject = 0;
4727 rsurface.vertex3f_bufferoffset = 0;
4728 rsurface.svector3f = rsurface.array_deformedsvector3f;
4729 rsurface.svector3f_bufferobject = 0;
4730 rsurface.svector3f_bufferoffset = 0;
4731 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4732 rsurface.tvector3f_bufferobject = 0;
4733 rsurface.tvector3f_bufferoffset = 0;
4734 rsurface.normal3f = rsurface.array_deformednormal3f;
4735 rsurface.normal3f_bufferobject = 0;
4736 rsurface.normal3f_bufferoffset = 0;
4738 case Q3DEFORM_NORMAL:
4739 // deform the normals to make reflections wavey
4740 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4742 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4743 for (j = 0;j < surface->num_vertices;j++)
4746 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4747 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4748 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4749 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4750 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4751 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4752 VectorNormalize(normal);
4754 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4756 rsurface.svector3f = rsurface.array_deformedsvector3f;
4757 rsurface.svector3f_bufferobject = 0;
4758 rsurface.svector3f_bufferoffset = 0;
4759 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4760 rsurface.tvector3f_bufferobject = 0;
4761 rsurface.tvector3f_bufferoffset = 0;
4762 rsurface.normal3f = rsurface.array_deformednormal3f;
4763 rsurface.normal3f_bufferobject = 0;
4764 rsurface.normal3f_bufferoffset = 0;
4767 // deform vertex array to make wavey water and flags and such
4768 waveparms[0] = deform->waveparms[0];
4769 waveparms[1] = deform->waveparms[1];
4770 waveparms[2] = deform->waveparms[2];
4771 waveparms[3] = deform->waveparms[3];
4772 // this is how a divisor of vertex influence on deformation
4773 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4774 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4778 for (j = 0;j < surface->num_vertices;j++)
4780 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4781 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4782 // if the wavefunc depends on time, evaluate it per-vertex
4785 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4786 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4788 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4791 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4792 rsurface.vertex3f_bufferobject = 0;
4793 rsurface.vertex3f_bufferoffset = 0;
4795 case Q3DEFORM_BULGE:
4796 // deform vertex array to make the surface have moving bulges
4797 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4799 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4800 for (j = 0;j < surface->num_vertices;j++)
4802 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4803 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4806 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4807 rsurface.vertex3f_bufferobject = 0;
4808 rsurface.vertex3f_bufferoffset = 0;
4811 // deform vertex array
4812 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4813 VectorScale(deform->parms, scale, waveparms);
4814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4816 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4817 for (j = 0;j < surface->num_vertices;j++)
4818 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4820 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4821 rsurface.vertex3f_bufferobject = 0;
4822 rsurface.vertex3f_bufferoffset = 0;
4826 // generate texcoords based on the chosen texcoord source
4827 switch(rsurface.texture->tcgen.tcgen)
4830 case Q3TCGEN_TEXTURE:
4831 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4832 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4833 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4835 case Q3TCGEN_LIGHTMAP:
4836 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4837 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4838 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4840 case Q3TCGEN_VECTOR:
4841 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4843 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4844 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4846 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4847 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4850 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4851 rsurface.texcoordtexture2f_bufferobject = 0;
4852 rsurface.texcoordtexture2f_bufferoffset = 0;
4854 case Q3TCGEN_ENVIRONMENT:
4855 // make environment reflections using a spheremap
4856 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4858 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4859 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4860 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4861 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4862 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4864 float l, d, eyedir[3];
4865 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4866 l = 0.5f / VectorLength(eyedir);
4867 d = DotProduct(normal, eyedir)*2;
4868 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4869 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4872 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4873 rsurface.texcoordtexture2f_bufferobject = 0;
4874 rsurface.texcoordtexture2f_bufferoffset = 0;
4877 // the only tcmod that needs software vertex processing is turbulent, so
4878 // check for it here and apply the changes if needed
4879 // and we only support that as the first one
4880 // (handling a mixture of turbulent and other tcmods would be problematic
4881 // without punting it entirely to a software path)
4882 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4884 amplitude = rsurface.texture->tcmods[0].parms[1];
4885 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4888 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4889 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
4891 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4892 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4895 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4896 rsurface.texcoordtexture2f_bufferobject = 0;
4897 rsurface.texcoordtexture2f_bufferoffset = 0;
4899 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4900 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4901 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4902 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4905 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4908 const msurface_t *surface = texturesurfacelist[0];
4909 const msurface_t *surface2;
4914 // TODO: lock all array ranges before render, rather than on each surface
4915 if (texturenumsurfaces == 1)
4917 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4918 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4920 else if (r_batchmode.integer == 2)
4922 #define MAXBATCHTRIANGLES 4096
4923 int batchtriangles = 0;
4924 int batchelements[MAXBATCHTRIANGLES*3];
4925 for (i = 0;i < texturenumsurfaces;i = j)
4927 surface = texturesurfacelist[i];
4929 if (surface->num_triangles > MAXBATCHTRIANGLES)
4931 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4934 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4935 batchtriangles = surface->num_triangles;
4936 firstvertex = surface->num_firstvertex;
4937 endvertex = surface->num_firstvertex + surface->num_vertices;
4938 for (;j < texturenumsurfaces;j++)
4940 surface2 = texturesurfacelist[j];
4941 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4943 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4944 batchtriangles += surface2->num_triangles;
4945 firstvertex = min(firstvertex, surface2->num_firstvertex);
4946 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4948 surface2 = texturesurfacelist[j-1];
4949 numvertices = endvertex - firstvertex;
4950 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4953 else if (r_batchmode.integer == 1)
4955 for (i = 0;i < texturenumsurfaces;i = j)
4957 surface = texturesurfacelist[i];
4958 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4959 if (texturesurfacelist[j] != surface2)
4961 surface2 = texturesurfacelist[j-1];
4962 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4963 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4964 GL_LockArrays(surface->num_firstvertex, numvertices);
4965 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4970 for (i = 0;i < texturenumsurfaces;i++)
4972 surface = texturesurfacelist[i];
4973 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4974 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4979 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4981 int i, planeindex, vertexindex;
4985 r_waterstate_waterplane_t *p, *bestp;
4986 msurface_t *surface;
4987 if (r_waterstate.renderingscene)
4989 for (i = 0;i < texturenumsurfaces;i++)
4991 surface = texturesurfacelist[i];
4992 if (lightmaptexunit >= 0)
4993 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4994 if (deluxemaptexunit >= 0)
4995 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4996 // pick the closest matching water plane
4999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5002 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5004 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5005 d += fabs(PlaneDiff(vert, &p->plane));
5007 if (bestd > d || !bestp)
5015 if (refractiontexunit >= 0)
5016 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5017 if (reflectiontexunit >= 0)
5018 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5022 if (refractiontexunit >= 0)
5023 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5024 if (reflectiontexunit >= 0)
5025 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5027 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5028 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5032 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5036 const msurface_t *surface = texturesurfacelist[0];
5037 const msurface_t *surface2;
5042 // TODO: lock all array ranges before render, rather than on each surface
5043 if (texturenumsurfaces == 1)
5045 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5046 if (deluxemaptexunit >= 0)
5047 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5048 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5049 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5051 else if (r_batchmode.integer == 2)
5053 #define MAXBATCHTRIANGLES 4096
5054 int batchtriangles = 0;
5055 int batchelements[MAXBATCHTRIANGLES*3];
5056 for (i = 0;i < texturenumsurfaces;i = j)
5058 surface = texturesurfacelist[i];
5059 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5060 if (deluxemaptexunit >= 0)
5061 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5063 if (surface->num_triangles > MAXBATCHTRIANGLES)
5065 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5068 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5069 batchtriangles = surface->num_triangles;
5070 firstvertex = surface->num_firstvertex;
5071 endvertex = surface->num_firstvertex + surface->num_vertices;
5072 for (;j < texturenumsurfaces;j++)
5074 surface2 = texturesurfacelist[j];
5075 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5077 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5078 batchtriangles += surface2->num_triangles;
5079 firstvertex = min(firstvertex, surface2->num_firstvertex);
5080 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5082 surface2 = texturesurfacelist[j-1];
5083 numvertices = endvertex - firstvertex;
5084 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5087 else if (r_batchmode.integer == 1)
5090 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5091 for (i = 0;i < texturenumsurfaces;i = j)
5093 surface = texturesurfacelist[i];
5094 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5095 if (texturesurfacelist[j] != surface2)
5097 Con_Printf(" %i", j - i);
5100 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5102 for (i = 0;i < texturenumsurfaces;i = j)
5104 surface = texturesurfacelist[i];
5105 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5106 if (deluxemaptexunit >= 0)
5107 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5108 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5109 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5112 Con_Printf(" %i", j - i);
5114 surface2 = texturesurfacelist[j-1];
5115 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5116 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5117 GL_LockArrays(surface->num_firstvertex, numvertices);
5118 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5126 for (i = 0;i < texturenumsurfaces;i++)
5128 surface = texturesurfacelist[i];
5129 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5130 if (deluxemaptexunit >= 0)
5131 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5132 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5133 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5138 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5141 int texturesurfaceindex;
5142 if (r_showsurfaces.integer == 2)
5144 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5146 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5147 for (j = 0;j < surface->num_triangles;j++)
5149 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5150 GL_Color(f, f, f, 1);
5151 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5157 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5159 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5160 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5161 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5162 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5163 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5168 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5170 int texturesurfaceindex;
5174 if (rsurface.lightmapcolor4f)
5176 // generate color arrays for the surfaces in this list
5177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5179 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5180 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5182 f = FogPoint_Model(v);
5192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5197 f = FogPoint_Model(v);
5205 rsurface.lightmapcolor4f = rsurface.array_color4f;
5206 rsurface.lightmapcolor4f_bufferobject = 0;
5207 rsurface.lightmapcolor4f_bufferoffset = 0;
5210 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5212 int texturesurfaceindex;
5215 if (!rsurface.lightmapcolor4f)
5217 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5220 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5228 rsurface.lightmapcolor4f = rsurface.array_color4f;
5229 rsurface.lightmapcolor4f_bufferobject = 0;
5230 rsurface.lightmapcolor4f_bufferoffset = 0;
5233 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5236 rsurface.lightmapcolor4f = NULL;
5237 rsurface.lightmapcolor4f_bufferobject = 0;
5238 rsurface.lightmapcolor4f_bufferoffset = 0;
5239 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5240 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5241 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5242 GL_Color(r, g, b, a);
5243 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5246 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5248 // TODO: optimize applyfog && applycolor case
5249 // just apply fog if necessary, and tint the fog color array if necessary
5250 rsurface.lightmapcolor4f = NULL;
5251 rsurface.lightmapcolor4f_bufferobject = 0;
5252 rsurface.lightmapcolor4f_bufferoffset = 0;
5253 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5254 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5255 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5256 GL_Color(r, g, b, a);
5257 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5260 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5262 int texturesurfaceindex;
5266 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5268 // generate color arrays for the surfaces in this list
5269 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5271 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5272 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5274 if (surface->lightmapinfo->samples)
5276 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5277 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5278 VectorScale(lm, scale, c);
5279 if (surface->lightmapinfo->styles[1] != 255)
5281 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5283 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5284 VectorMA(c, scale, lm, c);
5285 if (surface->lightmapinfo->styles[2] != 255)
5288 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5289 VectorMA(c, scale, lm, c);
5290 if (surface->lightmapinfo->styles[3] != 255)
5293 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5294 VectorMA(c, scale, lm, c);
5304 rsurface.lightmapcolor4f = rsurface.array_color4f;
5305 rsurface.lightmapcolor4f_bufferobject = 0;
5306 rsurface.lightmapcolor4f_bufferoffset = 0;
5310 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5311 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5312 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5314 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5315 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5316 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5317 GL_Color(r, g, b, a);
5318 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5321 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5323 int texturesurfaceindex;
5327 vec3_t ambientcolor;
5328 vec3_t diffusecolor;
5332 VectorCopy(rsurface.modellight_lightdir, lightdir);
5333 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5334 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5335 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5336 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5337 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5338 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5339 if (VectorLength2(diffusecolor) > 0)
5341 // generate color arrays for the surfaces in this list
5342 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5344 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5345 int numverts = surface->num_vertices;
5346 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5347 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5348 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5349 // q3-style directional shading
5350 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5352 if ((f = DotProduct(c2, lightdir)) > 0)
5353 VectorMA(ambientcolor, f, diffusecolor, c);
5355 VectorCopy(ambientcolor, c);
5364 rsurface.lightmapcolor4f = rsurface.array_color4f;
5365 rsurface.lightmapcolor4f_bufferobject = 0;
5366 rsurface.lightmapcolor4f_bufferoffset = 0;
5370 r = ambientcolor[0];
5371 g = ambientcolor[1];
5372 b = ambientcolor[2];
5373 rsurface.lightmapcolor4f = NULL;
5374 rsurface.lightmapcolor4f_bufferobject = 0;
5375 rsurface.lightmapcolor4f_bufferoffset = 0;
5377 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5378 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5379 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5380 GL_Color(r, g, b, a);
5381 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5384 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5386 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5387 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5388 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5389 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5390 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5392 rsurface.mode = RSURFMODE_SHOWSURFACES;
5394 GL_BlendFunc(GL_ONE, GL_ZERO);
5395 R_Mesh_ColorPointer(NULL, 0, 0);
5396 R_Mesh_ResetTextureState();
5398 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5399 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5402 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5404 // transparent sky would be ridiculous
5405 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5407 if (rsurface.mode != RSURFMODE_SKY)
5409 if (rsurface.mode == RSURFMODE_GLSL)
5411 qglUseProgramObjectARB(0);CHECKGLERROR
5413 rsurface.mode = RSURFMODE_SKY;
5417 skyrendernow = false;
5419 // restore entity matrix
5420 R_Mesh_Matrix(&rsurface.matrix);
5422 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5423 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5424 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5425 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5427 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5428 // skymasking on them, and Quake3 never did sky masking (unlike
5429 // software Quake and software Quake2), so disable the sky masking
5430 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5431 // and skymasking also looks very bad when noclipping outside the
5432 // level, so don't use it then either.
5433 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5435 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5436 R_Mesh_ColorPointer(NULL, 0, 0);
5437 R_Mesh_ResetTextureState();
5438 if (skyrendermasked)
5440 // depth-only (masking)
5441 GL_ColorMask(0,0,0,0);
5442 // just to make sure that braindead drivers don't draw
5443 // anything despite that colormask...
5444 GL_BlendFunc(GL_ZERO, GL_ONE);
5449 GL_BlendFunc(GL_ONE, GL_ZERO);
5451 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5452 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5453 if (skyrendermasked)
5454 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5458 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5460 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5463 if (rsurface.mode != RSURFMODE_GLSL)
5465 rsurface.mode = RSURFMODE_GLSL;
5466 R_Mesh_ResetTextureState();
5469 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5470 R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5471 R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5472 R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5473 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5474 R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5475 R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5476 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5478 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5479 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5480 R_Mesh_ColorPointer(NULL, 0, 0);
5482 else if (rsurface.uselightmaptexture)
5484 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5485 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5486 R_Mesh_ColorPointer(NULL, 0, 0);
5490 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5491 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5492 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5494 R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5495 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5496 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5498 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5500 // render background
5501 GL_BlendFunc(GL_ONE, GL_ZERO);
5503 GL_AlphaTest(false);
5505 GL_Color(1, 1, 1, 1);
5506 R_Mesh_ColorPointer(NULL, 0, 0);
5508 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5509 if (r_glsl_permutation)
5511 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5512 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5513 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5514 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5515 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5516 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5517 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5520 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5521 GL_DepthMask(false);
5522 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5525 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5526 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5527 R_Mesh_ColorPointer(NULL, 0, 0);
5529 else if (rsurface.uselightmaptexture)
5531 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5532 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5533 R_Mesh_ColorPointer(NULL, 0, 0);
5537 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5538 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5539 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5541 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5542 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5545 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5546 if (!r_glsl_permutation)
5549 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5550 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5551 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5552 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5553 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5554 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5555 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5557 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5559 GL_BlendFunc(GL_ONE, GL_ZERO);
5561 GL_AlphaTest(false);
5564 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5566 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5567 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5569 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5573 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5574 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5576 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5578 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5583 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5585 // OpenGL 1.3 path - anything not completely ancient
5586 int texturesurfaceindex;
5587 qboolean applycolor;
5591 const texturelayer_t *layer;
5592 if (rsurface.mode != RSURFMODE_MULTIPASS)
5593 rsurface.mode = RSURFMODE_MULTIPASS;
5594 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5596 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5599 int layertexrgbscale;
5600 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5602 if (layerindex == 0)
5606 GL_AlphaTest(false);
5607 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5610 GL_DepthMask(layer->depthmask);
5611 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5612 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5614 layertexrgbscale = 4;
5615 VectorScale(layer->color, 0.25f, layercolor);
5617 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5619 layertexrgbscale = 2;
5620 VectorScale(layer->color, 0.5f, layercolor);
5624 layertexrgbscale = 1;
5625 VectorScale(layer->color, 1.0f, layercolor);
5627 layercolor[3] = layer->color[3];
5628 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5629 R_Mesh_ColorPointer(NULL, 0, 0);
5630 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5631 switch (layer->type)
5633 case TEXTURELAYERTYPE_LITTEXTURE:
5634 memset(&m, 0, sizeof(m));
5635 m.tex[0] = R_GetTexture(r_texture_white);
5636 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5637 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5638 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5639 m.tex[1] = R_GetTexture(layer->texture);
5640 m.texmatrix[1] = layer->texmatrix;
5641 m.texrgbscale[1] = layertexrgbscale;
5642 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5643 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5644 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5645 R_Mesh_TextureState(&m);
5646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5647 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5648 else if (rsurface.uselightmaptexture)
5649 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5651 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5653 case TEXTURELAYERTYPE_TEXTURE:
5654 memset(&m, 0, sizeof(m));
5655 m.tex[0] = R_GetTexture(layer->texture);
5656 m.texmatrix[0] = layer->texmatrix;
5657 m.texrgbscale[0] = layertexrgbscale;
5658 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5659 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5660 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5661 R_Mesh_TextureState(&m);
5662 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5664 case TEXTURELAYERTYPE_FOG:
5665 memset(&m, 0, sizeof(m));
5666 m.texrgbscale[0] = layertexrgbscale;
5669 m.tex[0] = R_GetTexture(layer->texture);
5670 m.texmatrix[0] = layer->texmatrix;
5671 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5672 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5673 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5675 R_Mesh_TextureState(&m);
5676 // generate a color array for the fog pass
5677 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5678 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5682 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5683 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5685 f = 1 - FogPoint_Model(v);
5686 c[0] = layercolor[0];
5687 c[1] = layercolor[1];
5688 c[2] = layercolor[2];
5689 c[3] = f * layercolor[3];
5692 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5695 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5697 GL_LockArrays(0, 0);
5700 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5702 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5703 GL_AlphaTest(false);
5707 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5709 // OpenGL 1.1 - crusty old voodoo path
5710 int texturesurfaceindex;
5714 const texturelayer_t *layer;
5715 if (rsurface.mode != RSURFMODE_MULTIPASS)
5716 rsurface.mode = RSURFMODE_MULTIPASS;
5717 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5719 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5721 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5723 if (layerindex == 0)
5727 GL_AlphaTest(false);
5728 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5731 GL_DepthMask(layer->depthmask);
5732 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5733 R_Mesh_ColorPointer(NULL, 0, 0);
5734 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5735 switch (layer->type)
5737 case TEXTURELAYERTYPE_LITTEXTURE:
5738 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5740 // two-pass lit texture with 2x rgbscale
5741 // first the lightmap pass
5742 memset(&m, 0, sizeof(m));
5743 m.tex[0] = R_GetTexture(r_texture_white);
5744 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5745 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5746 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5747 R_Mesh_TextureState(&m);
5748 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5749 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5750 else if (rsurface.uselightmaptexture)
5751 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5753 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5754 GL_LockArrays(0, 0);
5755 // then apply the texture to it
5756 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5757 memset(&m, 0, sizeof(m));
5758 m.tex[0] = R_GetTexture(layer->texture);
5759 m.texmatrix[0] = layer->texmatrix;
5760 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5761 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5762 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5763 R_Mesh_TextureState(&m);
5764 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5768 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5769 memset(&m, 0, sizeof(m));
5770 m.tex[0] = R_GetTexture(layer->texture);
5771 m.texmatrix[0] = layer->texmatrix;
5772 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5773 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5774 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5775 R_Mesh_TextureState(&m);
5776 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5777 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5779 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5782 case TEXTURELAYERTYPE_TEXTURE:
5783 // singletexture unlit texture with transparency support
5784 memset(&m, 0, sizeof(m));
5785 m.tex[0] = R_GetTexture(layer->texture);
5786 m.texmatrix[0] = layer->texmatrix;
5787 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5788 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5789 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5790 R_Mesh_TextureState(&m);
5791 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5793 case TEXTURELAYERTYPE_FOG:
5794 // singletexture fogging
5795 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5798 memset(&m, 0, sizeof(m));
5799 m.tex[0] = R_GetTexture(layer->texture);
5800 m.texmatrix[0] = layer->texmatrix;
5801 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5802 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5803 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5804 R_Mesh_TextureState(&m);
5807 R_Mesh_ResetTextureState();
5808 // generate a color array for the fog pass
5809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5813 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5814 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5816 f = 1 - FogPoint_Model(v);
5817 c[0] = layer->color[0];
5818 c[1] = layer->color[1];
5819 c[2] = layer->color[2];
5820 c[3] = f * layer->color[3];
5823 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5826 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5828 GL_LockArrays(0, 0);
5831 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5833 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5834 GL_AlphaTest(false);
5838 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5840 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5842 rsurface.rtlight = NULL;
5846 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5848 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5850 if (rsurface.mode != RSURFMODE_MULTIPASS)
5851 rsurface.mode = RSURFMODE_MULTIPASS;
5852 if (r_depthfirst.integer == 3)
5854 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5855 if (!r_view.showdebug)
5856 GL_Color(0, 0, 0, 1);
5858 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5862 GL_ColorMask(0,0,0,0);
5865 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5866 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5867 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5869 GL_BlendFunc(GL_ONE, GL_ZERO);
5871 GL_AlphaTest(false);
5872 R_Mesh_ColorPointer(NULL, 0, 0);
5873 R_Mesh_ResetTextureState();
5874 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5875 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5876 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5878 else if (r_depthfirst.integer == 3)
5880 else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5882 GL_Color(0, 0, 0, 1);
5883 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5885 else if (r_showsurfaces.integer)
5887 if (rsurface.mode != RSURFMODE_MULTIPASS)
5888 rsurface.mode = RSURFMODE_MULTIPASS;
5889 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5890 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5892 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5893 GL_BlendFunc(GL_ONE, GL_ZERO);
5894 GL_DepthMask(writedepth);
5896 GL_AlphaTest(false);
5897 R_Mesh_ColorPointer(NULL, 0, 0);
5898 R_Mesh_ResetTextureState();
5899 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5900 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5902 else if (gl_lightmaps.integer)
5905 if (rsurface.mode != RSURFMODE_MULTIPASS)
5906 rsurface.mode = RSURFMODE_MULTIPASS;
5907 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5909 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5910 GL_BlendFunc(GL_ONE, GL_ZERO);
5911 GL_DepthMask(writedepth);
5913 GL_AlphaTest(false);
5914 R_Mesh_ColorPointer(NULL, 0, 0);
5915 memset(&m, 0, sizeof(m));
5916 m.tex[0] = R_GetTexture(r_texture_white);
5917 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5918 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5919 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5920 R_Mesh_TextureState(&m);
5921 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5922 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5923 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5924 else if (rsurface.uselightmaptexture)
5925 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5927 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5929 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5930 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5931 else if (rsurface.texture->currentnumlayers)
5933 // write depth for anything we skipped on the depth-only pass earlier
5934 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5936 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5937 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5938 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5939 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5940 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5941 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5942 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5943 if (r_glsl.integer && gl_support_fragment_shader)
5944 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5945 else if (gl_combine.integer && r_textureunits.integer >= 2)
5946 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5948 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5951 GL_LockArrays(0, 0);
5954 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5957 int texturenumsurfaces, endsurface;
5959 msurface_t *surface;
5960 msurface_t *texturesurfacelist[1024];
5962 // if the model is static it doesn't matter what value we give for
5963 // wantnormals and wanttangents, so this logic uses only rules applicable
5964 // to a model, knowing that they are meaningless otherwise
5965 if (ent == r_refdef.worldentity)
5966 RSurf_ActiveWorldEntity();
5967 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5968 RSurf_ActiveModelEntity(ent, false, false);
5970 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5972 for (i = 0;i < numsurfaces;i = j)
5975 surface = rsurface.modelsurfaces + surfacelist[i];
5976 texture = surface->texture;
5977 R_UpdateTextureInfo(ent, texture);
5978 rsurface.texture = texture->currentframe;
5979 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5980 // scan ahead until we find a different texture
5981 endsurface = min(i + 1024, numsurfaces);
5982 texturenumsurfaces = 0;
5983 texturesurfacelist[texturenumsurfaces++] = surface;
5984 for (;j < endsurface;j++)
5986 surface = rsurface.modelsurfaces + surfacelist[j];
5987 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5989 texturesurfacelist[texturenumsurfaces++] = surface;
5991 // render the range of surfaces
5992 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5998 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6001 vec3_t tempcenter, center;
6003 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6006 for (i = 0;i < numsurfaces;i++)
6007 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6008 R_Water_AddWaterPlane(surfacelist[i]);
6011 // break the surface list down into batches by texture and use of lightmapping
6012 for (i = 0;i < numsurfaces;i = j)
6015 // texture is the base texture pointer, rsurface.texture is the
6016 // current frame/skin the texture is directing us to use (for example
6017 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6018 // use skin 1 instead)
6019 texture = surfacelist[i]->texture;
6020 rsurface.texture = texture->currentframe;
6021 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6022 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6024 // if this texture is not the kind we want, skip ahead to the next one
6025 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6029 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6031 // transparent surfaces get pushed off into the transparent queue
6032 const msurface_t *surface = surfacelist[i];
6035 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6036 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6037 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6038 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6039 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6043 // simply scan ahead until we find a different texture or lightmap state
6044 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6046 // render the range of surfaces
6047 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6052 float locboxvertex3f[6*4*3] =
6054 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6055 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6056 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6057 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6058 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6059 1,0,0, 0,0,0, 0,1,0, 1,1,0
6062 int locboxelement3i[6*2*3] =
6072 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6075 cl_locnode_t *loc = (cl_locnode_t *)ent;
6077 float vertex3f[6*4*3];
6079 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6080 GL_DepthMask(false);
6081 GL_DepthRange(0, 1);
6082 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6084 GL_CullFace(GL_NONE);
6085 R_Mesh_Matrix(&identitymatrix);
6087 R_Mesh_VertexPointer(vertex3f, 0, 0);
6088 R_Mesh_ColorPointer(NULL, 0, 0);
6089 R_Mesh_ResetTextureState();
6092 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6093 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6094 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6095 surfacelist[0] < 0 ? 0.5f : 0.125f);
6097 if (VectorCompare(loc->mins, loc->maxs))
6099 VectorSet(size, 2, 2, 2);
6100 VectorMA(loc->mins, -0.5f, size, mins);
6104 VectorCopy(loc->mins, mins);
6105 VectorSubtract(loc->maxs, loc->mins, size);
6108 for (i = 0;i < 6*4*3;)
6109 for (j = 0;j < 3;j++, i++)
6110 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6112 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6115 void R_DrawLocs(void)
6118 cl_locnode_t *loc, *nearestloc;
6120 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6121 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6123 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6124 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6128 void R_DrawDebugModel(entity_render_t *ent)
6130 int i, j, k, l, flagsmask;
6131 const int *elements;
6133 msurface_t *surface;
6134 model_t *model = ent->model;
6137 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6139 R_Mesh_ColorPointer(NULL, 0, 0);
6140 R_Mesh_ResetTextureState();
6141 GL_DepthRange(0, 1);
6142 GL_DepthTest(!r_showdisabledepthtest.integer);
6143 GL_DepthMask(false);
6144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6146 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6148 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6149 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6151 if (brush->colbrushf && brush->colbrushf->numtriangles)
6153 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6154 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6155 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6158 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6160 if (surface->num_collisiontriangles)
6162 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6163 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6164 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6169 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6171 if (r_showtris.integer || r_shownormals.integer)
6173 if (r_showdisabledepthtest.integer)
6175 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6176 GL_DepthMask(false);
6180 GL_BlendFunc(GL_ONE, GL_ZERO);
6183 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6185 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6187 rsurface.texture = surface->texture->currentframe;
6188 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6190 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6191 if (r_showtris.value > 0)
6193 if (!rsurface.texture->currentlayers->depthmask)
6194 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6195 else if (ent == r_refdef.worldentity)
6196 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6198 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6199 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6202 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6204 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6205 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6206 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6207 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6212 if (r_shownormals.value > 0)
6214 GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
6216 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6218 VectorCopy(rsurface.vertex3f + l * 3, v);
6219 qglVertex3f(v[0], v[1], v[2]);
6220 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
6221 qglVertex3f(v[0], v[1], v[2]);
6225 GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
6227 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6229 VectorCopy(rsurface.vertex3f + l * 3, v);
6230 qglVertex3f(v[0], v[1], v[2]);
6231 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
6232 qglVertex3f(v[0], v[1], v[2]);
6236 GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
6238 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6240 VectorCopy(rsurface.vertex3f + l * 3, v);
6241 qglVertex3f(v[0], v[1], v[2]);
6242 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
6243 qglVertex3f(v[0], v[1], v[2]);
6250 rsurface.texture = NULL;
6254 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6255 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6257 int i, j, endj, f, flagsmask;
6258 msurface_t *surface;
6260 model_t *model = r_refdef.worldmodel;
6261 const int maxsurfacelist = 1024;
6262 int numsurfacelist = 0;
6263 msurface_t *surfacelist[1024];
6267 RSurf_ActiveWorldEntity();
6269 // update light styles on this submodel
6270 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6272 model_brush_lightstyleinfo_t *style;
6273 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6275 if (style->value != r_refdef.lightstylevalue[style->style])
6277 msurface_t *surfaces = model->data_surfaces;
6278 int *list = style->surfacelist;
6279 style->value = r_refdef.lightstylevalue[style->style];
6280 for (j = 0;j < style->numsurfaces;j++)
6281 surfaces[list[j]].cached_dlight = true;
6286 R_UpdateAllTextureInfo(r_refdef.worldentity);
6287 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6291 R_DrawDebugModel(r_refdef.worldentity);
6297 rsurface.uselightmaptexture = false;
6298 rsurface.texture = NULL;
6300 j = model->firstmodelsurface;
6301 endj = j + model->nummodelsurfaces;
6304 // quickly skip over non-visible surfaces
6305 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6307 // quickly iterate over visible surfaces
6308 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6310 // process this surface
6311 surface = model->data_surfaces + j;
6312 // if this surface fits the criteria, add it to the list
6313 if (surface->num_triangles)
6315 // if lightmap parameters changed, rebuild lightmap texture
6316 if (surface->cached_dlight)
6317 R_BuildLightMap(r_refdef.worldentity, surface);
6318 // add face to draw list
6319 surfacelist[numsurfacelist++] = surface;
6320 r_refdef.stats.world_triangles += surface->num_triangles;
6321 if (numsurfacelist >= maxsurfacelist)
6323 r_refdef.stats.world_surfaces += numsurfacelist;
6324 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6330 r_refdef.stats.world_surfaces += numsurfacelist;
6332 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6336 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6338 int i, j, f, flagsmask;
6339 msurface_t *surface, *endsurface;
6341 model_t *model = ent->model;
6342 const int maxsurfacelist = 1024;
6343 int numsurfacelist = 0;
6344 msurface_t *surfacelist[1024];
6348 // if the model is static it doesn't matter what value we give for
6349 // wantnormals and wanttangents, so this logic uses only rules applicable
6350 // to a model, knowing that they are meaningless otherwise
6351 if (ent == r_refdef.worldentity)
6352 RSurf_ActiveWorldEntity();
6353 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6354 RSurf_ActiveModelEntity(ent, false, false);
6356 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6358 // update light styles
6359 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6361 model_brush_lightstyleinfo_t *style;
6362 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6364 if (style->value != r_refdef.lightstylevalue[style->style])
6366 msurface_t *surfaces = model->data_surfaces;
6367 int *list = style->surfacelist;
6368 style->value = r_refdef.lightstylevalue[style->style];
6369 for (j = 0;j < style->numsurfaces;j++)
6370 surfaces[list[j]].cached_dlight = true;
6375 R_UpdateAllTextureInfo(ent);
6376 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6380 R_DrawDebugModel(ent);
6386 rsurface.uselightmaptexture = false;
6387 rsurface.texture = NULL;
6389 surface = model->data_surfaces + model->firstmodelsurface;
6390 endsurface = surface + model->nummodelsurfaces;
6391 for (;surface < endsurface;surface++)
6393 // if this surface fits the criteria, add it to the list
6394 if (surface->num_triangles)
6396 // if lightmap parameters changed, rebuild lightmap texture
6397 if (surface->cached_dlight)
6398 R_BuildLightMap(ent, surface);
6399 // add face to draw list
6400 surfacelist[numsurfacelist++] = surface;
6401 r_refdef.stats.entities_triangles += surface->num_triangles;
6402 if (numsurfacelist >= maxsurfacelist)
6404 r_refdef.stats.entities_surfaces += numsurfacelist;
6405 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6410 r_refdef.stats.entities_surfaces += numsurfacelist;
6412 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);