2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
61 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
62 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
63 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
64 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
65 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
102 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
150 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
158 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
162 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
163 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
172 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
175 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 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"};
224 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"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
240 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
241 cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] =
243 {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"},
244 {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"},
245 {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"},
246 {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"},
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
252 extern qboolean v_flipped_state;
254 r_framebufferstate_t r_fb;
256 /// shadow volume bsp struct with automatically growing nodes buffer
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 const char *builtinhlslshaderstrings[] =
624 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *filename;
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
651 {"#define USEDIFFUSE\n", " diffuse"},
652 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653 {"#define USEVIEWTINT\n", " viewtint"},
654 {"#define USECOLORMAPPING\n", " colormapping"},
655 {"#define USESATURATION\n", " saturation"},
656 {"#define USEFOGINSIDE\n", " foginside"},
657 {"#define USEFOGOUTSIDE\n", " fogoutside"},
658 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660 {"#define USEGAMMARAMPS\n", " gammaramps"},
661 {"#define USECUBEFILTER\n", " cubefilter"},
662 {"#define USEGLOW\n", " glow"},
663 {"#define USEBLOOM\n", " bloom"},
664 {"#define USESPECULAR\n", " specular"},
665 {"#define USEPOSTPROCESSING\n", " postprocessing"},
666 {"#define USEREFLECTION\n", " reflection"},
667 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678 {"#define USETRIPPY\n", " trippy"},
679 {"#define USEDEPTHRGB\n", " depthrgb"},
680 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681 {"#define USESKELETAL\n", " skeletal"}
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenNormalMap;
794 int loc_Texture_ScreenDiffuse;
795 int loc_Texture_ScreenSpecular;
796 int loc_Texture_ReflectMask;
797 int loc_Texture_ReflectCube;
798 int loc_Texture_BounceGrid;
800 int loc_BloomBlur_Parameters;
802 int loc_Color_Ambient;
803 int loc_Color_Diffuse;
804 int loc_Color_Specular;
808 int loc_DeferredColor_Ambient;
809 int loc_DeferredColor_Diffuse;
810 int loc_DeferredColor_Specular;
811 int loc_DeferredMod_Diffuse;
812 int loc_DeferredMod_Specular;
813 int loc_DistortScaleRefractReflect;
816 int loc_FogHeightFade;
818 int loc_FogPlaneViewDist;
819 int loc_FogRangeRecip;
822 int loc_LightPosition;
823 int loc_OffsetMapping_ScaleSteps;
824 int loc_OffsetMapping_LodDistance;
825 int loc_OffsetMapping_Bias;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
838 int loc_Skeletal_Transform12;
843 int loc_ViewTintColor;
845 int loc_ModelToLight;
847 int loc_BackgroundTexMatrix;
848 int loc_ModelViewProjectionMatrix;
849 int loc_ModelViewMatrix;
850 int loc_PixelToScreenTexCoord;
851 int loc_ModelToReflectCube;
852 int loc_ShadowMapMatrix;
853 int loc_BloomColorSubtract;
854 int loc_NormalmapScrollBlend;
855 int loc_BounceGridMatrix;
856 int loc_BounceGridIntensity;
857 /// uniform block bindings
858 int ubibind_Skeletal_Transform12_UniformBlock;
859 /// uniform block indices
860 int ubiloc_Skeletal_Transform12_UniformBlock;
862 r_glsl_permutation_t;
864 #define SHADERPERMUTATION_HASHSIZE 256
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
871 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
877 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
879 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
885 #define SHADERSTATICPARMS_COUNT 13
887 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
888 static int shaderstaticparms_count = 0;
890 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
891 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
893 extern qboolean r_shadow_shadowmapsampler;
894 extern int r_shadow_shadowmappcf;
895 qboolean R_CompileShader_CheckStaticParms(void)
897 static int r_compileshader_staticparms_save[1];
898 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
899 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
902 if (r_glsl_saturation_redcompensate.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
904 if (r_glsl_vertextextureblend_usebothalphas.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
906 if (r_shadow_glossexact.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
908 if (r_glsl_postprocess.integer)
910 if (r_glsl_postprocess_uservec1_enable.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
912 if (r_glsl_postprocess_uservec2_enable.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
914 if (r_glsl_postprocess_uservec3_enable.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
916 if (r_glsl_postprocess_uservec4_enable.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
919 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
922 if (r_shadow_shadowmapsampler)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
924 if (r_shadow_shadowmappcf > 1)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
926 else if (r_shadow_shadowmappcf)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
928 if (r_celshading.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
930 if (r_celoutlines.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
933 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
936 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
937 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
938 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
940 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
941 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
943 shaderstaticparms_count = 0;
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
958 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
961 /// information about each possible shader permutation
962 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
963 /// currently selected permutation
964 r_glsl_permutation_t *r_glsl_permutation;
965 /// storage for permutations linked in the hash table
966 memexpandablearray_t r_glsl_permutationarray;
968 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
970 //unsigned int hashdepth = 0;
971 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
972 r_glsl_permutation_t *p;
973 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
975 if (p->mode == mode && p->permutation == permutation)
977 //if (hashdepth > 10)
978 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
983 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
985 p->permutation = permutation;
986 p->hashnext = r_glsl_permutationhash[mode][hashindex];
987 r_glsl_permutationhash[mode][hashindex] = p;
988 //if (hashdepth > 10)
989 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
993 static char *R_ShaderStrCat(const char **strings)
996 const char **p = strings;
999 for (p = strings;(t = *p);p++)
1002 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1004 for (p = strings;(t = *p);p++)
1014 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1017 if (!filename || !filename[0])
1019 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1020 if (!strcmp(filename, "glsl/default.glsl"))
1023 return R_ShaderStrCat(builtinshaderstrings);
1024 if (!glslshaderstring)
1026 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1027 if (glslshaderstring)
1028 Con_DPrintf("Loading shaders from file %s...\n", filename);
1030 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1032 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1033 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1034 return shaderstring;
1036 if (!strcmp(filename, "hlsl/default.hlsl"))
1039 return R_ShaderStrCat(builtinhlslshaderstrings);
1040 if (!hlslshaderstring)
1042 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (hlslshaderstring)
1044 Con_DPrintf("Loading shaders from file %s...\n", filename);
1046 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1048 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1049 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1050 return shaderstring;
1052 // we don't have builtin strings for any other files
1055 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1058 if (printfromdisknotice)
1059 Con_DPrintf("from disk %s... ", filename);
1060 return shaderstring;
1062 return shaderstring;
1065 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1070 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1072 char permutationname[256];
1073 int vertstrings_count = 0;
1074 int geomstrings_count = 0;
1075 int fragstrings_count = 0;
1076 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1077 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1078 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085 permutationname[0] = 0;
1086 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1088 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1090 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1091 if(vid.support.glshaderversion >= 140)
1093 vertstrings_list[vertstrings_count++] = "#version 140\n";
1094 geomstrings_list[geomstrings_count++] = "#version 140\n";
1095 fragstrings_list[fragstrings_count++] = "#version 140\n";
1096 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1097 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1098 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1100 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1101 else if(vid.support.glshaderversion >= 130)
1103 vertstrings_list[vertstrings_count++] = "#version 130\n";
1104 geomstrings_list[geomstrings_count++] = "#version 130\n";
1105 fragstrings_list[fragstrings_count++] = "#version 130\n";
1106 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1107 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1108 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1166 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1167 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1168 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1169 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1170 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1171 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1172 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1173 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1174 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1175 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1176 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1177 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1178 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1179 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1180 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1181 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1182 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1183 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1184 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1185 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1186 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1187 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1188 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1189 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1190 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1191 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1192 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1193 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1194 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1195 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1196 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1197 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1198 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1199 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1200 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1201 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1202 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1203 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1204 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1205 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1206 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1207 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1208 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1209 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1210 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1211 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1212 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1213 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1214 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1215 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1216 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1239 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1240 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1241 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1242 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1243 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1244 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1245 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1246 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1247 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1248 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1249 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1250 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1251 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1252 // initialize the samplers to refer to the texture units we use
1253 p->tex_Texture_First = -1;
1254 p->tex_Texture_Second = -1;
1255 p->tex_Texture_GammaRamps = -1;
1256 p->tex_Texture_Normal = -1;
1257 p->tex_Texture_Color = -1;
1258 p->tex_Texture_Gloss = -1;
1259 p->tex_Texture_Glow = -1;
1260 p->tex_Texture_SecondaryNormal = -1;
1261 p->tex_Texture_SecondaryColor = -1;
1262 p->tex_Texture_SecondaryGloss = -1;
1263 p->tex_Texture_SecondaryGlow = -1;
1264 p->tex_Texture_Pants = -1;
1265 p->tex_Texture_Shirt = -1;
1266 p->tex_Texture_FogHeightTexture = -1;
1267 p->tex_Texture_FogMask = -1;
1268 p->tex_Texture_Lightmap = -1;
1269 p->tex_Texture_Deluxemap = -1;
1270 p->tex_Texture_Attenuation = -1;
1271 p->tex_Texture_Cube = -1;
1272 p->tex_Texture_Refraction = -1;
1273 p->tex_Texture_Reflection = -1;
1274 p->tex_Texture_ShadowMap2D = -1;
1275 p->tex_Texture_CubeProjection = -1;
1276 p->tex_Texture_ScreenNormalMap = -1;
1277 p->tex_Texture_ScreenDiffuse = -1;
1278 p->tex_Texture_ScreenSpecular = -1;
1279 p->tex_Texture_ReflectMask = -1;
1280 p->tex_Texture_ReflectCube = -1;
1281 p->tex_Texture_BounceGrid = -1;
1282 // bind the texture samplers in use
1284 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1285 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1286 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1287 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1288 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1289 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1290 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1291 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1292 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1295 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1296 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1297 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1298 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1299 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1300 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1301 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1302 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1303 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1304 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1305 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1306 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1307 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1308 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1309 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1310 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1311 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1312 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1313 // get the uniform block indices so we can bind them
1314 if (vid.support.arb_uniform_buffer_object)
1315 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 // clear the uniform block bindings
1319 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1320 // bind the uniform blocks in use
1322 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1323 // we're done compiling and setting up the shader, at least until it is used
1325 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1328 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1332 Mem_Free(sourcestring);
1335 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1337 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1338 if (r_glsl_permutation != perm)
1340 r_glsl_permutation = perm;
1341 if (!r_glsl_permutation->program)
1343 if (!r_glsl_permutation->compiled)
1344 R_GLSL_CompilePermutation(perm, mode, permutation);
1345 if (!r_glsl_permutation->program)
1347 // remove features until we find a valid permutation
1349 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1351 // reduce i more quickly whenever it would not remove any bits
1352 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1353 if (!(permutation & j))
1356 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1357 if (!r_glsl_permutation->compiled)
1358 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (r_glsl_permutation->program)
1362 if (i >= SHADERPERMUTATION_COUNT)
1364 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1365 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1366 qglUseProgram(0);CHECKGLERROR
1367 return; // no bit left to clear, entire mode is broken
1372 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1374 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1375 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1376 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1383 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1384 extern D3DCAPS9 vid_d3d9caps;
1387 struct r_hlsl_permutation_s;
1388 typedef struct r_hlsl_permutation_s
1390 /// hash lookup data
1391 struct r_hlsl_permutation_s *hashnext;
1393 unsigned int permutation;
1395 /// indicates if we have tried compiling this permutation already
1397 /// NULL if compilation failed
1398 IDirect3DVertexShader9 *vertexshader;
1399 IDirect3DPixelShader9 *pixelshader;
1401 r_hlsl_permutation_t;
1403 typedef enum D3DVSREGISTER_e
1405 D3DVSREGISTER_TexMatrix = 0, // float4x4
1406 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1407 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1408 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1409 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1410 D3DVSREGISTER_ModelToLight = 20, // float4x4
1411 D3DVSREGISTER_EyePosition = 24,
1412 D3DVSREGISTER_FogPlane = 25,
1413 D3DVSREGISTER_LightDir = 26,
1414 D3DVSREGISTER_LightPosition = 27,
1418 typedef enum D3DPSREGISTER_e
1420 D3DPSREGISTER_Alpha = 0,
1421 D3DPSREGISTER_BloomBlur_Parameters = 1,
1422 D3DPSREGISTER_ClientTime = 2,
1423 D3DPSREGISTER_Color_Ambient = 3,
1424 D3DPSREGISTER_Color_Diffuse = 4,
1425 D3DPSREGISTER_Color_Specular = 5,
1426 D3DPSREGISTER_Color_Glow = 6,
1427 D3DPSREGISTER_Color_Pants = 7,
1428 D3DPSREGISTER_Color_Shirt = 8,
1429 D3DPSREGISTER_DeferredColor_Ambient = 9,
1430 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1431 D3DPSREGISTER_DeferredColor_Specular = 11,
1432 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1433 D3DPSREGISTER_DeferredMod_Specular = 13,
1434 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1435 D3DPSREGISTER_EyePosition = 15, // unused
1436 D3DPSREGISTER_FogColor = 16,
1437 D3DPSREGISTER_FogHeightFade = 17,
1438 D3DPSREGISTER_FogPlane = 18,
1439 D3DPSREGISTER_FogPlaneViewDist = 19,
1440 D3DPSREGISTER_FogRangeRecip = 20,
1441 D3DPSREGISTER_LightColor = 21,
1442 D3DPSREGISTER_LightDir = 22, // unused
1443 D3DPSREGISTER_LightPosition = 23,
1444 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1445 D3DPSREGISTER_PixelSize = 25,
1446 D3DPSREGISTER_ReflectColor = 26,
1447 D3DPSREGISTER_ReflectFactor = 27,
1448 D3DPSREGISTER_ReflectOffset = 28,
1449 D3DPSREGISTER_RefractColor = 29,
1450 D3DPSREGISTER_Saturation = 30,
1451 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1452 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1453 D3DPSREGISTER_ScreenToDepth = 33,
1454 D3DPSREGISTER_ShadowMap_Parameters = 34,
1455 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1456 D3DPSREGISTER_SpecularPower = 36,
1457 D3DPSREGISTER_UserVec1 = 37,
1458 D3DPSREGISTER_UserVec2 = 38,
1459 D3DPSREGISTER_UserVec3 = 39,
1460 D3DPSREGISTER_UserVec4 = 40,
1461 D3DPSREGISTER_ViewTintColor = 41,
1462 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1463 D3DPSREGISTER_BloomColorSubtract = 43,
1464 D3DPSREGISTER_ViewToLight = 44, // float4x4
1465 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1466 D3DPSREGISTER_NormalmapScrollBlend = 52,
1467 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1468 D3DPSREGISTER_OffsetMapping_Bias = 54,
1473 /// information about each possible shader permutation
1474 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1475 /// currently selected permutation
1476 r_hlsl_permutation_t *r_hlsl_permutation;
1477 /// storage for permutations linked in the hash table
1478 memexpandablearray_t r_hlsl_permutationarray;
1480 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1482 //unsigned int hashdepth = 0;
1483 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1484 r_hlsl_permutation_t *p;
1485 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1487 if (p->mode == mode && p->permutation == permutation)
1489 //if (hashdepth > 10)
1490 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1495 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1497 p->permutation = permutation;
1498 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1499 r_hlsl_permutationhash[mode][hashindex] = p;
1500 //if (hashdepth > 10)
1501 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1506 //#include <d3dx9shader.h>
1507 //#include <d3dx9mesh.h>
1509 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1511 DWORD *vsbin = NULL;
1512 DWORD *psbin = NULL;
1513 fs_offset_t vsbinsize;
1514 fs_offset_t psbinsize;
1515 // IDirect3DVertexShader9 *vs = NULL;
1516 // IDirect3DPixelShader9 *ps = NULL;
1517 ID3DXBuffer *vslog = NULL;
1518 ID3DXBuffer *vsbuffer = NULL;
1519 ID3DXConstantTable *vsconstanttable = NULL;
1520 ID3DXBuffer *pslog = NULL;
1521 ID3DXBuffer *psbuffer = NULL;
1522 ID3DXConstantTable *psconstanttable = NULL;
1525 char temp[MAX_INPUTLINE];
1526 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1528 qboolean debugshader = gl_paranoid.integer != 0;
1529 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1530 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1533 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1534 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1536 if ((!vsbin && vertstring) || (!psbin && fragstring))
1538 const char* dllnames_d3dx9 [] =
1562 dllhandle_t d3dx9_dll = NULL;
1563 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1564 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1565 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1566 dllfunction_t d3dx9_dllfuncs[] =
1568 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1569 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1570 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1573 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1574 #ifndef ID3DXBuffer_GetBufferPointer
1575 #if !defined(__cplusplus) || defined(CINTERFACE)
1576 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1577 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1578 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1580 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1581 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1582 #define ID3DXBuffer_Release(p) (p)->Release()
1585 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1587 DWORD shaderflags = 0;
1589 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1590 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1591 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 if (vertstring && vertstring[0])
1596 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1597 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1600 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1603 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1604 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1605 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1606 ID3DXBuffer_Release(vsbuffer);
1610 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1611 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1612 ID3DXBuffer_Release(vslog);
1615 if (fragstring && fragstring[0])
1619 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1620 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1623 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1626 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1627 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1628 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1629 ID3DXBuffer_Release(psbuffer);
1633 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1634 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1635 ID3DXBuffer_Release(pslog);
1638 Sys_UnloadLibrary(&d3dx9_dll);
1641 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1645 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1646 if (FAILED(vsresult))
1647 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1648 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1649 if (FAILED(psresult))
1650 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1652 // free the shader data
1653 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1654 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1657 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1660 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1661 int vertstring_length = 0;
1662 int geomstring_length = 0;
1663 int fragstring_length = 0;
1666 char *vertstring, *geomstring, *fragstring;
1667 char permutationname[256];
1668 char cachename[256];
1669 int vertstrings_count = 0;
1670 int geomstrings_count = 0;
1671 int fragstrings_count = 0;
1672 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1673 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1674 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1679 p->vertexshader = NULL;
1680 p->pixelshader = NULL;
1682 permutationname[0] = 0;
1684 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1686 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1687 strlcat(cachename, "hlsl/", sizeof(cachename));
1689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1690 vertstrings_count = 0;
1691 geomstrings_count = 0;
1692 fragstrings_count = 0;
1693 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1694 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1695 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1697 // the first pretext is which type of shader to compile as
1698 // (later these will all be bound together as a program object)
1699 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1700 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1701 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1703 // the second pretext is the mode (for example a light source)
1704 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1705 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1706 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1707 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1708 strlcat(cachename, modeinfo->name, sizeof(cachename));
1710 // now add all the permutation pretexts
1711 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1713 if (permutation & (1<<i))
1715 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1716 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1717 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1718 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1719 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1723 // keep line numbers correct
1724 vertstrings_list[vertstrings_count++] = "\n";
1725 geomstrings_list[geomstrings_count++] = "\n";
1726 fragstrings_list[fragstrings_count++] = "\n";
1731 R_CompileShader_AddStaticParms(mode, permutation);
1732 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1733 vertstrings_count += shaderstaticparms_count;
1734 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1735 geomstrings_count += shaderstaticparms_count;
1736 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1737 fragstrings_count += shaderstaticparms_count;
1739 // replace spaces in the cachename with _ characters
1740 for (i = 0;cachename[i];i++)
1741 if (cachename[i] == ' ')
1744 // now append the shader text itself
1745 vertstrings_list[vertstrings_count++] = sourcestring;
1746 geomstrings_list[geomstrings_count++] = sourcestring;
1747 fragstrings_list[fragstrings_count++] = sourcestring;
1749 vertstring_length = 0;
1750 for (i = 0;i < vertstrings_count;i++)
1751 vertstring_length += strlen(vertstrings_list[i]);
1752 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1753 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1754 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1756 geomstring_length = 0;
1757 for (i = 0;i < geomstrings_count;i++)
1758 geomstring_length += strlen(geomstrings_list[i]);
1759 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1760 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1761 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1763 fragstring_length = 0;
1764 for (i = 0;i < fragstrings_count;i++)
1765 fragstring_length += strlen(fragstrings_list[i]);
1766 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1767 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1768 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1770 // try to load the cached shader, or generate one
1771 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1773 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1774 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1776 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1780 Mem_Free(vertstring);
1782 Mem_Free(geomstring);
1784 Mem_Free(fragstring);
1786 Mem_Free(sourcestring);
1789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1806 if (r_hlsl_permutation != perm)
1808 r_hlsl_permutation = perm;
1809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1811 if (!r_hlsl_permutation->compiled)
1812 R_HLSL_CompilePermutation(perm, mode, permutation);
1813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1815 // remove features until we find a valid permutation
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 // reduce i more quickly whenever it would not remove any bits
1820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1821 if (!(permutation & j))
1824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1825 if (!r_hlsl_permutation->compiled)
1826 R_HLSL_CompilePermutation(perm, mode, permutation);
1827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1830 if (i >= SHADERPERMUTATION_COUNT)
1832 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1834 return; // no bit left to clear, entire mode is broken
1838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1847 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1849 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1850 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1851 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1852 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1855 void R_GLSL_Restart_f(void)
1857 unsigned int i, limit;
1858 if (glslshaderstring)
1859 Mem_Free(glslshaderstring);
1860 glslshaderstring = NULL;
1861 if (hlslshaderstring)
1862 Mem_Free(hlslshaderstring);
1863 hlslshaderstring = NULL;
1864 switch(vid.renderpath)
1866 case RENDERPATH_D3D9:
1869 r_hlsl_permutation_t *p;
1870 r_hlsl_permutation = NULL;
1871 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1872 for (i = 0;i < limit;i++)
1874 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1876 if (p->vertexshader)
1877 IDirect3DVertexShader9_Release(p->vertexshader);
1879 IDirect3DPixelShader9_Release(p->pixelshader);
1880 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1883 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1893 case RENDERPATH_GL20:
1894 case RENDERPATH_GLES2:
1896 r_glsl_permutation_t *p;
1897 r_glsl_permutation = NULL;
1898 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1899 for (i = 0;i < limit;i++)
1901 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1903 GL_Backend_FreeProgram(p->program);
1904 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1907 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1910 case RENDERPATH_GL11:
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GLES1:
1914 case RENDERPATH_SOFT:
1919 static void R_GLSL_DumpShader_f(void)
1921 int i, language, mode, dupe;
1923 shadermodeinfo_t *modeinfo;
1926 for (language = 0;language < 2;language++)
1928 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1929 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1931 // don't dump the same file multiple times (most or all shaders come from the same file)
1932 for (dupe = mode - 1;dupe >= 0;dupe--)
1933 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1937 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1940 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1943 FS_Print(file, "/* The engine may define the following macros:\n");
1944 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1945 for (i = 0;i < SHADERMODE_COUNT;i++)
1946 FS_Print(file, modeinfo[i].pretext);
1947 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1948 FS_Print(file, shaderpermutationinfo[i].pretext);
1949 FS_Print(file, "*/\n");
1950 FS_Print(file, text);
1952 Con_Printf("%s written\n", modeinfo[mode].filename);
1955 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1961 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1963 unsigned int permutation = 0;
1964 if (r_trippy.integer && !notrippy)
1965 permutation |= SHADERPERMUTATION_TRIPPY;
1966 permutation |= SHADERPERMUTATION_VIEWTINT;
1968 permutation |= SHADERPERMUTATION_DIFFUSE;
1970 permutation |= SHADERPERMUTATION_SPECULAR;
1971 if (texturemode == GL_MODULATE)
1972 permutation |= SHADERPERMUTATION_COLORMAPPING;
1973 else if (texturemode == GL_ADD)
1974 permutation |= SHADERPERMUTATION_GLOW;
1975 else if (texturemode == GL_DECAL)
1976 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1977 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1978 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1979 if (suppresstexalpha)
1980 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1982 texturemode = GL_MODULATE;
1983 if (vid.allowalphatocoverage)
1984 GL_AlphaToCoverage(false);
1985 switch (vid.renderpath)
1987 case RENDERPATH_D3D9:
1989 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1990 R_Mesh_TexBind(GL20TU_FIRST , first );
1991 R_Mesh_TexBind(GL20TU_SECOND, second);
1992 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1993 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1996 case RENDERPATH_D3D10:
1997 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1999 case RENDERPATH_D3D11:
2000 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002 case RENDERPATH_GL20:
2003 case RENDERPATH_GLES2:
2004 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2005 if (r_glsl_permutation->tex_Texture_First >= 0)
2006 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2007 if (r_glsl_permutation->tex_Texture_Second >= 0)
2008 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2009 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2010 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2012 case RENDERPATH_GL13:
2013 case RENDERPATH_GLES1:
2014 R_Mesh_TexBind(0, first );
2015 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2016 R_Mesh_TexMatrix(0, NULL);
2017 R_Mesh_TexBind(1, second);
2020 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2021 R_Mesh_TexMatrix(1, NULL);
2024 case RENDERPATH_GL11:
2025 R_Mesh_TexBind(0, first );
2026 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2027 R_Mesh_TexMatrix(0, NULL);
2029 case RENDERPATH_SOFT:
2030 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2031 R_Mesh_TexBind(GL20TU_FIRST , first );
2032 R_Mesh_TexBind(GL20TU_SECOND, second);
2037 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2039 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2042 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2044 unsigned int permutation = 0;
2045 if (r_trippy.integer && !notrippy)
2046 permutation |= SHADERPERMUTATION_TRIPPY;
2048 permutation |= SHADERPERMUTATION_DEPTHRGB;
2050 permutation |= SHADERPERMUTATION_SKELETAL;
2052 if (vid.allowalphatocoverage)
2053 GL_AlphaToCoverage(false);
2054 switch (vid.renderpath)
2056 case RENDERPATH_D3D9:
2058 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2061 case RENDERPATH_D3D10:
2062 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2064 case RENDERPATH_D3D11:
2065 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2067 case RENDERPATH_GL20:
2068 case RENDERPATH_GLES2:
2069 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2070 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2072 case RENDERPATH_GL13:
2073 case RENDERPATH_GLES1:
2074 R_Mesh_TexBind(0, 0);
2075 R_Mesh_TexBind(1, 0);
2077 case RENDERPATH_GL11:
2078 R_Mesh_TexBind(0, 0);
2080 case RENDERPATH_SOFT:
2081 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2086 extern qboolean r_shadow_usingdeferredprepass;
2087 extern rtexture_t *r_shadow_attenuationgradienttexture;
2088 extern rtexture_t *r_shadow_attenuation2dtexture;
2089 extern rtexture_t *r_shadow_attenuation3dtexture;
2090 extern qboolean r_shadow_usingshadowmap2d;
2091 extern qboolean r_shadow_usingshadowmaportho;
2092 extern float r_shadow_shadowmap_texturescale[2];
2093 extern float r_shadow_shadowmap_parameters[4];
2094 extern qboolean r_shadow_shadowmapvsdct;
2095 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2096 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2097 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2098 extern matrix4x4_t r_shadow_shadowmapmatrix;
2099 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2100 extern int r_shadow_prepass_width;
2101 extern int r_shadow_prepass_height;
2102 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2103 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2104 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2105 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2107 #define BLENDFUNC_ALLOWS_COLORMOD 1
2108 #define BLENDFUNC_ALLOWS_FOG 2
2109 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2110 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2111 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2112 static int R_BlendFuncFlags(int src, int dst)
2116 // a blendfunc allows colormod if:
2117 // a) it can never keep the destination pixel invariant, or
2118 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2119 // this is to prevent unintended side effects from colormod
2121 // a blendfunc allows fog if:
2122 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2123 // this is to prevent unintended side effects from fog
2125 // these checks are the output of fogeval.pl
2127 r |= BLENDFUNC_ALLOWS_COLORMOD;
2128 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2129 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2130 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2132 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2133 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2135 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2136 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2137 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2138 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2139 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2140 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2141 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2142 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2143 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2144 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2145 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2146 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2147 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2148 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2153 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2155 // select a permutation of the lighting shader appropriate to this
2156 // combination of texture, entity, light source, and fogging, only use the
2157 // minimum features necessary to avoid wasting rendering time in the
2158 // fragment shader on features that are not being used
2159 unsigned int permutation = 0;
2160 unsigned int mode = 0;
2162 static float dummy_colormod[3] = {1, 1, 1};
2163 float *colormod = rsurface.colormod;
2165 matrix4x4_t tempmatrix;
2166 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2167 if (r_trippy.integer && !notrippy)
2168 permutation |= SHADERPERMUTATION_TRIPPY;
2169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2170 permutation |= SHADERPERMUTATION_ALPHAKILL;
2171 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2172 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2173 if (rsurfacepass == RSURFPASS_BACKGROUND)
2175 // distorted background
2176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2178 mode = SHADERMODE_WATER;
2179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2180 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2181 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2183 // this is the right thing to do for wateralpha
2184 GL_BlendFunc(GL_ONE, GL_ZERO);
2185 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 // this is the right thing to do for entity alpha
2190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2191 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2194 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2196 mode = SHADERMODE_REFRACTION;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2198 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2200 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2204 mode = SHADERMODE_GENERIC;
2205 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2206 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2207 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2209 if (vid.allowalphatocoverage)
2210 GL_AlphaToCoverage(false);
2212 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2214 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2216 switch(rsurface.texture->offsetmapping)
2218 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2219 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2220 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2221 case OFFSETMAPPING_OFF: break;
2224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2225 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2226 // normalmap (deferred prepass), may use alpha test on diffuse
2227 mode = SHADERMODE_DEFERREDGEOMETRY;
2228 GL_BlendFunc(GL_ONE, GL_ZERO);
2229 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2230 if (vid.allowalphatocoverage)
2231 GL_AlphaToCoverage(false);
2233 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2235 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2237 switch(rsurface.texture->offsetmapping)
2239 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2240 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_OFF: break;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2248 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2250 mode = SHADERMODE_LIGHTSOURCE;
2251 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2252 permutation |= SHADERPERMUTATION_CUBEFILTER;
2253 if (diffusescale > 0)
2254 permutation |= SHADERPERMUTATION_DIFFUSE;
2255 if (specularscale > 0)
2256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2257 if (r_refdef.fogenabled)
2258 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2259 if (rsurface.texture->colormapping)
2260 permutation |= SHADERPERMUTATION_COLORMAPPING;
2261 if (r_shadow_usingshadowmap2d)
2263 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2264 if(r_shadow_shadowmapvsdct)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2267 if (r_shadow_shadowmap2ddepthbuffer)
2268 permutation |= SHADERPERMUTATION_DEPTHRGB;
2270 if (rsurface.texture->reflectmasktexture)
2271 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2273 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2274 if (vid.allowalphatocoverage)
2275 GL_AlphaToCoverage(false);
2277 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2279 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2281 switch(rsurface.texture->offsetmapping)
2283 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2284 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_OFF: break;
2289 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2290 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2292 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2293 // unshaded geometry (fullbright or ambient model lighting)
2294 mode = SHADERMODE_FLATCOLOR;
2295 ambientscale = diffusescale = specularscale = 0;
2296 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2297 permutation |= SHADERPERMUTATION_GLOW;
2298 if (r_refdef.fogenabled)
2299 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2300 if (rsurface.texture->colormapping)
2301 permutation |= SHADERPERMUTATION_COLORMAPPING;
2302 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2304 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2305 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2307 if (r_shadow_shadowmap2ddepthbuffer)
2308 permutation |= SHADERPERMUTATION_DEPTHRGB;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2311 permutation |= SHADERPERMUTATION_REFLECTION;
2312 if (rsurface.texture->reflectmasktexture)
2313 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2314 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2315 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2316 // when using alphatocoverage, we don't need alphakill
2317 if (vid.allowalphatocoverage)
2319 if (r_transparent_alphatocoverage.integer)
2321 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2322 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2325 GL_AlphaToCoverage(false);
2328 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2330 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2332 switch(rsurface.texture->offsetmapping)
2334 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2335 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2336 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2337 case OFFSETMAPPING_OFF: break;
2340 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2341 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2343 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2344 // directional model lighting
2345 mode = SHADERMODE_LIGHTDIRECTION;
2346 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2347 permutation |= SHADERPERMUTATION_GLOW;
2348 permutation |= SHADERPERMUTATION_DIFFUSE;
2349 if (specularscale > 0)
2350 permutation |= SHADERPERMUTATION_SPECULAR;
2351 if (r_refdef.fogenabled)
2352 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2353 if (rsurface.texture->colormapping)
2354 permutation |= SHADERPERMUTATION_COLORMAPPING;
2355 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2357 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2358 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2360 if (r_shadow_shadowmap2ddepthbuffer)
2361 permutation |= SHADERPERMUTATION_DEPTHRGB;
2363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2364 permutation |= SHADERPERMUTATION_REFLECTION;
2365 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2366 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2367 if (rsurface.texture->reflectmasktexture)
2368 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2369 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2371 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2372 if (r_shadow_bouncegriddirectional)
2373 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2375 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2376 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2377 // when using alphatocoverage, we don't need alphakill
2378 if (vid.allowalphatocoverage)
2380 if (r_transparent_alphatocoverage.integer)
2382 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2383 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2386 GL_AlphaToCoverage(false);
2389 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2391 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2393 switch(rsurface.texture->offsetmapping)
2395 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2396 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2397 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2398 case OFFSETMAPPING_OFF: break;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2402 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2404 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2405 // ambient model lighting
2406 mode = SHADERMODE_LIGHTDIRECTION;
2407 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2408 permutation |= SHADERPERMUTATION_GLOW;
2409 if (r_refdef.fogenabled)
2410 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2411 if (rsurface.texture->colormapping)
2412 permutation |= SHADERPERMUTATION_COLORMAPPING;
2413 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2415 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2416 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2418 if (r_shadow_shadowmap2ddepthbuffer)
2419 permutation |= SHADERPERMUTATION_DEPTHRGB;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2422 permutation |= SHADERPERMUTATION_REFLECTION;
2423 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2424 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2425 if (rsurface.texture->reflectmasktexture)
2426 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2427 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2429 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2430 if (r_shadow_bouncegriddirectional)
2431 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2434 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 // when using alphatocoverage, we don't need alphakill
2436 if (vid.allowalphatocoverage)
2438 if (r_transparent_alphatocoverage.integer)
2440 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2441 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2444 GL_AlphaToCoverage(false);
2449 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2451 switch(rsurface.texture->offsetmapping)
2453 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2454 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2455 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_OFF: break;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2462 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2464 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2465 permutation |= SHADERPERMUTATION_GLOW;
2466 if (r_refdef.fogenabled)
2467 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2468 if (rsurface.texture->colormapping)
2469 permutation |= SHADERPERMUTATION_COLORMAPPING;
2470 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2472 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2475 if (r_shadow_shadowmap2ddepthbuffer)
2476 permutation |= SHADERPERMUTATION_DEPTHRGB;
2478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2479 permutation |= SHADERPERMUTATION_REFLECTION;
2480 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2481 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2482 if (rsurface.texture->reflectmasktexture)
2483 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2484 if (FAKELIGHT_ENABLED)
2486 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2487 mode = SHADERMODE_FAKELIGHT;
2488 permutation |= SHADERPERMUTATION_DIFFUSE;
2489 if (specularscale > 0)
2490 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2492 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2494 // deluxemapping (light direction texture)
2495 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2496 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2498 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2499 permutation |= SHADERPERMUTATION_DIFFUSE;
2500 if (specularscale > 0)
2501 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2503 else if (r_glsl_deluxemapping.integer >= 2)
2505 // fake deluxemapping (uniform light direction in tangentspace)
2506 if (rsurface.uselightmaptexture)
2507 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2509 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2510 permutation |= SHADERPERMUTATION_DIFFUSE;
2511 if (specularscale > 0)
2512 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2514 else if (rsurface.uselightmaptexture)
2516 // ordinary lightmapping (q1bsp, q3bsp)
2517 mode = SHADERMODE_LIGHTMAP;
2521 // ordinary vertex coloring (q3bsp)
2522 mode = SHADERMODE_VERTEXCOLOR;
2524 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2526 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2527 if (r_shadow_bouncegriddirectional)
2528 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2530 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2531 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2532 // when using alphatocoverage, we don't need alphakill
2533 if (vid.allowalphatocoverage)
2535 if (r_transparent_alphatocoverage.integer)
2537 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2538 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2541 GL_AlphaToCoverage(false);
2544 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2545 colormod = dummy_colormod;
2546 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2547 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2548 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2549 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2550 switch(vid.renderpath)
2552 case RENDERPATH_D3D9:
2554 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2555 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2556 R_SetupShader_SetPermutationHLSL(mode, permutation);
2557 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2558 if (mode == SHADERMODE_LIGHTSOURCE)
2560 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2561 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2565 if (mode == SHADERMODE_LIGHTDIRECTION)
2567 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2570 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2571 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2572 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2573 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2574 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2576 if (mode == SHADERMODE_LIGHTSOURCE)
2578 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2584 // additive passes are only darkened by fog, not tinted
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2590 if (mode == SHADERMODE_FLATCOLOR)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2594 else if (mode == SHADERMODE_LIGHTDIRECTION)
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2599 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2601 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2609 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2610 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2612 // additive passes are only darkened by fog, not tinted
2613 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2614 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2616 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2617 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2618 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2619 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2620 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2621 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2622 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2623 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2624 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2625 if (mode == SHADERMODE_WATER)
2626 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2628 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2629 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2631 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2632 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2633 if (rsurface.texture->pantstexture)
2634 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2637 if (rsurface.texture->shirttexture)
2638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2641 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2642 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2643 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2644 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2645 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2646 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2647 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2648 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2649 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2651 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2652 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2653 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2654 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2656 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2657 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2658 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2659 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2660 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2661 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2662 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2663 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2664 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2665 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2666 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2667 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2668 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2669 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2670 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2671 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2672 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2673 if (rsurfacepass == RSURFPASS_BACKGROUND)
2675 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2676 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2677 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2681 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2683 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2684 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2685 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2686 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2688 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2689 if (rsurface.rtlight)
2691 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2692 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2697 case RENDERPATH_D3D10:
2698 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2700 case RENDERPATH_D3D11:
2701 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2703 case RENDERPATH_GL20:
2704 case RENDERPATH_GLES2:
2705 if (!vid.useinterleavedarrays)
2707 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2708 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2709 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2710 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2711 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2712 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2713 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2714 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2715 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2716 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2717 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2721 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2722 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2724 // this has to be after RSurf_PrepareVerticesForBatch
2725 if (rsurface.batchskeletaltransform3x4buffer)
2726 permutation |= SHADERPERMUTATION_SKELETAL;
2727 R_SetupShader_SetPermutationGLSL(mode, permutation);
2728 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2729 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2730 if (mode == SHADERMODE_LIGHTSOURCE)
2732 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2733 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2735 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2736 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2737 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2739 // additive passes are only darkened by fog, not tinted
2740 if (r_glsl_permutation->loc_FogColor >= 0)
2741 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2742 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2746 if (mode == SHADERMODE_FLATCOLOR)
2748 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2750 else if (mode == SHADERMODE_LIGHTDIRECTION)
2752 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2753 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2754 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2755 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2756 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2757 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2758 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2762 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2763 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2764 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2765 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2766 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2768 // additive passes are only darkened by fog, not tinted
2769 if (r_glsl_permutation->loc_FogColor >= 0)
2771 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2772 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2774 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2776 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2777 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2778 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2779 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2780 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2781 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2782 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2783 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2784 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2786 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2788 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2789 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2790 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2792 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2793 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2794 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2795 if (r_glsl_permutation->loc_Color_Pants >= 0)
2797 if (rsurface.texture->pantstexture)
2798 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2800 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2802 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2804 if (rsurface.texture->shirttexture)
2805 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2807 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2809 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2810 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2811 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2812 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2813 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2814 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2815 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2816 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2817 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2819 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2820 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2821 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2822 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2823 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2824 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2827 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2828 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2829 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2830 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2831 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2832 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2833 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2834 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2835 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2836 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2837 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2838 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2839 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2840 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2841 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2842 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2843 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2844 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2845 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2846 if (rsurfacepass == RSURFPASS_BACKGROUND)
2848 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2849 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2850 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2854 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2856 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2857 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2858 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2859 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2861 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2862 if (rsurface.rtlight)
2864 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2865 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2868 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2871 case RENDERPATH_GL11:
2872 case RENDERPATH_GL13:
2873 case RENDERPATH_GLES1:
2875 case RENDERPATH_SOFT:
2876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2877 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2878 R_SetupShader_SetPermutationSoft(mode, permutation);
2879 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2880 if (mode == SHADERMODE_LIGHTSOURCE)
2882 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2889 // additive passes are only darkened by fog, not tinted
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2895 if (mode == SHADERMODE_FLATCOLOR)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2899 else if (mode == SHADERMODE_LIGHTDIRECTION)
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2917 // additive passes are only darkened by fog, not tinted
2918 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2923 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2924 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2925 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2926 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2932 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2933 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2934 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2935 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2936 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2941 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2943 if (rsurface.texture->pantstexture)
2944 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2946 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2948 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2950 if (rsurface.texture->shirttexture)
2951 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2953 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2955 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2956 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2957 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2958 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2959 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2960 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2961 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2962 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2963 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2965 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2966 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2967 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2968 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2970 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2971 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2972 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2973 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2974 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2975 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2976 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2977 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2978 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2979 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2980 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2981 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2982 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2983 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2984 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2985 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2986 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2987 if (rsurfacepass == RSURFPASS_BACKGROUND)
2989 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2990 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2991 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2995 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2997 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2998 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2999 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3000 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3002 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3003 if (rsurface.rtlight)
3005 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3006 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3013 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3015 // select a permutation of the lighting shader appropriate to this
3016 // combination of texture, entity, light source, and fogging, only use the
3017 // minimum features necessary to avoid wasting rendering time in the
3018 // fragment shader on features that are not being used
3019 unsigned int permutation = 0;
3020 unsigned int mode = 0;
3021 const float *lightcolorbase = rtlight->currentcolor;
3022 float ambientscale = rtlight->ambientscale;
3023 float diffusescale = rtlight->diffusescale;
3024 float specularscale = rtlight->specularscale;
3025 // this is the location of the light in view space
3026 vec3_t viewlightorigin;
3027 // this transforms from view space (camera) to light space (cubemap)
3028 matrix4x4_t viewtolight;
3029 matrix4x4_t lighttoview;
3030 float viewtolight16f[16];
3032 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3033 if (rtlight->currentcubemap != r_texture_whitecube)
3034 permutation |= SHADERPERMUTATION_CUBEFILTER;
3035 if (diffusescale > 0)
3036 permutation |= SHADERPERMUTATION_DIFFUSE;
3037 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3038 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3039 if (r_shadow_usingshadowmap2d)
3041 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3042 if (r_shadow_shadowmapvsdct)
3043 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3045 if (r_shadow_shadowmap2ddepthbuffer)
3046 permutation |= SHADERPERMUTATION_DEPTHRGB;
3048 if (vid.allowalphatocoverage)
3049 GL_AlphaToCoverage(false);
3050 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3051 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3052 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3053 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3054 switch(vid.renderpath)
3056 case RENDERPATH_D3D9:
3058 R_SetupShader_SetPermutationHLSL(mode, permutation);
3059 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3060 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3061 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3062 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3063 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3064 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3065 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3066 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3067 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3068 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3070 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3072 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3073 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3074 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_D3D10:
3078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3080 case RENDERPATH_D3D11:
3081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3083 case RENDERPATH_GL20:
3084 case RENDERPATH_GLES2:
3085 R_SetupShader_SetPermutationGLSL(mode, permutation);
3086 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3087 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3088 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3089 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3090 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3091 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3092 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3093 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3094 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3095 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3097 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3098 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3099 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3100 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3101 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3103 case RENDERPATH_GL11:
3104 case RENDERPATH_GL13:
3105 case RENDERPATH_GLES1:
3107 case RENDERPATH_SOFT:
3108 R_SetupShader_SetPermutationGLSL(mode, permutation);
3109 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3110 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3111 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3112 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3113 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3114 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3115 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3116 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3117 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3118 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3120 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3121 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3122 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3123 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3124 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3129 #define SKINFRAME_HASH 1024
3133 int loadsequence; // incremented each level change
3134 memexpandablearray_t array;
3135 skinframe_t *hash[SKINFRAME_HASH];
3138 r_skinframe_t r_skinframe;
3140 void R_SkinFrame_PrepareForPurge(void)
3142 r_skinframe.loadsequence++;
3143 // wrap it without hitting zero
3144 if (r_skinframe.loadsequence >= 200)
3145 r_skinframe.loadsequence = 1;
3148 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3152 // mark the skinframe as used for the purging code
3153 skinframe->loadsequence = r_skinframe.loadsequence;
3156 void R_SkinFrame_Purge(void)
3160 for (i = 0;i < SKINFRAME_HASH;i++)
3162 for (s = r_skinframe.hash[i];s;s = s->next)
3164 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3166 if (s->merged == s->base)
3168 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3169 R_PurgeTexture(s->stain );s->stain = NULL;
3170 R_PurgeTexture(s->merged);s->merged = NULL;
3171 R_PurgeTexture(s->base );s->base = NULL;
3172 R_PurgeTexture(s->pants );s->pants = NULL;
3173 R_PurgeTexture(s->shirt );s->shirt = NULL;
3174 R_PurgeTexture(s->nmap );s->nmap = NULL;
3175 R_PurgeTexture(s->gloss );s->gloss = NULL;
3176 R_PurgeTexture(s->glow );s->glow = NULL;
3177 R_PurgeTexture(s->fog );s->fog = NULL;
3178 R_PurgeTexture(s->reflect);s->reflect = NULL;
3179 s->loadsequence = 0;
3185 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3187 char basename[MAX_QPATH];
3189 Image_StripImageExtension(name, basename, sizeof(basename));
3191 if( last == NULL ) {
3193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3194 item = r_skinframe.hash[hashindex];
3199 // linearly search through the hash bucket
3200 for( ; item ; item = item->next ) {
3201 if( !strcmp( item->basename, basename ) ) {
3208 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3212 char basename[MAX_QPATH];
3214 Image_StripImageExtension(name, basename, sizeof(basename));
3216 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3217 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3218 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3222 rtexture_t *dyntexture;
3223 // check whether its a dynamic texture
3224 dyntexture = CL_GetDynTexture( basename );
3225 if (!add && !dyntexture)
3227 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3228 memset(item, 0, sizeof(*item));
3229 strlcpy(item->basename, basename, sizeof(item->basename));
3230 item->base = dyntexture; // either NULL or dyntexture handle
3231 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3232 item->comparewidth = comparewidth;
3233 item->compareheight = compareheight;
3234 item->comparecrc = comparecrc;
3235 item->next = r_skinframe.hash[hashindex];
3236 r_skinframe.hash[hashindex] = item;
3238 else if (textureflags & TEXF_FORCE_RELOAD)
3240 rtexture_t *dyntexture;
3241 // check whether its a dynamic texture
3242 dyntexture = CL_GetDynTexture( basename );
3243 if (!add && !dyntexture)
3245 if (item->merged == item->base)
3246 item->merged = NULL;
3247 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3248 R_PurgeTexture(item->stain );item->stain = NULL;
3249 R_PurgeTexture(item->merged);item->merged = NULL;
3250 R_PurgeTexture(item->base );item->base = NULL;
3251 R_PurgeTexture(item->pants );item->pants = NULL;
3252 R_PurgeTexture(item->shirt );item->shirt = NULL;
3253 R_PurgeTexture(item->nmap );item->nmap = NULL;
3254 R_PurgeTexture(item->gloss );item->gloss = NULL;
3255 R_PurgeTexture(item->glow );item->glow = NULL;
3256 R_PurgeTexture(item->fog );item->fog = NULL;
3257 R_PurgeTexture(item->reflect);item->reflect = NULL;
3258 item->loadsequence = 0;
3260 else if( item->base == NULL )
3262 rtexture_t *dyntexture;
3263 // check whether its a dynamic texture
3264 // 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]
3265 dyntexture = CL_GetDynTexture( basename );
3266 item->base = dyntexture; // either NULL or dyntexture handle
3269 R_SkinFrame_MarkUsed(item);
3273 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3275 unsigned long long avgcolor[5], wsum; \
3283 for(pix = 0; pix < cnt; ++pix) \
3286 for(comp = 0; comp < 3; ++comp) \
3288 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3291 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3293 for(comp = 0; comp < 3; ++comp) \
3294 avgcolor[comp] += getpixel * w; \
3297 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3298 avgcolor[4] += getpixel; \
3300 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3302 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3303 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3304 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3305 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3308 extern cvar_t gl_picmip;
3309 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3312 unsigned char *pixels;
3313 unsigned char *bumppixels;
3314 unsigned char *basepixels = NULL;
3315 int basepixels_width = 0;
3316 int basepixels_height = 0;
3317 skinframe_t *skinframe;
3318 rtexture_t *ddsbase = NULL;
3319 qboolean ddshasalpha = false;
3320 float ddsavgcolor[4];
3321 char basename[MAX_QPATH];
3322 int miplevel = R_PicmipForFlags(textureflags);
3323 int savemiplevel = miplevel;
3327 if (cls.state == ca_dedicated)
3330 // return an existing skinframe if already loaded
3331 // if loading of the first image fails, don't make a new skinframe as it
3332 // would cause all future lookups of this to be missing
3333 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3334 if (skinframe && skinframe->base)
3337 Image_StripImageExtension(name, basename, sizeof(basename));
3339 // check for DDS texture file first
3340 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3342 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3343 if (basepixels == NULL)
3347 // FIXME handle miplevel
3349 if (developer_loading.integer)
3350 Con_Printf("loading skin \"%s\"\n", name);
3352 // we've got some pixels to store, so really allocate this new texture now
3354 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3355 textureflags &= ~TEXF_FORCE_RELOAD;
3356 skinframe->stain = NULL;
3357 skinframe->merged = NULL;
3358 skinframe->base = NULL;
3359 skinframe->pants = NULL;
3360 skinframe->shirt = NULL;
3361 skinframe->nmap = NULL;
3362 skinframe->gloss = NULL;
3363 skinframe->glow = NULL;
3364 skinframe->fog = NULL;
3365 skinframe->reflect = NULL;
3366 skinframe->hasalpha = false;
3370 skinframe->base = ddsbase;
3371 skinframe->hasalpha = ddshasalpha;
3372 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3373 if (r_loadfog && skinframe->hasalpha)
3374 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3375 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3379 basepixels_width = image_width;
3380 basepixels_height = image_height;
3381 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3382 if (textureflags & TEXF_ALPHA)
3384 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3386 if (basepixels[j] < 255)
3388 skinframe->hasalpha = true;
3392 if (r_loadfog && skinframe->hasalpha)
3394 // has transparent pixels
3395 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3396 for (j = 0;j < image_width * image_height * 4;j += 4)
3401 pixels[j+3] = basepixels[j+3];
3403 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3407 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3409 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3410 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3411 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3412 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3413 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3419 mymiplevel = savemiplevel;
3420 if (r_loadnormalmap)
3421 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3422 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3424 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3425 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3426 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3427 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3430 // _norm is the name used by tenebrae and has been adopted as standard
3431 if (r_loadnormalmap && skinframe->nmap == NULL)
3433 mymiplevel = savemiplevel;
3434 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3436 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3440 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3442 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3443 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3444 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3446 Mem_Free(bumppixels);
3448 else if (r_shadow_bumpscale_basetexture.value > 0)
3450 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3451 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3452 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3456 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3457 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3461 // _luma is supported only for tenebrae compatibility
3462 // _glow is the preferred name
3463 mymiplevel = savemiplevel;
3464 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3466 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3469 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3471 Mem_Free(pixels);pixels = NULL;
3474 mymiplevel = savemiplevel;
3475 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3477 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3480 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 mymiplevel = savemiplevel;
3487 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3489 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3491 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3492 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3498 mymiplevel = savemiplevel;
3499 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3501 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3503 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3504 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3510 mymiplevel = savemiplevel;
3511 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3513 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3516 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3523 Mem_Free(basepixels);
3528 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3529 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3532 unsigned char *temp1, *temp2;
3533 skinframe_t *skinframe;
3536 if (cls.state == ca_dedicated)
3539 // if already loaded just return it, otherwise make a new skinframe
3540 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3541 if (skinframe->base)
3543 textureflags &= ~TEXF_FORCE_RELOAD;
3545 skinframe->stain = NULL;
3546 skinframe->merged = NULL;
3547 skinframe->base = NULL;
3548 skinframe->pants = NULL;
3549 skinframe->shirt = NULL;
3550 skinframe->nmap = NULL;
3551 skinframe->gloss = NULL;
3552 skinframe->glow = NULL;
3553 skinframe->fog = NULL;
3554 skinframe->reflect = NULL;
3555 skinframe->hasalpha = false;
3557 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3561 if (developer_loading.integer)
3562 Con_Printf("loading 32bit skin \"%s\"\n", name);
3564 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3566 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3567 temp2 = temp1 + width * height * 4;
3568 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3569 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3572 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3573 if (textureflags & TEXF_ALPHA)
3575 for (i = 3;i < width * height * 4;i += 4)
3577 if (skindata[i] < 255)
3579 skinframe->hasalpha = true;
3583 if (r_loadfog && skinframe->hasalpha)
3585 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3586 memcpy(fogpixels, skindata, width * height * 4);
3587 for (i = 0;i < width * height * 4;i += 4)
3588 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3589 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3590 Mem_Free(fogpixels);
3594 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3595 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3600 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3604 skinframe_t *skinframe;
3606 if (cls.state == ca_dedicated)
3609 // if already loaded just return it, otherwise make a new skinframe
3610 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3611 if (skinframe->base)
3613 //textureflags &= ~TEXF_FORCE_RELOAD;
3615 skinframe->stain = NULL;
3616 skinframe->merged = NULL;
3617 skinframe->base = NULL;
3618 skinframe->pants = NULL;
3619 skinframe->shirt = NULL;
3620 skinframe->nmap = NULL;
3621 skinframe->gloss = NULL;
3622 skinframe->glow = NULL;
3623 skinframe->fog = NULL;
3624 skinframe->reflect = NULL;
3625 skinframe->hasalpha = false;
3627 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3631 if (developer_loading.integer)
3632 Con_Printf("loading quake skin \"%s\"\n", name);
3634 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3635 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3636 memcpy(skinframe->qpixels, skindata, width*height);
3637 skinframe->qwidth = width;
3638 skinframe->qheight = height;
3641 for (i = 0;i < width * height;i++)
3642 featuresmask |= palette_featureflags[skindata[i]];
3644 skinframe->hasalpha = false;
3645 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3646 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3647 skinframe->qgeneratemerged = true;
3648 skinframe->qgeneratebase = skinframe->qhascolormapping;
3649 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3651 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3652 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3657 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3661 unsigned char *skindata;
3664 if (!skinframe->qpixels)
3667 if (!skinframe->qhascolormapping)
3668 colormapped = false;
3672 if (!skinframe->qgeneratebase)
3677 if (!skinframe->qgeneratemerged)
3681 width = skinframe->qwidth;
3682 height = skinframe->qheight;
3683 skindata = skinframe->qpixels;
3685 if (skinframe->qgeneratenmap)
3687 unsigned char *temp1, *temp2;
3688 skinframe->qgeneratenmap = false;
3689 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3690 temp2 = temp1 + width * height * 4;
3691 // use either a custom palette or the quake palette
3692 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3693 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3694 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3698 if (skinframe->qgenerateglow)
3700 skinframe->qgenerateglow = false;
3701 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3706 skinframe->qgeneratebase = false;
3707 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3708 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3709 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3713 skinframe->qgeneratemerged = false;
3714 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3717 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3719 Mem_Free(skinframe->qpixels);
3720 skinframe->qpixels = NULL;
3724 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3727 skinframe_t *skinframe;
3730 if (cls.state == ca_dedicated)
3733 // if already loaded just return it, otherwise make a new skinframe
3734 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3735 if (skinframe->base)
3737 textureflags &= ~TEXF_FORCE_RELOAD;
3739 skinframe->stain = NULL;
3740 skinframe->merged = NULL;
3741 skinframe->base = NULL;
3742 skinframe->pants = NULL;
3743 skinframe->shirt = NULL;
3744 skinframe->nmap = NULL;
3745 skinframe->gloss = NULL;
3746 skinframe->glow = NULL;
3747 skinframe->fog = NULL;
3748 skinframe->reflect = NULL;
3749 skinframe->hasalpha = false;
3751 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3755 if (developer_loading.integer)
3756 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3758 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3759 if (textureflags & TEXF_ALPHA)
3761 for (i = 0;i < width * height;i++)
3763 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3765 skinframe->hasalpha = true;
3769 if (r_loadfog && skinframe->hasalpha)
3770 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3773 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3774 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3779 skinframe_t *R_SkinFrame_LoadMissing(void)
3781 skinframe_t *skinframe;
3783 if (cls.state == ca_dedicated)
3786 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3787 skinframe->stain = NULL;
3788 skinframe->merged = NULL;
3789 skinframe->base = NULL;
3790 skinframe->pants = NULL;
3791 skinframe->shirt = NULL;
3792 skinframe->nmap = NULL;
3793 skinframe->gloss = NULL;
3794 skinframe->glow = NULL;
3795 skinframe->fog = NULL;
3796 skinframe->reflect = NULL;
3797 skinframe->hasalpha = false;
3799 skinframe->avgcolor[0] = rand() / RAND_MAX;
3800 skinframe->avgcolor[1] = rand() / RAND_MAX;
3801 skinframe->avgcolor[2] = rand() / RAND_MAX;
3802 skinframe->avgcolor[3] = 1;
3807 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3808 typedef struct suffixinfo_s
3811 qboolean flipx, flipy, flipdiagonal;
3814 static suffixinfo_t suffix[3][6] =
3817 {"px", false, false, false},
3818 {"nx", false, false, false},
3819 {"py", false, false, false},
3820 {"ny", false, false, false},
3821 {"pz", false, false, false},
3822 {"nz", false, false, false}
3825 {"posx", false, false, false},
3826 {"negx", false, false, false},
3827 {"posy", false, false, false},
3828 {"negy", false, false, false},
3829 {"posz", false, false, false},
3830 {"negz", false, false, false}
3833 {"rt", true, false, true},
3834 {"lf", false, true, true},
3835 {"ft", true, true, false},
3836 {"bk", false, false, false},
3837 {"up", true, false, true},
3838 {"dn", true, false, true}
3842 static int componentorder[4] = {0, 1, 2, 3};
3844 static rtexture_t *R_LoadCubemap(const char *basename)
3846 int i, j, cubemapsize;
3847 unsigned char *cubemappixels, *image_buffer;
3848 rtexture_t *cubemaptexture;
3850 // must start 0 so the first loadimagepixels has no requested width/height
3852 cubemappixels = NULL;
3853 cubemaptexture = NULL;
3854 // keep trying different suffix groups (posx, px, rt) until one loads
3855 for (j = 0;j < 3 && !cubemappixels;j++)
3857 // load the 6 images in the suffix group
3858 for (i = 0;i < 6;i++)
3860 // generate an image name based on the base and and suffix
3861 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3863 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3865 // an image loaded, make sure width and height are equal
3866 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3868 // if this is the first image to load successfully, allocate the cubemap memory
3869 if (!cubemappixels && image_width >= 1)
3871 cubemapsize = image_width;
3872 // note this clears to black, so unavailable sides are black
3873 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3875 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3877 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3880 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3882 Mem_Free(image_buffer);
3886 // if a cubemap loaded, upload it
3889 if (developer_loading.integer)
3890 Con_Printf("loading cubemap \"%s\"\n", basename);
3892 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3893 Mem_Free(cubemappixels);
3897 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3898 if (developer_loading.integer)
3900 Con_Printf("(tried tried images ");
3901 for (j = 0;j < 3;j++)
3902 for (i = 0;i < 6;i++)
3903 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3904 Con_Print(" and was unable to find any of them).\n");
3907 return cubemaptexture;
3910 rtexture_t *R_GetCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3914 if (r_texture_cubemaps[i] != NULL)
3915 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3916 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3917 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3918 return r_texture_whitecube;
3919 r_texture_numcubemaps++;
3920 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3921 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3922 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3923 return r_texture_cubemaps[i]->texture;
3926 static void R_Main_FreeViewCache(void)
3928 if (r_refdef.viewcache.entityvisible)
3929 Mem_Free(r_refdef.viewcache.entityvisible);
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3939 static void R_Main_ResizeViewCache(void)
3941 int numentities = r_refdef.scene.numentities;
3942 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946 if (r_refdef.viewcache.maxentities < numentities)
3948 r_refdef.viewcache.maxentities = numentities;
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3953 if (r_refdef.viewcache.world_numclusters != numclusters)
3955 r_refdef.viewcache.world_numclusters = numclusters;
3956 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957 if (r_refdef.viewcache.world_pvsbits)
3958 Mem_Free(r_refdef.viewcache.world_pvsbits);
3959 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3961 if (r_refdef.viewcache.world_numleafs != numleafs)
3963 r_refdef.viewcache.world_numleafs = numleafs;
3964 if (r_refdef.viewcache.world_leafvisible)
3965 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3968 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3970 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971 if (r_refdef.viewcache.world_surfacevisible)
3972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3977 extern rtexture_t *loadingscreentexture;
3978 static void gl_main_start(void)
3980 loadingscreentexture = NULL;
3981 r_texture_blanknormalmap = NULL;
3982 r_texture_white = NULL;
3983 r_texture_grey128 = NULL;
3984 r_texture_black = NULL;
3985 r_texture_whitecube = NULL;
3986 r_texture_normalizationcube = NULL;
3987 r_texture_fogattenuation = NULL;
3988 r_texture_fogheighttexture = NULL;
3989 r_texture_gammaramps = NULL;
3990 r_texture_numcubemaps = 0;
3991 r_uniformbufferalignment = 32;
3993 r_loaddds = r_texture_dds_load.integer != 0;
3994 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3996 switch(vid.renderpath)
3998 case RENDERPATH_GL20:
3999 case RENDERPATH_D3D9:
4000 case RENDERPATH_D3D10:
4001 case RENDERPATH_D3D11:
4002 case RENDERPATH_SOFT:
4003 case RENDERPATH_GLES2:
4004 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4005 Cvar_SetValueQuick(&gl_combine, 1);
4006 Cvar_SetValueQuick(&r_glsl, 1);
4007 r_loadnormalmap = true;
4010 if (vid.support.arb_uniform_buffer_object)
4011 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4013 case RENDERPATH_GL13:
4014 case RENDERPATH_GLES1:
4015 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4016 Cvar_SetValueQuick(&gl_combine, 1);
4017 Cvar_SetValueQuick(&r_glsl, 0);
4018 r_loadnormalmap = false;
4019 r_loadgloss = false;
4022 case RENDERPATH_GL11:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 0);
4025 Cvar_SetValueQuick(&r_glsl, 0);
4026 r_loadnormalmap = false;
4027 r_loadgloss = false;
4033 R_FrameData_Reset();
4034 R_BufferData_Reset();
4038 memset(r_queries, 0, sizeof(r_queries));
4040 r_qwskincache = NULL;
4041 r_qwskincache_size = 0;
4043 // due to caching of texture_t references, the collision cache must be reset
4044 Collision_Cache_Reset(true);
4046 // set up r_skinframe loading system for textures
4047 memset(&r_skinframe, 0, sizeof(r_skinframe));
4048 r_skinframe.loadsequence = 1;
4049 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4051 r_main_texturepool = R_AllocTexturePool();
4052 R_BuildBlankTextures();
4054 if (vid.support.arb_texture_cube_map)
4057 R_BuildNormalizationCube();
4059 r_texture_fogattenuation = NULL;
4060 r_texture_fogheighttexture = NULL;
4061 r_texture_gammaramps = NULL;
4062 //r_texture_fogintensity = NULL;
4063 memset(&r_fb, 0, sizeof(r_fb));
4064 r_glsl_permutation = NULL;
4065 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4066 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4067 glslshaderstring = NULL;
4069 r_hlsl_permutation = NULL;
4070 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4071 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4073 hlslshaderstring = NULL;
4074 memset(&r_svbsp, 0, sizeof (r_svbsp));
4076 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4077 r_texture_numcubemaps = 0;
4079 r_refdef.fogmasktable_density = 0;
4082 static void gl_main_shutdown(void)
4085 R_FrameData_Reset();
4086 R_BufferData_Reset();
4088 R_Main_FreeViewCache();
4090 switch(vid.renderpath)
4092 case RENDERPATH_GL11:
4093 case RENDERPATH_GL13:
4094 case RENDERPATH_GL20:
4095 case RENDERPATH_GLES1:
4096 case RENDERPATH_GLES2:
4097 #ifdef GL_SAMPLES_PASSED_ARB
4099 qglDeleteQueriesARB(r_maxqueries, r_queries);
4102 case RENDERPATH_D3D9:
4103 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105 case RENDERPATH_D3D10:
4106 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4108 case RENDERPATH_D3D11:
4109 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4111 case RENDERPATH_SOFT:
4117 memset(r_queries, 0, sizeof(r_queries));
4119 r_qwskincache = NULL;
4120 r_qwskincache_size = 0;
4122 // clear out the r_skinframe state
4123 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4124 memset(&r_skinframe, 0, sizeof(r_skinframe));
4127 Mem_Free(r_svbsp.nodes);
4128 memset(&r_svbsp, 0, sizeof (r_svbsp));
4129 R_FreeTexturePool(&r_main_texturepool);
4130 loadingscreentexture = NULL;
4131 r_texture_blanknormalmap = NULL;
4132 r_texture_white = NULL;
4133 r_texture_grey128 = NULL;
4134 r_texture_black = NULL;
4135 r_texture_whitecube = NULL;
4136 r_texture_normalizationcube = NULL;
4137 r_texture_fogattenuation = NULL;
4138 r_texture_fogheighttexture = NULL;
4139 r_texture_gammaramps = NULL;
4140 r_texture_numcubemaps = 0;
4141 //r_texture_fogintensity = NULL;
4142 memset(&r_fb, 0, sizeof(r_fb));
4145 r_glsl_permutation = NULL;
4146 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4147 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4148 glslshaderstring = NULL;
4150 r_hlsl_permutation = NULL;
4151 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4152 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4154 hlslshaderstring = NULL;
4157 static void gl_main_newmap(void)
4159 // FIXME: move this code to client
4160 char *entities, entname[MAX_QPATH];
4162 Mem_Free(r_qwskincache);
4163 r_qwskincache = NULL;
4164 r_qwskincache_size = 0;
4167 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4168 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4170 CL_ParseEntityLump(entities);
4174 if (cl.worldmodel->brush.entities)
4175 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4177 R_Main_FreeViewCache();
4179 R_FrameData_Reset();
4180 R_BufferData_Reset();
4183 void GL_Main_Init(void)
4186 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4188 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4189 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4190 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4191 if (gamemode == GAME_NEHAHRA)
4193 Cvar_RegisterVariable (&gl_fogenable);
4194 Cvar_RegisterVariable (&gl_fogdensity);
4195 Cvar_RegisterVariable (&gl_fogred);
4196 Cvar_RegisterVariable (&gl_foggreen);
4197 Cvar_RegisterVariable (&gl_fogblue);
4198 Cvar_RegisterVariable (&gl_fogstart);
4199 Cvar_RegisterVariable (&gl_fogend);
4200 Cvar_RegisterVariable (&gl_skyclip);
4202 Cvar_RegisterVariable(&r_motionblur);
4203 Cvar_RegisterVariable(&r_damageblur);
4204 Cvar_RegisterVariable(&r_motionblur_averaging);
4205 Cvar_RegisterVariable(&r_motionblur_randomize);
4206 Cvar_RegisterVariable(&r_motionblur_minblur);
4207 Cvar_RegisterVariable(&r_motionblur_maxblur);
4208 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4209 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4210 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4211 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4212 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4213 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4214 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4215 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4216 Cvar_RegisterVariable(&r_equalize_entities_by);
4217 Cvar_RegisterVariable(&r_equalize_entities_to);
4218 Cvar_RegisterVariable(&r_depthfirst);
4219 Cvar_RegisterVariable(&r_useinfinitefarclip);
4220 Cvar_RegisterVariable(&r_farclip_base);
4221 Cvar_RegisterVariable(&r_farclip_world);
4222 Cvar_RegisterVariable(&r_nearclip);
4223 Cvar_RegisterVariable(&r_deformvertexes);
4224 Cvar_RegisterVariable(&r_transparent);
4225 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4226 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4227 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4228 Cvar_RegisterVariable(&r_showoverdraw);
4229 Cvar_RegisterVariable(&r_showbboxes);
4230 Cvar_RegisterVariable(&r_showsurfaces);
4231 Cvar_RegisterVariable(&r_showtris);
4232 Cvar_RegisterVariable(&r_shownormals);
4233 Cvar_RegisterVariable(&r_showlighting);
4234 Cvar_RegisterVariable(&r_showshadowvolumes);
4235 Cvar_RegisterVariable(&r_showcollisionbrushes);
4236 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4237 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4238 Cvar_RegisterVariable(&r_showdisabledepthtest);
4239 Cvar_RegisterVariable(&r_drawportals);
4240 Cvar_RegisterVariable(&r_drawentities);
4241 Cvar_RegisterVariable(&r_draw2d);
4242 Cvar_RegisterVariable(&r_drawworld);
4243 Cvar_RegisterVariable(&r_cullentities_trace);
4244 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4245 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4246 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4247 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4248 Cvar_RegisterVariable(&r_sortentities);
4249 Cvar_RegisterVariable(&r_drawviewmodel);
4250 Cvar_RegisterVariable(&r_drawexteriormodel);
4251 Cvar_RegisterVariable(&r_speeds);
4252 Cvar_RegisterVariable(&r_fullbrights);
4253 Cvar_RegisterVariable(&r_wateralpha);
4254 Cvar_RegisterVariable(&r_dynamic);
4255 Cvar_RegisterVariable(&r_fakelight);
4256 Cvar_RegisterVariable(&r_fakelight_intensity);
4257 Cvar_RegisterVariable(&r_fullbright);
4258 Cvar_RegisterVariable(&r_shadows);
4259 Cvar_RegisterVariable(&r_shadows_darken);
4260 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4261 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4262 Cvar_RegisterVariable(&r_shadows_throwdistance);
4263 Cvar_RegisterVariable(&r_shadows_throwdirection);
4264 Cvar_RegisterVariable(&r_shadows_focus);
4265 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4266 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4267 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4268 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4269 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4270 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4271 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4272 Cvar_RegisterVariable(&r_fog_exp2);
4273 Cvar_RegisterVariable(&r_fog_clear);
4274 Cvar_RegisterVariable(&r_drawfog);
4275 Cvar_RegisterVariable(&r_transparentdepthmasking);
4276 Cvar_RegisterVariable(&r_transparent_sortmindist);
4277 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4278 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4279 Cvar_RegisterVariable(&r_texture_dds_load);
4280 Cvar_RegisterVariable(&r_texture_dds_save);
4281 Cvar_RegisterVariable(&r_textureunits);
4282 Cvar_RegisterVariable(&gl_combine);
4283 Cvar_RegisterVariable(&r_usedepthtextures);
4284 Cvar_RegisterVariable(&r_viewfbo);
4285 Cvar_RegisterVariable(&r_viewscale);
4286 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4292 Cvar_RegisterVariable(&r_glsl);
4293 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4294 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4295 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4302 Cvar_RegisterVariable(&r_glsl_postprocess);
4303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4311 Cvar_RegisterVariable(&r_celshading);
4312 Cvar_RegisterVariable(&r_celoutlines);
4314 Cvar_RegisterVariable(&r_water);
4315 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4316 Cvar_RegisterVariable(&r_water_clippingplanebias);
4317 Cvar_RegisterVariable(&r_water_refractdistort);
4318 Cvar_RegisterVariable(&r_water_reflectdistort);
4319 Cvar_RegisterVariable(&r_water_scissormode);
4320 Cvar_RegisterVariable(&r_water_lowquality);
4321 Cvar_RegisterVariable(&r_water_hideplayer);
4322 Cvar_RegisterVariable(&r_water_fbo);
4324 Cvar_RegisterVariable(&r_lerpsprites);
4325 Cvar_RegisterVariable(&r_lerpmodels);
4326 Cvar_RegisterVariable(&r_lerplightstyles);
4327 Cvar_RegisterVariable(&r_waterscroll);
4328 Cvar_RegisterVariable(&r_bloom);
4329 Cvar_RegisterVariable(&r_bloom_colorscale);
4330 Cvar_RegisterVariable(&r_bloom_brighten);
4331 Cvar_RegisterVariable(&r_bloom_blur);
4332 Cvar_RegisterVariable(&r_bloom_resolution);
4333 Cvar_RegisterVariable(&r_bloom_colorexponent);
4334 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4335 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4336 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4337 Cvar_RegisterVariable(&r_hdr_glowintensity);
4338 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4339 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4340 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4346 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4347 Cvar_RegisterVariable(&developer_texturelogging);
4348 Cvar_RegisterVariable(&gl_lightmaps);
4349 Cvar_RegisterVariable(&r_test);
4350 Cvar_RegisterVariable(&r_batch_multidraw);
4351 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4352 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4353 Cvar_RegisterVariable(&r_glsl_skeletal);
4354 Cvar_RegisterVariable(&r_glsl_saturation);
4355 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4356 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4357 Cvar_RegisterVariable(&r_framedatasize);
4358 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4359 Cvar_RegisterVariable(&r_bufferdatasize[i]);
4360 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4361 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4362 Cvar_SetValue("r_fullbrights", 0);
4363 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4366 void Render_Init(void)
4379 R_LightningBeams_Init();
4389 extern char *ENGINE_EXTENSIONS;
4392 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4393 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4394 gl_version = (const char *)qglGetString(GL_VERSION);
4395 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4399 if (!gl_platformextensions)
4400 gl_platformextensions = "";
4402 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4403 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4404 Con_Printf("GL_VERSION: %s\n", gl_version);
4405 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4406 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4408 VID_CheckExtensions();
4410 // LordHavoc: report supported extensions
4411 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4413 // clear to black (loading plaque will be seen over this)
4414 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4418 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4422 if (r_trippy.integer)
4424 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4426 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4429 p = r_refdef.view.frustum + i;
4434 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4450 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4458 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4462 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4470 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4474 if (r_trippy.integer)
4476 for (i = 0;i < numplanes;i++)
4483 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4487 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4491 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4495 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4519 //==================================================================================
4521 // LordHavoc: this stores temporary data used within the same frame
4523 typedef struct r_framedata_mem_s
4525 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4526 size_t size; // how much usable space
4527 size_t current; // how much space in use
4528 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4529 size_t wantedsize; // how much space was allocated
4530 unsigned char *data; // start of real data (16byte aligned)
4534 static r_framedata_mem_t *r_framedata_mem;
4536 void R_FrameData_Reset(void)
4538 while (r_framedata_mem)
4540 r_framedata_mem_t *next = r_framedata_mem->purge;
4541 Mem_Free(r_framedata_mem);
4542 r_framedata_mem = next;
4546 static void R_FrameData_Resize(qboolean mustgrow)
4549 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4550 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4551 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4553 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4554 newmem->wantedsize = wantedsize;
4555 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4556 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4557 newmem->current = 0;
4559 newmem->purge = r_framedata_mem;
4560 r_framedata_mem = newmem;
4564 void R_FrameData_NewFrame(void)
4566 R_FrameData_Resize(false);
4567 if (!r_framedata_mem)
4569 // if we ran out of space on the last frame, free the old memory now
4570 while (r_framedata_mem->purge)
4572 // repeatedly remove the second item in the list, leaving only head
4573 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4574 Mem_Free(r_framedata_mem->purge);
4575 r_framedata_mem->purge = next;
4577 // reset the current mem pointer
4578 r_framedata_mem->current = 0;
4579 r_framedata_mem->mark = 0;
4582 void *R_FrameData_Alloc(size_t size)
4587 // align to 16 byte boundary - the data pointer is already aligned, so we
4588 // only need to ensure the size of every allocation is also aligned
4589 size = (size + 15) & ~15;
4591 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4593 // emergency - we ran out of space, allocate more memory
4594 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4595 // this might not be a growing it, but we'll allocate another buffer every time
4596 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4597 R_FrameData_Resize(true);
4600 data = r_framedata_mem->data + r_framedata_mem->current;
4601 r_framedata_mem->current += size;
4603 // count the usage for stats
4604 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4605 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4607 return (void *)data;
4610 void *R_FrameData_Store(size_t size, void *data)
4612 void *d = R_FrameData_Alloc(size);
4614 memcpy(d, data, size);
4618 void R_FrameData_SetMark(void)
4620 if (!r_framedata_mem)
4622 r_framedata_mem->mark = r_framedata_mem->current;
4625 void R_FrameData_ReturnToMark(void)
4627 if (!r_framedata_mem)
4629 r_framedata_mem->current = r_framedata_mem->mark;
4632 //==================================================================================
4634 // avoid reusing the same buffer objects on consecutive buffers
4635 #define R_BUFFERDATA_CYCLE 2
4637 typedef struct r_bufferdata_buffer_s
4639 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4640 size_t size; // how much usable space
4641 size_t current; // how much space in use
4642 r_meshbuffer_t *buffer; // the buffer itself
4644 r_bufferdata_buffer_t;
4646 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4647 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4649 /// frees all dynamic buffers
4650 void R_BufferData_Reset(void)
4653 r_bufferdata_buffer_t **p, *mem;
4654 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4656 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4659 p = &r_bufferdata_buffer[r_bufferdata_cycle][type];
4665 R_Mesh_DestroyMeshBuffer(mem->buffer);
4672 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4673 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow)
4675 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4677 size = (size_t)(r_bufferdatasize[type].value * 1024*1024);
4678 size = bound(65536, size, 512*1024*1024);
4679 if (!mem || mem->size != size || mustgrow)
4681 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4684 if (type == R_BUFFERDATA_VERTEX)
4685 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4686 else if (type == R_BUFFERDATA_INDEX16)
4687 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4688 else if (type == R_BUFFERDATA_INDEX32)
4689 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4690 else if (type == R_BUFFERDATA_UNIFORM)
4691 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4692 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4693 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4697 void R_BufferData_NewFrame(void)
4700 r_bufferdata_buffer_t **p, *mem;
4701 // cycle to the next frame's buffers
4702 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4703 // if we ran out of space on the last time we used these buffers, free the old memory now
4704 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4706 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4708 R_BufferData_Resize((r_bufferdata_type_t)type, false);
4709 // free all but the head buffer, this is how we recycle obsolete
4710 // buffers after they are no longer in use
4711 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4717 R_Mesh_DestroyMeshBuffer(mem->buffer);
4720 // reset the current offset
4721 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4726 r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail)
4728 r_bufferdata_buffer_t *mem;
4733 *returnbufferoffset = 0;
4735 // align size to a byte boundary appropriate for the buffer type, this
4736 // makes all allocations have aligned start offsets
4737 if (type == R_BUFFERDATA_UNIFORM)
4738 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4740 padsize = (datasize + 15) & ~15;
4742 while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4744 // emergency - we ran out of space, allocate more memory
4745 newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f);
4746 // if we're already at the limit, just fail (if allowfail is false we might run out of video ram)
4747 if (newvalue == r_bufferdatasize[type].value && allowfail)
4749 Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue);
4750 R_BufferData_Resize(type, true);
4753 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4754 offset = mem->current;
4755 mem->current += padsize;
4757 // upload the data to the buffer at the chosen offset
4759 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4760 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4762 // count the usage for stats
4763 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4764 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4766 // return the buffer offset
4767 *returnbufferoffset = offset;
4772 //==================================================================================
4774 // LordHavoc: animcache originally written by Echon, rewritten since then
4777 * Animation cache prevents re-generating mesh data for an animated model
4778 * multiple times in one frame for lighting, shadowing, reflections, etc.
4781 void R_AnimCache_Free(void)
4785 void R_AnimCache_ClearCache(void)
4788 entity_render_t *ent;
4790 for (i = 0;i < r_refdef.scene.numentities;i++)
4792 ent = r_refdef.scene.entities[i];
4793 ent->animcache_vertex3f = NULL;
4794 ent->animcache_vertex3f_vertexbuffer = NULL;
4795 ent->animcache_vertex3f_bufferoffset = 0;
4796 ent->animcache_normal3f = NULL;
4797 ent->animcache_normal3f_vertexbuffer = NULL;
4798 ent->animcache_normal3f_bufferoffset = 0;
4799 ent->animcache_svector3f = NULL;
4800 ent->animcache_svector3f_vertexbuffer = NULL;
4801 ent->animcache_svector3f_bufferoffset = 0;
4802 ent->animcache_tvector3f = NULL;
4803 ent->animcache_tvector3f_vertexbuffer = NULL;
4804 ent->animcache_tvector3f_bufferoffset = 0;
4805 ent->animcache_vertexmesh = NULL;
4806 ent->animcache_vertexmesh_vertexbuffer = NULL;
4807 ent->animcache_vertexmesh_bufferoffset = 0;
4808 ent->animcache_skeletaltransform3x4 = NULL;
4809 ent->animcache_skeletaltransform3x4buffer = NULL;
4810 ent->animcache_skeletaltransform3x4offset = 0;
4811 ent->animcache_skeletaltransform3x4size = 0;
4815 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4819 // check if we need the meshbuffers
4820 if (!vid.useinterleavedarrays)
4823 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4824 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4825 // TODO: upload vertexbuffer?
4826 if (ent->animcache_vertexmesh)
4828 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4829 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4830 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4831 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4832 for (i = 0;i < numvertices;i++)
4833 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4834 if (ent->animcache_svector3f)
4835 for (i = 0;i < numvertices;i++)
4836 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4837 if (ent->animcache_tvector3f)
4838 for (i = 0;i < numvertices;i++)
4839 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4840 if (ent->animcache_normal3f)
4841 for (i = 0;i < numvertices;i++)
4842 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4846 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4848 dp_model_t *model = ent->model;
4851 // see if this ent is worth caching
4852 if (!model || !model->Draw || !model->AnimateVertices)
4854 // nothing to cache if it contains no animations and has no skeleton
4855 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4857 // see if it is already cached for gpuskeletal
4858 if (ent->animcache_skeletaltransform3x4)
4860 // see if it is already cached as a mesh
4861 if (ent->animcache_vertex3f)
4863 // check if we need to add normals or tangents
4864 if (ent->animcache_normal3f)
4865 wantnormals = false;
4866 if (ent->animcache_svector3f)
4867 wanttangents = false;
4868 if (!wantnormals && !wanttangents)
4872 // check which kind of cache we need to generate
4873 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4875 // cache the skeleton so the vertex shader can use it
4878 const skeleton_t *skeleton = ent->skeleton;
4879 const frameblend_t *frameblend = ent->frameblend;
4880 float *boneposerelative;
4882 static float bonepose[256][12];
4883 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4884 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4885 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4886 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4887 boneposerelative = ent->animcache_skeletaltransform3x4;
4888 if (skeleton && !skeleton->relativetransforms)
4890 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4893 for (i = 0;i < model->num_bones;i++)
4895 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4896 if (model->data_bones[i].parent >= 0)
4897 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4899 memcpy(bonepose[i], m, sizeof(m));
4901 // create a relative deformation matrix to describe displacement
4902 // from the base mesh, which is used by the actual weighting
4903 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4908 for (i = 0;i < model->num_bones;i++)
4910 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4911 float lerp = frameblend[0].lerp,
4912 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4913 rx = pose7s[3] * lerp,
4914 ry = pose7s[4] * lerp,
4915 rz = pose7s[5] * lerp,
4916 rw = pose7s[6] * lerp,
4917 dx = tx*rw + ty*rz - tz*ry,
4918 dy = -tx*rz + ty*rw + tz*rx,
4919 dz = tx*ry - ty*rx + tz*rw,
4920 dw = -tx*rx - ty*ry - tz*rz,
4921 scale, sx, sy, sz, sw;
4922 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4924 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4925 float lerp = frameblend[blends].lerp,
4926 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4927 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4928 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4937 dx += tx*qw + ty*qz - tz*qy;
4938 dy += -tx*qz + ty*qw + tz*qx;
4939 dz += tx*qy - ty*qx + tz*qw;
4940 dw += -tx*qx - ty*qy - tz*qz;
4942 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4947 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4948 m[1] = 2*(sx*ry - sw*rz);
4949 m[2] = 2*(sx*rz + sw*ry);
4950 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4951 m[4] = 2*(sx*ry + sw*rz);
4952 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4953 m[6] = 2*(sy*rz - sw*rx);
4954 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4955 m[8] = 2*(sx*rz - sw*ry);
4956 m[9] = 2*(sy*rz + sw*rx);
4957 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4958 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4959 if (i == r_skeletal_debugbone.integer)
4960 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4961 m[3] *= r_skeletal_debugtranslatex.value;
4962 m[7] *= r_skeletal_debugtranslatey.value;
4963 m[11] *= r_skeletal_debugtranslatez.value;
4964 if (model->data_bones[i].parent >= 0)
4965 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4967 memcpy(bonepose[i], m, sizeof(m));
4968 // create a relative deformation matrix to describe displacement
4969 // from the base mesh, which is used by the actual weighting
4970 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4973 // note: this can fail if the buffer is at the grow limit
4974 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4975 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true);
4977 else if (ent->animcache_vertex3f)
4979 // mesh was already cached but we may need to add normals/tangents
4980 // (this only happens with multiple views, reflections, cameras, etc)
4981 if (wantnormals || wanttangents)
4983 numvertices = model->surfmesh.num_vertices;
4985 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4988 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4989 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4991 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4992 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4993 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4994 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4995 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5000 // generate mesh cache
5001 numvertices = model->surfmesh.num_vertices;
5002 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5004 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5007 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5008 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5010 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5011 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5012 if (wantnormals || wanttangents)
5014 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5015 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5016 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5018 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5019 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5020 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5025 void R_AnimCache_CacheVisibleEntities(void)
5028 qboolean wantnormals = true;
5029 qboolean wanttangents = !r_showsurfaces.integer;
5031 switch(vid.renderpath)
5033 case RENDERPATH_GL20:
5034 case RENDERPATH_D3D9:
5035 case RENDERPATH_D3D10:
5036 case RENDERPATH_D3D11:
5037 case RENDERPATH_GLES2:
5039 case RENDERPATH_GL11:
5040 case RENDERPATH_GL13:
5041 case RENDERPATH_GLES1:
5042 wanttangents = false;
5044 case RENDERPATH_SOFT:
5048 if (r_shownormals.integer)
5049 wanttangents = wantnormals = true;
5051 // TODO: thread this
5052 // NOTE: R_PrepareRTLights() also caches entities
5054 for (i = 0;i < r_refdef.scene.numentities;i++)
5055 if (r_refdef.viewcache.entityvisible[i])
5056 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5059 //==================================================================================
5061 extern cvar_t r_overheadsprites_pushback;
5063 static void R_View_UpdateEntityLighting (void)
5066 entity_render_t *ent;
5067 vec3_t tempdiffusenormal, avg;
5068 vec_t f, fa, fd, fdd;
5069 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5071 for (i = 0;i < r_refdef.scene.numentities;i++)
5073 ent = r_refdef.scene.entities[i];
5075 // skip unseen models
5076 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5080 if (ent->model && ent->model == cl.worldmodel)
5082 // TODO: use modellight for r_ambient settings on world?
5083 VectorSet(ent->modellight_ambient, 0, 0, 0);
5084 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5085 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5089 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5091 // aleady updated by CSQC
5092 // TODO: force modellight on BSP models in this case?
5093 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5097 // fetch the lighting from the worldmodel data
5098 VectorClear(ent->modellight_ambient);
5099 VectorClear(ent->modellight_diffuse);
5100 VectorClear(tempdiffusenormal);
5101 if (ent->flags & RENDER_LIGHT)
5104 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5106 // complete lightning for lit sprites
5107 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5108 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5110 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5111 org[2] = org[2] + r_overheadsprites_pushback.value;
5112 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5115 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5117 if(ent->flags & RENDER_EQUALIZE)
5119 // first fix up ambient lighting...
5120 if(r_equalize_entities_minambient.value > 0)
5122 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5125 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5126 if(fa < r_equalize_entities_minambient.value * fd)
5129 // fa'/fd' = minambient
5130 // fa'+0.25*fd' = fa+0.25*fd
5132 // fa' = fd' * minambient
5133 // fd'*(0.25+minambient) = fa+0.25*fd
5135 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5136 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5138 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5139 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5140 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5141 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5146 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5148 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5149 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5153 // adjust brightness and saturation to target
5154 avg[0] = avg[1] = avg[2] = fa / f;
5155 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5156 avg[0] = avg[1] = avg[2] = fd / f;
5157 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5163 VectorSet(ent->modellight_ambient, 1, 1, 1);
5166 // move the light direction into modelspace coordinates for lighting code
5167 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5168 if(VectorLength2(ent->modellight_lightdir) == 0)
5169 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5170 VectorNormalize(ent->modellight_lightdir);
5174 #define MAX_LINEOFSIGHTTRACES 64
5176 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5179 vec3_t boxmins, boxmaxs;
5182 dp_model_t *model = r_refdef.scene.worldmodel;
5184 if (!model || !model->brush.TraceLineOfSight)
5187 // expand the box a little
5188 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5189 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5190 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5191 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5192 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5193 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5195 // return true if eye is inside enlarged box
5196 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5200 VectorCopy(eye, start);
5201 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5202 if (model->brush.TraceLineOfSight(model, start, end))
5205 // try various random positions
5206 for (i = 0;i < numsamples;i++)
5208 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5209 if (model->brush.TraceLineOfSight(model, start, end))
5217 static void R_View_UpdateEntityVisible (void)
5222 entity_render_t *ent;
5224 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5225 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5226 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5227 : RENDER_EXTERIORMODEL;
5228 if (!r_drawviewmodel.integer)
5229 renderimask |= RENDER_VIEWMODEL;
5230 if (!r_drawexteriormodel.integer)
5231 renderimask |= RENDER_EXTERIORMODEL;
5232 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5234 // worldmodel can check visibility
5235 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5236 for (i = 0;i < r_refdef.scene.numentities;i++)
5238 ent = r_refdef.scene.entities[i];
5239 if (!(ent->flags & renderimask))
5240 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
5241 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5242 r_refdef.viewcache.entityvisible[i] = true;
5247 // no worldmodel or it can't check visibility
5248 for (i = 0;i < r_refdef.scene.numentities;i++)
5250 ent = r_refdef.scene.entities[i];
5251 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5254 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5255 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5257 for (i = 0;i < r_refdef.scene.numentities;i++)
5259 if (!r_refdef.viewcache.entityvisible[i])
5261 ent = r_refdef.scene.entities[i];
5262 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5264 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5266 continue; // temp entities do pvs only
5267 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5268 ent->last_trace_visibility = realtime;
5269 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5270 r_refdef.viewcache.entityvisible[i] = 0;
5276 /// only used if skyrendermasked, and normally returns false
5277 static int R_DrawBrushModelsSky (void)
5280 entity_render_t *ent;
5283 for (i = 0;i < r_refdef.scene.numentities;i++)
5285 if (!r_refdef.viewcache.entityvisible[i])
5287 ent = r_refdef.scene.entities[i];
5288 if (!ent->model || !ent->model->DrawSky)
5290 ent->model->DrawSky(ent);
5296 static void R_DrawNoModel(entity_render_t *ent);
5297 static void R_DrawModels(void)
5300 entity_render_t *ent;
5302 for (i = 0;i < r_refdef.scene.numentities;i++)
5304 if (!r_refdef.viewcache.entityvisible[i])
5306 ent = r_refdef.scene.entities[i];
5307 r_refdef.stats[r_stat_entities]++;
5309 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5312 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5313 Con_Printf("R_DrawModels\n");
5314 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5315 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5316 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5319 if (ent->model && ent->model->Draw != NULL)
5320 ent->model->Draw(ent);
5326 static void R_DrawModelsDepth(void)
5329 entity_render_t *ent;
5331 for (i = 0;i < r_refdef.scene.numentities;i++)
5333 if (!r_refdef.viewcache.entityvisible[i])
5335 ent = r_refdef.scene.entities[i];
5336 if (ent->model && ent->model->DrawDepth != NULL)
5337 ent->model->DrawDepth(ent);
5341 static void R_DrawModelsDebug(void)
5344 entity_render_t *ent;
5346 for (i = 0;i < r_refdef.scene.numentities;i++)
5348 if (!r_refdef.viewcache.entityvisible[i])
5350 ent = r_refdef.scene.entities[i];
5351 if (ent->model && ent->model->DrawDebug != NULL)
5352 ent->model->DrawDebug(ent);
5356 static void R_DrawModelsAddWaterPlanes(void)
5359 entity_render_t *ent;
5361 for (i = 0;i < r_refdef.scene.numentities;i++)
5363 if (!r_refdef.viewcache.entityvisible[i])
5365 ent = r_refdef.scene.entities[i];
5366 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5367 ent->model->DrawAddWaterPlanes(ent);
5371 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5373 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5375 if (r_hdr_irisadaptation.integer)
5380 vec3_t diffusenormal;
5382 vec_t brightness = 0.0f;
5387 VectorCopy(r_refdef.view.forward, forward);
5388 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5390 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5391 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5392 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5393 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5394 d = DotProduct(forward, diffusenormal);
5395 brightness += VectorLength(ambient);
5397 brightness += d * VectorLength(diffuse);
5399 brightness *= 1.0f / c;
5400 brightness += 0.00001f; // make sure it's never zero
5401 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5402 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5403 current = r_hdr_irisadaptation_value.value;
5405 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5406 else if (current > goal)
5407 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5408 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5409 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5411 else if (r_hdr_irisadaptation_value.value != 1.0f)
5412 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5415 static void R_View_SetFrustum(const int *scissor)
5418 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5419 vec3_t forward, left, up, origin, v;
5423 // flipped x coordinates (because x points left here)
5424 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5425 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5427 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5428 switch(vid.renderpath)
5430 case RENDERPATH_D3D9:
5431 case RENDERPATH_D3D10:
5432 case RENDERPATH_D3D11:
5433 // non-flipped y coordinates
5434 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5435 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5437 case RENDERPATH_SOFT:
5438 case RENDERPATH_GL11:
5439 case RENDERPATH_GL13:
5440 case RENDERPATH_GL20:
5441 case RENDERPATH_GLES1:
5442 case RENDERPATH_GLES2:
5443 // non-flipped y coordinates
5444 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5445 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5450 // we can't trust r_refdef.view.forward and friends in reflected scenes
5451 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5454 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5455 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5456 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5457 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5458 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5459 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5460 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5461 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5462 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5463 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5464 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5465 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5469 zNear = r_refdef.nearclip;
5470 nudge = 1.0 - 1.0 / (1<<23);
5471 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5472 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5473 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5474 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5475 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5476 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5477 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5478 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5484 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5485 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5486 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5487 r_refdef.view.frustum[0].dist = m[15] - m[12];
5489 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5490 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5491 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5492 r_refdef.view.frustum[1].dist = m[15] + m[12];
5494 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5495 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5496 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5497 r_refdef.view.frustum[2].dist = m[15] - m[13];
5499 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5500 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5501 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5502 r_refdef.view.frustum[3].dist = m[15] + m[13];
5504 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5505 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5506 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5507 r_refdef.view.frustum[4].dist = m[15] - m[14];
5509 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5510 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5511 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5512 r_refdef.view.frustum[5].dist = m[15] + m[14];
5515 if (r_refdef.view.useperspective)
5517 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5518 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5519 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5520 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5521 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5523 // then the normals from the corners relative to origin
5524 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5525 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5526 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5527 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5529 // in a NORMAL view, forward cross left == up
5530 // in a REFLECTED view, forward cross left == down
5531 // so our cross products above need to be adjusted for a left handed coordinate system
5532 CrossProduct(forward, left, v);
5533 if(DotProduct(v, up) < 0)
5535 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5536 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5537 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5538 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5541 // Leaving those out was a mistake, those were in the old code, and they
5542 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5543 // I couldn't reproduce it after adding those normalizations. --blub
5544 VectorNormalize(r_refdef.view.frustum[0].normal);
5545 VectorNormalize(r_refdef.view.frustum[1].normal);
5546 VectorNormalize(r_refdef.view.frustum[2].normal);
5547 VectorNormalize(r_refdef.view.frustum[3].normal);
5549 // make the corners absolute
5550 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5551 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5552 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5553 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5556 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5558 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5559 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5560 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5561 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5562 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5566 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5567 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5568 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5569 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5570 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5571 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5572 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5573 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5574 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5575 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5577 r_refdef.view.numfrustumplanes = 5;
5579 if (r_refdef.view.useclipplane)
5581 r_refdef.view.numfrustumplanes = 6;
5582 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5585 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5586 PlaneClassify(r_refdef.view.frustum + i);
5588 // LordHavoc: note to all quake engine coders, Quake had a special case
5589 // for 90 degrees which assumed a square view (wrong), so I removed it,
5590 // Quake2 has it disabled as well.
5592 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5593 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5594 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5595 //PlaneClassify(&frustum[0]);
5597 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5598 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5599 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5600 //PlaneClassify(&frustum[1]);
5602 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5603 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5604 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5605 //PlaneClassify(&frustum[2]);
5607 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5608 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5609 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5610 //PlaneClassify(&frustum[3]);
5613 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5614 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5615 //PlaneClassify(&frustum[4]);
5618 static void R_View_UpdateWithScissor(const int *myscissor)
5620 R_Main_ResizeViewCache();
5621 R_View_SetFrustum(myscissor);
5622 R_View_WorldVisibility(r_refdef.view.useclipplane);
5623 R_View_UpdateEntityVisible();
5624 R_View_UpdateEntityLighting();
5627 static void R_View_Update(void)
5629 R_Main_ResizeViewCache();
5630 R_View_SetFrustum(NULL);
5631 R_View_WorldVisibility(r_refdef.view.useclipplane);
5632 R_View_UpdateEntityVisible();
5633 R_View_UpdateEntityLighting();
5636 float viewscalefpsadjusted = 1.0f;
5638 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5640 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5641 scale = bound(0.03125f, scale, 1.0f);
5642 *outwidth = (int)ceil(width * scale);
5643 *outheight = (int)ceil(height * scale);
5646 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5648 const float *customclipplane = NULL;
5650 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5651 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5653 // LordHavoc: couldn't figure out how to make this approach the
5654 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5655 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5656 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5657 dist = r_refdef.view.clipplane.dist;
5658 plane[0] = r_refdef.view.clipplane.normal[0];
5659 plane[1] = r_refdef.view.clipplane.normal[1];
5660 plane[2] = r_refdef.view.clipplane.normal[2];
5662 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5665 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5666 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5668 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5669 if (!r_refdef.view.useperspective)
5670 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5671 else if (vid.stencil && r_useinfinitefarclip.integer)
5672 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5674 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5675 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5676 R_SetViewport(&r_refdef.view.viewport);
5677 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5679 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5680 float screenplane[4];
5681 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5682 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5683 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5684 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5685 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5689 void R_EntityMatrix(const matrix4x4_t *matrix)
5691 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5693 gl_modelmatrixchanged = false;
5694 gl_modelmatrix = *matrix;
5695 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5696 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5697 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5698 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5700 switch(vid.renderpath)
5702 case RENDERPATH_D3D9:
5704 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5705 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5708 case RENDERPATH_D3D10:
5709 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5711 case RENDERPATH_D3D11:
5712 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5714 case RENDERPATH_GL11:
5715 case RENDERPATH_GL13:
5716 case RENDERPATH_GLES1:
5717 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5719 case RENDERPATH_SOFT:
5720 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5721 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5723 case RENDERPATH_GL20:
5724 case RENDERPATH_GLES2:
5725 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5726 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5732 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5734 r_viewport_t viewport;
5738 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5739 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5740 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5741 R_SetViewport(&viewport);
5742 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5743 GL_Color(1, 1, 1, 1);
5744 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5745 GL_BlendFunc(GL_ONE, GL_ZERO);
5746 GL_ScissorTest(false);
5747 GL_DepthMask(false);
5748 GL_DepthRange(0, 1);
5749 GL_DepthTest(false);
5750 GL_DepthFunc(GL_LEQUAL);
5751 R_EntityMatrix(&identitymatrix);
5752 R_Mesh_ResetTextureState();
5753 GL_PolygonOffset(0, 0);
5754 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5755 switch(vid.renderpath)
5757 case RENDERPATH_GL11:
5758 case RENDERPATH_GL13:
5759 case RENDERPATH_GL20:
5760 case RENDERPATH_GLES1:
5761 case RENDERPATH_GLES2:
5762 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5764 case RENDERPATH_D3D9:
5765 case RENDERPATH_D3D10:
5766 case RENDERPATH_D3D11:
5767 case RENDERPATH_SOFT:
5770 GL_CullFace(GL_NONE);
5775 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5779 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5782 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5786 R_SetupView(true, fbo, depthtexture, colortexture);
5787 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5788 GL_Color(1, 1, 1, 1);
5789 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5790 GL_BlendFunc(GL_ONE, GL_ZERO);
5791 GL_ScissorTest(true);
5793 GL_DepthRange(0, 1);
5795 GL_DepthFunc(GL_LEQUAL);
5796 R_EntityMatrix(&identitymatrix);
5797 R_Mesh_ResetTextureState();
5798 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5799 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5800 switch(vid.renderpath)
5802 case RENDERPATH_GL11:
5803 case RENDERPATH_GL13:
5804 case RENDERPATH_GL20:
5805 case RENDERPATH_GLES1:
5806 case RENDERPATH_GLES2:
5807 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5809 case RENDERPATH_D3D9:
5810 case RENDERPATH_D3D10:
5811 case RENDERPATH_D3D11:
5812 case RENDERPATH_SOFT:
5815 GL_CullFace(r_refdef.view.cullface_back);
5820 R_RenderView_UpdateViewVectors
5823 void R_RenderView_UpdateViewVectors(void)
5825 // break apart the view matrix into vectors for various purposes
5826 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5827 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5828 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5829 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5830 // make an inverted copy of the view matrix for tracking sprites
5831 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5834 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5835 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5837 static void R_Water_StartFrame(void)
5840 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5841 r_waterstate_waterplane_t *p;
5842 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5844 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5847 switch(vid.renderpath)
5849 case RENDERPATH_GL20:
5850 case RENDERPATH_D3D9:
5851 case RENDERPATH_D3D10:
5852 case RENDERPATH_D3D11:
5853 case RENDERPATH_SOFT:
5854 case RENDERPATH_GLES2:
5856 case RENDERPATH_GL11:
5857 case RENDERPATH_GL13:
5858 case RENDERPATH_GLES1:
5862 // set waterwidth and waterheight to the water resolution that will be
5863 // used (often less than the screen resolution for faster rendering)
5864 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5866 // calculate desired texture sizes
5867 // can't use water if the card does not support the texture size
5868 if (!r_water.integer || r_showsurfaces.integer)
5869 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5870 else if (vid.support.arb_texture_non_power_of_two)
5872 texturewidth = waterwidth;
5873 textureheight = waterheight;
5874 camerawidth = waterwidth;
5875 cameraheight = waterheight;
5879 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5880 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5881 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5882 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5885 // allocate textures as needed
5886 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5888 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5889 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5891 if (p->texture_refraction)
5892 R_FreeTexture(p->texture_refraction);
5893 p->texture_refraction = NULL;
5894 if (p->fbo_refraction)
5895 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5896 p->fbo_refraction = 0;
5897 if (p->texture_reflection)
5898 R_FreeTexture(p->texture_reflection);
5899 p->texture_reflection = NULL;
5900 if (p->fbo_reflection)
5901 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5902 p->fbo_reflection = 0;
5903 if (p->texture_camera)
5904 R_FreeTexture(p->texture_camera);
5905 p->texture_camera = NULL;
5907 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5910 memset(&r_fb.water, 0, sizeof(r_fb.water));
5911 r_fb.water.texturewidth = texturewidth;
5912 r_fb.water.textureheight = textureheight;
5913 r_fb.water.camerawidth = camerawidth;
5914 r_fb.water.cameraheight = cameraheight;
5917 if (r_fb.water.texturewidth)
5919 int scaledwidth, scaledheight;
5921 r_fb.water.enabled = true;
5923 // water resolution is usually reduced
5924 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5925 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5926 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5928 // set up variables that will be used in shader setup
5929 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5930 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5931 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5932 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5935 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5936 r_fb.water.numwaterplanes = 0;
5939 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5941 int planeindex, bestplaneindex, vertexindex;
5942 vec3_t mins, maxs, normal, center, v, n;
5943 vec_t planescore, bestplanescore;
5945 r_waterstate_waterplane_t *p;
5946 texture_t *t = R_GetCurrentTexture(surface->texture);
5948 rsurface.texture = t;
5949 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5950 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5951 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5953 // average the vertex normals, find the surface bounds (after deformvertexes)
5954 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5955 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5956 VectorCopy(n, normal);
5957 VectorCopy(v, mins);
5958 VectorCopy(v, maxs);
5959 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5961 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5962 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5963 VectorAdd(normal, n, normal);
5964 mins[0] = min(mins[0], v[0]);
5965 mins[1] = min(mins[1], v[1]);
5966 mins[2] = min(mins[2], v[2]);
5967 maxs[0] = max(maxs[0], v[0]);
5968 maxs[1] = max(maxs[1], v[1]);
5969 maxs[2] = max(maxs[2], v[2]);
5971 VectorNormalize(normal);
5972 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5974 VectorCopy(normal, plane.normal);
5975 VectorNormalize(plane.normal);
5976 plane.dist = DotProduct(center, plane.normal);
5977 PlaneClassify(&plane);
5978 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5980 // skip backfaces (except if nocullface is set)
5981 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5983 VectorNegate(plane.normal, plane.normal);
5985 PlaneClassify(&plane);
5989 // find a matching plane if there is one
5990 bestplaneindex = -1;
5991 bestplanescore = 1048576.0f;
5992 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5994 if(p->camera_entity == t->camera_entity)
5996 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5997 if (bestplaneindex < 0 || bestplanescore > planescore)
5999 bestplaneindex = planeindex;
6000 bestplanescore = planescore;
6004 planeindex = bestplaneindex;
6005 p = r_fb.water.waterplanes + planeindex;
6007 // if this surface does not fit any known plane rendered this frame, add one
6008 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6010 // store the new plane
6011 planeindex = r_fb.water.numwaterplanes++;
6012 p = r_fb.water.waterplanes + planeindex;
6014 // clear materialflags and pvs
6015 p->materialflags = 0;
6016 p->pvsvalid = false;
6017 p->camera_entity = t->camera_entity;
6018 VectorCopy(mins, p->mins);
6019 VectorCopy(maxs, p->maxs);
6023 // merge mins/maxs when we're adding this surface to the plane
6024 p->mins[0] = min(p->mins[0], mins[0]);
6025 p->mins[1] = min(p->mins[1], mins[1]);
6026 p->mins[2] = min(p->mins[2], mins[2]);
6027 p->maxs[0] = max(p->maxs[0], maxs[0]);
6028 p->maxs[1] = max(p->maxs[1], maxs[1]);
6029 p->maxs[2] = max(p->maxs[2], maxs[2]);
6031 // merge this surface's materialflags into the waterplane
6032 p->materialflags |= t->currentmaterialflags;
6033 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6035 // merge this surface's PVS into the waterplane
6036 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6037 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6039 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6045 extern cvar_t r_drawparticles;
6046 extern cvar_t r_drawdecals;
6048 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6051 r_refdef_view_t originalview;
6052 r_refdef_view_t myview;
6053 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
6054 r_waterstate_waterplane_t *p;
6056 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6059 originalview = r_refdef.view;
6061 // lowquality hack, temporarily shut down some cvars and restore afterwards
6062 qualityreduction = r_water_lowquality.integer;
6063 if (qualityreduction > 0)
6065 if (qualityreduction >= 1)
6067 old_r_shadows = r_shadows.integer;
6068 old_r_worldrtlight = r_shadow_realtime_world.integer;
6069 old_r_dlight = r_shadow_realtime_dlight.integer;
6070 Cvar_SetValueQuick(&r_shadows, 0);
6071 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6072 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6074 if (qualityreduction >= 2)
6076 old_r_dynamic = r_dynamic.integer;
6077 old_r_particles = r_drawparticles.integer;
6078 old_r_decals = r_drawdecals.integer;
6079 Cvar_SetValueQuick(&r_dynamic, 0);
6080 Cvar_SetValueQuick(&r_drawparticles, 0);
6081 Cvar_SetValueQuick(&r_drawdecals, 0);
6085 // make sure enough textures are allocated
6086 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6088 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6090 if (!p->texture_refraction)
6091 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6092 if (!p->texture_refraction)
6096 if (r_fb.water.depthtexture == NULL)
6097 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6098 if (p->fbo_refraction == 0)
6099 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6102 else if (p->materialflags & MATERIALFLAG_CAMERA)
6104 if (!p->texture_camera)
6105 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6106 if (!p->texture_camera)
6110 if (r_fb.water.depthtexture == NULL)
6111 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6112 if (p->fbo_camera == 0)
6113 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6117 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6119 if (!p->texture_reflection)
6120 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6121 if (!p->texture_reflection)
6125 if (r_fb.water.depthtexture == NULL)
6126 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6127 if (p->fbo_reflection == 0)
6128 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6134 r_refdef.view = originalview;
6135 r_refdef.view.showdebug = false;
6136 r_refdef.view.width = r_fb.water.waterwidth;
6137 r_refdef.view.height = r_fb.water.waterheight;
6138 r_refdef.view.useclipplane = true;
6139 myview = r_refdef.view;
6140 r_fb.water.renderingscene = true;
6141 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6143 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6145 r_refdef.view = myview;
6146 if(r_water_scissormode.integer)
6148 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6149 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6150 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6153 // render reflected scene and copy into texture
6154 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6155 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6156 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6157 r_refdef.view.clipplane = p->plane;
6158 // reverse the cullface settings for this render
6159 r_refdef.view.cullface_front = GL_FRONT;
6160 r_refdef.view.cullface_back = GL_BACK;
6161 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6163 r_refdef.view.usecustompvs = true;
6165 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6167 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6170 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
6171 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6172 R_ClearScreen(r_refdef.fogenabled);
6173 if(r_water_scissormode.integer & 2)
6174 R_View_UpdateWithScissor(myscissor);
6177 R_AnimCache_CacheVisibleEntities();
6178 if(r_water_scissormode.integer & 1)
6179 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6180 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6182 if (!p->fbo_reflection)
6183 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6184 r_fb.water.hideplayer = false;
6187 // render the normal view scene and copy into texture
6188 // (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)
6189 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6191 r_refdef.view = myview;
6192 if(r_water_scissormode.integer)
6194 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6195 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6196 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6199 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6201 r_refdef.view.clipplane = p->plane;
6202 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6203 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6205 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6207 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6208 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6209 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6210 R_RenderView_UpdateViewVectors();
6211 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6213 r_refdef.view.usecustompvs = true;
6214 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6218 PlaneClassify(&r_refdef.view.clipplane);
6220 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6221 R_ClearScreen(r_refdef.fogenabled);
6222 if(r_water_scissormode.integer & 2)
6223 R_View_UpdateWithScissor(myscissor);
6226 R_AnimCache_CacheVisibleEntities();
6227 if(r_water_scissormode.integer & 1)
6228 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6229 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6231 if (!p->fbo_refraction)
6232 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6233 r_fb.water.hideplayer = false;
6235 else if (p->materialflags & MATERIALFLAG_CAMERA)
6237 r_refdef.view = myview;
6239 r_refdef.view.clipplane = p->plane;
6240 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6241 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6243 r_refdef.view.width = r_fb.water.camerawidth;
6244 r_refdef.view.height = r_fb.water.cameraheight;
6245 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6246 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6247 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6248 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6250 if(p->camera_entity)
6252 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6253 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6256 // note: all of the view is used for displaying... so
6257 // there is no use in scissoring
6259 // reverse the cullface settings for this render
6260 r_refdef.view.cullface_front = GL_FRONT;
6261 r_refdef.view.cullface_back = GL_BACK;
6262 // also reverse the view matrix
6263 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
6264 R_RenderView_UpdateViewVectors();
6265 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6267 r_refdef.view.usecustompvs = true;
6268 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6271 // camera needs no clipplane
6272 r_refdef.view.useclipplane = false;
6274 PlaneClassify(&r_refdef.view.clipplane);
6276 r_fb.water.hideplayer = false;
6278 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6279 R_ClearScreen(r_refdef.fogenabled);
6281 R_AnimCache_CacheVisibleEntities();
6282 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6285 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6286 r_fb.water.hideplayer = false;
6290 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6291 r_fb.water.renderingscene = false;
6292 r_refdef.view = originalview;
6293 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6294 if (!r_fb.water.depthtexture)
6295 R_ClearScreen(r_refdef.fogenabled);
6297 R_AnimCache_CacheVisibleEntities();
6300 r_refdef.view = originalview;
6301 r_fb.water.renderingscene = false;
6302 Cvar_SetValueQuick(&r_water, 0);
6303 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6305 // lowquality hack, restore cvars
6306 if (qualityreduction > 0)
6308 if (qualityreduction >= 1)
6310 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6311 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6312 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6314 if (qualityreduction >= 2)
6316 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6317 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6318 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6323 static void R_Bloom_StartFrame(void)
6326 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6327 int viewwidth, viewheight;
6328 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6329 textype_t textype = TEXTYPE_COLORBUFFER;
6331 switch (vid.renderpath)
6333 case RENDERPATH_GL20:
6334 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6335 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6337 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6338 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6341 case RENDERPATH_GL11:
6342 case RENDERPATH_GL13:
6343 case RENDERPATH_GLES1:
6344 case RENDERPATH_GLES2:
6345 case RENDERPATH_D3D9:
6346 case RENDERPATH_D3D10:
6347 case RENDERPATH_D3D11:
6348 r_fb.usedepthtextures = false;
6350 case RENDERPATH_SOFT:
6351 r_fb.usedepthtextures = true;
6355 if (r_viewscale_fpsscaling.integer)
6357 double actualframetime;
6358 double targetframetime;
6360 actualframetime = r_refdef.lastdrawscreentime;
6361 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6362 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6363 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6364 if (r_viewscale_fpsscaling_stepsize.value > 0)
6365 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6366 viewscalefpsadjusted += adjust;
6367 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6370 viewscalefpsadjusted = 1.0f;
6372 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6374 switch(vid.renderpath)
6376 case RENDERPATH_GL20:
6377 case RENDERPATH_D3D9:
6378 case RENDERPATH_D3D10:
6379 case RENDERPATH_D3D11:
6380 case RENDERPATH_SOFT:
6381 case RENDERPATH_GLES2:
6383 case RENDERPATH_GL11:
6384 case RENDERPATH_GL13:
6385 case RENDERPATH_GLES1:
6389 // set bloomwidth and bloomheight to the bloom resolution that will be
6390 // used (often less than the screen resolution for faster rendering)
6391 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6392 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6393 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6394 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6395 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6397 // calculate desired texture sizes
6398 if (vid.support.arb_texture_non_power_of_two)
6400 screentexturewidth = vid.width;
6401 screentextureheight = vid.height;
6402 bloomtexturewidth = r_fb.bloomwidth;
6403 bloomtextureheight = r_fb.bloomheight;
6407 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6408 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6409 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6410 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6413 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6415 Cvar_SetValueQuick(&r_bloom, 0);
6416 Cvar_SetValueQuick(&r_motionblur, 0);
6417 Cvar_SetValueQuick(&r_damageblur, 0);
6420 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6422 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6424 && r_viewscale.value == 1.0f
6425 && !r_viewscale_fpsscaling.integer)
6426 screentexturewidth = screentextureheight = 0;
6427 if (!r_bloom.integer)
6428 bloomtexturewidth = bloomtextureheight = 0;
6430 // allocate textures as needed
6431 if (r_fb.screentexturewidth != screentexturewidth
6432 || r_fb.screentextureheight != screentextureheight
6433 || r_fb.bloomtexturewidth != bloomtexturewidth
6434 || r_fb.bloomtextureheight != bloomtextureheight
6435 || r_fb.textype != textype
6436 || useviewfbo != (r_fb.fbo != 0))
6438 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6440 if (r_fb.bloomtexture[i])
6441 R_FreeTexture(r_fb.bloomtexture[i]);
6442 r_fb.bloomtexture[i] = NULL;
6444 if (r_fb.bloomfbo[i])
6445 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6446 r_fb.bloomfbo[i] = 0;
6450 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6453 if (r_fb.colortexture)
6454 R_FreeTexture(r_fb.colortexture);
6455 r_fb.colortexture = NULL;
6457 if (r_fb.depthtexture)
6458 R_FreeTexture(r_fb.depthtexture);
6459 r_fb.depthtexture = NULL;
6461 if (r_fb.ghosttexture)
6462 R_FreeTexture(r_fb.ghosttexture);
6463 r_fb.ghosttexture = NULL;
6465 r_fb.screentexturewidth = screentexturewidth;
6466 r_fb.screentextureheight = screentextureheight;
6467 r_fb.bloomtexturewidth = bloomtexturewidth;
6468 r_fb.bloomtextureheight = bloomtextureheight;
6469 r_fb.textype = textype;
6471 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6473 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6474 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6475 r_fb.ghosttexture_valid = false;
6476 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6479 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6480 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6481 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6485 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6487 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6489 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6491 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6496 // bloom texture is a different resolution
6497 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6498 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6499 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6500 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6501 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6503 // set up a texcoord array for the full resolution screen image
6504 // (we have to keep this around to copy back during final render)
6505 r_fb.screentexcoord2f[0] = 0;
6506 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6507 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6508 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6509 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6510 r_fb.screentexcoord2f[5] = 0;
6511 r_fb.screentexcoord2f[6] = 0;
6512 r_fb.screentexcoord2f[7] = 0;
6516 for (i = 1;i < 8;i += 2)
6518 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6522 // set up a texcoord array for the reduced resolution bloom image
6523 // (which will be additive blended over the screen image)
6524 r_fb.bloomtexcoord2f[0] = 0;
6525 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6526 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6527 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6528 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6529 r_fb.bloomtexcoord2f[5] = 0;
6530 r_fb.bloomtexcoord2f[6] = 0;
6531 r_fb.bloomtexcoord2f[7] = 0;
6533 switch(vid.renderpath)
6535 case RENDERPATH_GL11:
6536 case RENDERPATH_GL13:
6537 case RENDERPATH_GL20:
6538 case RENDERPATH_SOFT:
6539 case RENDERPATH_GLES1:
6540 case RENDERPATH_GLES2:
6542 case RENDERPATH_D3D9:
6543 case RENDERPATH_D3D10:
6544 case RENDERPATH_D3D11:
6545 for (i = 0;i < 4;i++)
6547 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6548 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6549 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6550 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6555 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6558 r_refdef.view.clear = true;
6561 static void R_Bloom_MakeTexture(void)
6564 float xoffset, yoffset, r, brighten;
6566 float colorscale = r_bloom_colorscale.value;
6568 r_refdef.stats[r_stat_bloom]++;
6571 // this copy is unnecessary since it happens in R_BlendView already
6574 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6575 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6579 // scale down screen texture to the bloom texture size
6581 r_fb.bloomindex = 0;
6582 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6583 R_SetViewport(&r_fb.bloomviewport);
6584 GL_DepthTest(false);
6585 GL_BlendFunc(GL_ONE, GL_ZERO);
6586 GL_Color(colorscale, colorscale, colorscale, 1);
6587 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6588 switch(vid.renderpath)
6590 case RENDERPATH_GL11:
6591 case RENDERPATH_GL13:
6592 case RENDERPATH_GL20:
6593 case RENDERPATH_GLES1:
6594 case RENDERPATH_GLES2:
6595 case RENDERPATH_SOFT:
6596 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6598 case RENDERPATH_D3D9:
6599 case RENDERPATH_D3D10:
6600 case RENDERPATH_D3D11:
6601 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6604 // TODO: do boxfilter scale-down in shader?
6605 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6606 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6607 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6609 // we now have a properly scaled bloom image
6610 if (!r_fb.bloomfbo[r_fb.bloomindex])
6612 // copy it into the bloom texture
6613 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6614 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6617 // multiply bloom image by itself as many times as desired
6618 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6620 intex = r_fb.bloomtexture[r_fb.bloomindex];
6621 r_fb.bloomindex ^= 1;
6622 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6624 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6625 if (!r_fb.bloomfbo[r_fb.bloomindex])
6627 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6628 GL_Color(r,r,r,1); // apply fix factor
6633 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6634 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6635 GL_Color(1,1,1,1); // no fix factor supported here
6637 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6638 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6639 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6640 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6642 if (!r_fb.bloomfbo[r_fb.bloomindex])
6644 // copy the darkened image to a texture
6645 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6646 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6650 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6651 brighten = r_bloom_brighten.value;
6652 brighten = sqrt(brighten);
6654 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6656 for (dir = 0;dir < 2;dir++)
6658 intex = r_fb.bloomtexture[r_fb.bloomindex];
6659 r_fb.bloomindex ^= 1;
6660 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6661 // blend on at multiple vertical offsets to achieve a vertical blur
6662 // TODO: do offset blends using GLSL
6663 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6664 GL_BlendFunc(GL_ONE, GL_ZERO);
6665 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6666 for (x = -range;x <= range;x++)
6668 if (!dir){xoffset = 0;yoffset = x;}
6669 else {xoffset = x;yoffset = 0;}
6670 xoffset /= (float)r_fb.bloomtexturewidth;
6671 yoffset /= (float)r_fb.bloomtextureheight;
6672 // compute a texcoord array with the specified x and y offset
6673 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6674 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6675 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6676 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6677 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6678 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6679 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6680 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6681 // this r value looks like a 'dot' particle, fading sharply to
6682 // black at the edges
6683 // (probably not realistic but looks good enough)
6684 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6685 //r = brighten/(range*2+1);
6686 r = brighten / (range * 2 + 1);
6688 r *= (1 - x*x/(float)(range*range));
6689 GL_Color(r, r, r, 1);
6690 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6691 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6692 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6693 GL_BlendFunc(GL_ONE, GL_ONE);
6696 if (!r_fb.bloomfbo[r_fb.bloomindex])
6698 // copy the vertically or horizontally blurred bloom view to a texture
6699 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6700 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6705 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6707 unsigned int permutation;
6708 float uservecs[4][4];
6710 R_EntityMatrix(&identitymatrix);
6712 switch (vid.renderpath)
6714 case RENDERPATH_GL20:
6715 case RENDERPATH_D3D9:
6716 case RENDERPATH_D3D10:
6717 case RENDERPATH_D3D11:
6718 case RENDERPATH_SOFT:
6719 case RENDERPATH_GLES2:
6721 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6722 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6723 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6724 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6725 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6727 if (r_fb.colortexture)
6731 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6732 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6735 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6737 // declare variables
6738 float blur_factor, blur_mouseaccel, blur_velocity;
6739 static float blur_average;
6740 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6742 // set a goal for the factoring
6743 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6744 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6745 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6746 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6747 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6748 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6750 // from the goal, pick an averaged value between goal and last value
6751 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6752 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6754 // enforce minimum amount of blur
6755 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6757 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6759 // calculate values into a standard alpha
6760 cl.motionbluralpha = 1 - exp(-
6762 (r_motionblur.value * blur_factor / 80)
6764 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6767 max(0.0001, cl.time - cl.oldtime) // fps independent
6770 // randomization for the blur value to combat persistent ghosting
6771 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6772 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6775 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6776 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6778 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6779 GL_Color(1, 1, 1, cl.motionbluralpha);
6780 switch(vid.renderpath)
6782 case RENDERPATH_GL11:
6783 case RENDERPATH_GL13:
6784 case RENDERPATH_GL20:
6785 case RENDERPATH_GLES1:
6786 case RENDERPATH_GLES2:
6787 case RENDERPATH_SOFT:
6788 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6790 case RENDERPATH_D3D9:
6791 case RENDERPATH_D3D10:
6792 case RENDERPATH_D3D11:
6793 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6796 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6797 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6798 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6801 // updates old view angles for next pass
6802 VectorCopy(cl.viewangles, blur_oldangles);
6804 // copy view into the ghost texture
6805 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6806 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6807 r_fb.ghosttexture_valid = true;
6812 // no r_fb.colortexture means we're rendering to the real fb
6813 // we may still have to do view tint...
6814 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6816 // apply a color tint to the whole view
6817 R_ResetViewRendering2D(0, NULL, NULL);
6818 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6819 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6820 R_SetupShader_Generic_NoTexture(false, true);
6821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6822 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6824 break; // no screen processing, no bloom, skip it
6827 if (r_fb.bloomtexture[0])
6829 // make the bloom texture
6830 R_Bloom_MakeTexture();
6833 #if _MSC_VER >= 1400
6834 #define sscanf sscanf_s
6836 memset(uservecs, 0, sizeof(uservecs));
6837 if (r_glsl_postprocess_uservec1_enable.integer)
6838 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6839 if (r_glsl_postprocess_uservec2_enable.integer)
6840 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6841 if (r_glsl_postprocess_uservec3_enable.integer)
6842 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6843 if (r_glsl_postprocess_uservec4_enable.integer)
6844 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6846 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6847 GL_Color(1, 1, 1, 1);
6848 GL_BlendFunc(GL_ONE, GL_ZERO);
6850 switch(vid.renderpath)
6852 case RENDERPATH_GL20:
6853 case RENDERPATH_GLES2:
6854 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6855 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6856 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6857 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6858 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6859 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6860 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6861 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6862 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6863 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6864 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6865 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6866 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6867 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6869 case RENDERPATH_D3D9:
6871 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6872 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6873 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6874 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6875 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6876 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6877 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6878 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6879 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6880 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6881 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6882 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6883 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6884 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6885 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6888 case RENDERPATH_D3D10:
6889 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6891 case RENDERPATH_D3D11:
6892 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6894 case RENDERPATH_SOFT:
6895 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6896 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6897 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6898 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6899 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6901 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6907 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6908 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6913 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6914 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6916 case RENDERPATH_GL11:
6917 case RENDERPATH_GL13:
6918 case RENDERPATH_GLES1:
6919 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6921 // apply a color tint to the whole view
6922 R_ResetViewRendering2D(0, NULL, NULL);
6923 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6924 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6925 R_SetupShader_Generic_NoTexture(false, true);
6926 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6927 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6933 matrix4x4_t r_waterscrollmatrix;
6935 void R_UpdateFog(void)
6938 if (gamemode == GAME_NEHAHRA)
6940 if (gl_fogenable.integer)
6942 r_refdef.oldgl_fogenable = true;
6943 r_refdef.fog_density = gl_fogdensity.value;
6944 r_refdef.fog_red = gl_fogred.value;
6945 r_refdef.fog_green = gl_foggreen.value;
6946 r_refdef.fog_blue = gl_fogblue.value;
6947 r_refdef.fog_alpha = 1;
6948 r_refdef.fog_start = 0;
6949 r_refdef.fog_end = gl_skyclip.value;
6950 r_refdef.fog_height = 1<<30;
6951 r_refdef.fog_fadedepth = 128;
6953 else if (r_refdef.oldgl_fogenable)
6955 r_refdef.oldgl_fogenable = false;
6956 r_refdef.fog_density = 0;
6957 r_refdef.fog_red = 0;
6958 r_refdef.fog_green = 0;
6959 r_refdef.fog_blue = 0;
6960 r_refdef.fog_alpha = 0;
6961 r_refdef.fog_start = 0;
6962 r_refdef.fog_end = 0;
6963 r_refdef.fog_height = 1<<30;
6964 r_refdef.fog_fadedepth = 128;
6969 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6970 r_refdef.fog_start = max(0, r_refdef.fog_start);
6971 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6973 if (r_refdef.fog_density && r_drawfog.integer)
6975 r_refdef.fogenabled = true;
6976 // this is the point where the fog reaches 0.9986 alpha, which we
6977 // consider a good enough cutoff point for the texture
6978 // (0.9986 * 256 == 255.6)
6979 if (r_fog_exp2.integer)
6980 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6982 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6983 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6984 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6985 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6986 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6987 R_BuildFogHeightTexture();
6988 // fog color was already set
6989 // update the fog texture
6990 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6991 R_BuildFogTexture();
6992 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6993 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6996 r_refdef.fogenabled = false;
6999 if (r_refdef.fog_density)
7001 r_refdef.fogcolor[0] = r_refdef.fog_red;
7002 r_refdef.fogcolor[1] = r_refdef.fog_green;
7003 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7005 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7006 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7007 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7008 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7012 VectorCopy(r_refdef.fogcolor, fogvec);
7013 // color.rgb *= ContrastBoost * SceneBrightness;
7014 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7015 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7016 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7017 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7022 void R_UpdateVariables(void)
7026 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7028 r_refdef.farclip = r_farclip_base.value;
7029 if (r_refdef.scene.worldmodel)
7030 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7031 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7033 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7034 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7035 r_refdef.polygonfactor = 0;
7036 r_refdef.polygonoffset = 0;
7037 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7038 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7040 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7041 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7042 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7043 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7044 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7045 if (FAKELIGHT_ENABLED)
7047 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7049 else if (r_refdef.scene.worldmodel)
7051 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7053 if (r_showsurfaces.integer)
7055 r_refdef.scene.rtworld = false;
7056 r_refdef.scene.rtworldshadows = false;
7057 r_refdef.scene.rtdlight = false;
7058 r_refdef.scene.rtdlightshadows = false;
7059 r_refdef.lightmapintensity = 0;
7062 r_gpuskeletal = false;
7063 switch(vid.renderpath)
7065 case RENDERPATH_GL20:
7066 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7067 case RENDERPATH_D3D9:
7068 case RENDERPATH_D3D10:
7069 case RENDERPATH_D3D11:
7070 case RENDERPATH_SOFT:
7071 case RENDERPATH_GLES2:
7072 if(v_glslgamma.integer && !vid_gammatables_trivial)
7074 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7076 // build GLSL gamma texture
7077 #define RAMPWIDTH 256
7078 unsigned short ramp[RAMPWIDTH * 3];
7079 unsigned char rampbgr[RAMPWIDTH][4];
7082 r_texture_gammaramps_serial = vid_gammatables_serial;
7084 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7085 for(i = 0; i < RAMPWIDTH; ++i)
7087 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7088 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7089 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7092 if (r_texture_gammaramps)
7094 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7098 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7104 // remove GLSL gamma texture
7107 case RENDERPATH_GL11:
7108 case RENDERPATH_GL13:
7109 case RENDERPATH_GLES1:
7114 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7115 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7121 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7122 if( scenetype != r_currentscenetype ) {
7123 // store the old scenetype
7124 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7125 r_currentscenetype = scenetype;
7126 // move in the new scene
7127 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7136 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7138 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7139 if( scenetype == r_currentscenetype ) {
7140 return &r_refdef.scene;
7142 return &r_scenes_store[ scenetype ];
7146 static int R_SortEntities_Compare(const void *ap, const void *bp)
7148 const entity_render_t *a = *(const entity_render_t **)ap;
7149 const entity_render_t *b = *(const entity_render_t **)bp;
7152 if(a->model < b->model)
7154 if(a->model > b->model)
7158 // TODO possibly calculate the REAL skinnum here first using
7160 if(a->skinnum < b->skinnum)
7162 if(a->skinnum > b->skinnum)
7165 // everything we compared is equal
7168 static void R_SortEntities(void)
7170 // below or equal 2 ents, sorting never gains anything
7171 if(r_refdef.scene.numentities <= 2)
7174 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7182 int dpsoftrast_test;
7183 extern cvar_t r_shadow_bouncegrid;
7184 void R_RenderView(void)
7186 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7188 rtexture_t *depthtexture;
7189 rtexture_t *colortexture;
7191 dpsoftrast_test = r_test.integer;
7193 if (r_timereport_active)
7194 R_TimeReport("start");
7195 r_textureframe++; // used only by R_GetCurrentTexture
7196 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7198 if(R_CompileShader_CheckStaticParms())
7201 if (!r_drawentities.integer)
7202 r_refdef.scene.numentities = 0;
7203 else if (r_sortentities.integer)
7206 R_AnimCache_ClearCache();
7207 R_FrameData_NewFrame();
7208 R_BufferData_NewFrame();
7210 /* adjust for stereo display */
7211 if(R_Stereo_Active())
7213 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
7214 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7217 if (r_refdef.view.isoverlay)
7219 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7220 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7221 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7222 R_TimeReport("depthclear");
7224 r_refdef.view.showdebug = false;
7226 r_fb.water.enabled = false;
7227 r_fb.water.numwaterplanes = 0;
7229 R_RenderScene(0, NULL, NULL);
7231 r_refdef.view.matrix = originalmatrix;
7237 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7239 r_refdef.view.matrix = originalmatrix;
7243 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7245 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7246 // in sRGB fallback, behave similar to true sRGB: convert this
7247 // value from linear to sRGB
7248 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7250 R_RenderView_UpdateViewVectors();
7252 R_Shadow_UpdateWorldLightSelection();
7254 R_Bloom_StartFrame();
7256 // apply bloom brightness offset
7257 if(r_fb.bloomtexture[0])
7258 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7260 R_Water_StartFrame();
7262 // now we probably have an fbo to render into
7264 depthtexture = r_fb.depthtexture;
7265 colortexture = r_fb.colortexture;
7268 if (r_timereport_active)
7269 R_TimeReport("viewsetup");
7271 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7273 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7275 R_ClearScreen(r_refdef.fogenabled);
7276 if (r_timereport_active)
7277 R_TimeReport("viewclear");
7279 r_refdef.view.clear = true;
7281 r_refdef.view.showdebug = true;
7284 if (r_timereport_active)
7285 R_TimeReport("visibility");
7287 R_AnimCache_CacheVisibleEntities();
7288 if (r_timereport_active)
7289 R_TimeReport("animcache");
7291 R_Shadow_UpdateBounceGridTexture();
7292 if (r_timereport_active && r_shadow_bouncegrid.integer)
7293 R_TimeReport("bouncegrid");
7295 r_fb.water.numwaterplanes = 0;
7296 if (r_fb.water.enabled)
7297 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7299 R_RenderScene(fbo, depthtexture, colortexture);
7300 r_fb.water.numwaterplanes = 0;
7302 R_BlendView(fbo, depthtexture, colortexture);
7303 if (r_timereport_active)
7304 R_TimeReport("blendview");
7306 GL_Scissor(0, 0, vid.width, vid.height);
7307 GL_ScissorTest(false);
7309 r_refdef.view.matrix = originalmatrix;
7314 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7316 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7318 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7319 if (r_timereport_active)
7320 R_TimeReport("waterworld");
7323 // don't let sound skip if going slow
7324 if (r_refdef.scene.extraupdate)
7327 R_DrawModelsAddWaterPlanes();
7328 if (r_timereport_active)
7329 R_TimeReport("watermodels");
7331 if (r_fb.water.numwaterplanes)
7333 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7334 if (r_timereport_active)
7335 R_TimeReport("waterscenes");
7339 extern cvar_t cl_locs_show;
7340 static void R_DrawLocs(void);
7341 static void R_DrawEntityBBoxes(void);
7342 static void R_DrawModelDecals(void);
7343 extern cvar_t cl_decals_newsystem;
7344 extern qboolean r_shadow_usingdeferredprepass;
7345 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7347 qboolean shadowmapping = false;
7349 if (r_timereport_active)
7350 R_TimeReport("beginscene");
7352 r_refdef.stats[r_stat_renders]++;
7356 // don't let sound skip if going slow
7357 if (r_refdef.scene.extraupdate)
7360 R_MeshQueue_BeginScene();
7364 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7366 if (r_timereport_active)
7367 R_TimeReport("skystartframe");
7369 if (cl.csqc_vidvars.drawworld)
7371 // don't let sound skip if going slow
7372 if (r_refdef.scene.extraupdate)
7375 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7377 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7378 if (r_timereport_active)
7379 R_TimeReport("worldsky");
7382 if (R_DrawBrushModelsSky() && r_timereport_active)
7383 R_TimeReport("bmodelsky");
7385 if (skyrendermasked && skyrenderlater)
7387 // we have to force off the water clipping plane while rendering sky
7388 R_SetupView(false, fbo, depthtexture, colortexture);
7390 R_SetupView(true, fbo, depthtexture, colortexture);
7391 if (r_timereport_active)
7392 R_TimeReport("sky");
7396 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7397 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7398 R_Shadow_PrepareModelShadows();
7399 if (r_timereport_active)
7400 R_TimeReport("preparelights");
7402 if (R_Shadow_ShadowMappingEnabled())
7403 shadowmapping = true;
7405 if (r_shadow_usingdeferredprepass)
7406 R_Shadow_DrawPrepass();
7408 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7410 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7411 if (r_timereport_active)
7412 R_TimeReport("worlddepth");
7414 if (r_depthfirst.integer >= 2)
7416 R_DrawModelsDepth();
7417 if (r_timereport_active)
7418 R_TimeReport("modeldepth");
7421 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7423 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7424 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7425 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7426 // don't let sound skip if going slow
7427 if (r_refdef.scene.extraupdate)
7431 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7433 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7434 if (r_timereport_active)
7435 R_TimeReport("world");
7438 // don't let sound skip if going slow
7439 if (r_refdef.scene.extraupdate)
7443 if (r_timereport_active)
7444 R_TimeReport("models");
7446 // don't let sound skip if going slow
7447 if (r_refdef.scene.extraupdate)
7450 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7452 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7453 R_DrawModelShadows(fbo, depthtexture, colortexture);
7454 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7455 // don't let sound skip if going slow
7456 if (r_refdef.scene.extraupdate)
7460 if (!r_shadow_usingdeferredprepass)
7462 R_Shadow_DrawLights();
7463 if (r_timereport_active)
7464 R_TimeReport("rtlights");
7467 // don't let sound skip if going slow
7468 if (r_refdef.scene.extraupdate)
7471 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7473 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7474 R_DrawModelShadows(fbo, depthtexture, colortexture);
7475 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7476 // don't let sound skip if going slow
7477 if (r_refdef.scene.extraupdate)
7481 if (cl.csqc_vidvars.drawworld)
7483 if (cl_decals_newsystem.integer)
7485 R_DrawModelDecals();
7486 if (r_timereport_active)
7487 R_TimeReport("modeldecals");
7492 if (r_timereport_active)
7493 R_TimeReport("decals");
7497 if (r_timereport_active)
7498 R_TimeReport("particles");
7501 if (r_timereport_active)
7502 R_TimeReport("explosions");
7504 R_DrawLightningBeams();
7505 if (r_timereport_active)
7506 R_TimeReport("lightning");
7510 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7512 if (r_refdef.view.showdebug)
7514 if (cl_locs_show.integer)
7517 if (r_timereport_active)
7518 R_TimeReport("showlocs");
7521 if (r_drawportals.integer)
7524 if (r_timereport_active)
7525 R_TimeReport("portals");
7528 if (r_showbboxes.value > 0)
7530 R_DrawEntityBBoxes();
7531 if (r_timereport_active)
7532 R_TimeReport("bboxes");
7536 if (r_transparent.integer)
7538 R_MeshQueue_RenderTransparent();
7539 if (r_timereport_active)
7540 R_TimeReport("drawtrans");
7543 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7545 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7546 if (r_timereport_active)
7547 R_TimeReport("worlddebug");
7548 R_DrawModelsDebug();
7549 if (r_timereport_active)
7550 R_TimeReport("modeldebug");
7553 if (cl.csqc_vidvars.drawworld)
7555 R_Shadow_DrawCoronas();
7556 if (r_timereport_active)
7557 R_TimeReport("coronas");
7562 GL_DepthTest(false);
7563 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7564 GL_Color(1, 1, 1, 1);
7565 qglBegin(GL_POLYGON);
7566 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7567 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7568 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7569 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7571 qglBegin(GL_POLYGON);
7572 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7573 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7574 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7575 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7577 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7581 // don't let sound skip if going slow
7582 if (r_refdef.scene.extraupdate)
7586 static const unsigned short bboxelements[36] =
7596 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7599 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7601 RSurf_ActiveWorldEntity();
7603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7604 GL_DepthMask(false);
7605 GL_DepthRange(0, 1);
7606 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7607 // R_Mesh_ResetTextureState();
7609 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7610 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7611 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7612 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7613 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7614 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7615 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7616 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7617 R_FillColors(color4f, 8, cr, cg, cb, ca);
7618 if (r_refdef.fogenabled)
7620 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7622 f1 = RSurf_FogVertex(v);
7624 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7625 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7626 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7629 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7630 R_Mesh_ResetTextureState();
7631 R_SetupShader_Generic_NoTexture(false, false);
7632 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7635 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7637 prvm_prog_t *prog = SVVM_prog;
7640 prvm_edict_t *edict;
7642 // this function draws bounding boxes of server entities
7646 GL_CullFace(GL_NONE);
7647 R_SetupShader_Generic_NoTexture(false, false);
7649 for (i = 0;i < numsurfaces;i++)
7651 edict = PRVM_EDICT_NUM(surfacelist[i]);
7652 switch ((int)PRVM_serveredictfloat(edict, solid))
7654 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7655 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7656 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7657 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7658 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7659 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7660 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7662 color[3] *= r_showbboxes.value;
7663 color[3] = bound(0, color[3], 1);
7664 GL_DepthTest(!r_showdisabledepthtest.integer);
7665 GL_CullFace(r_refdef.view.cullface_front);
7666 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7670 static void R_DrawEntityBBoxes(void)
7673 prvm_edict_t *edict;
7675 prvm_prog_t *prog = SVVM_prog;
7677 // this function draws bounding boxes of server entities
7681 for (i = 0;i < prog->num_edicts;i++)
7683 edict = PRVM_EDICT_NUM(i);
7684 if (edict->priv.server->free)
7686 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7687 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7689 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7691 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7692 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7696 static const int nomodelelement3i[24] =
7708 static const unsigned short nomodelelement3s[24] =
7720 static const float nomodelvertex3f[6*3] =
7730 static const float nomodelcolor4f[6*4] =
7732 0.0f, 0.0f, 0.5f, 1.0f,
7733 0.0f, 0.0f, 0.5f, 1.0f,
7734 0.0f, 0.5f, 0.0f, 1.0f,
7735 0.0f, 0.5f, 0.0f, 1.0f,
7736 0.5f, 0.0f, 0.0f, 1.0f,
7737 0.5f, 0.0f, 0.0f, 1.0f
7740 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7746 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7748 // this is only called once per entity so numsurfaces is always 1, and
7749 // surfacelist is always {0}, so this code does not handle batches
7751 if (rsurface.ent_flags & RENDER_ADDITIVE)
7753 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7754 GL_DepthMask(false);
7756 else if (rsurface.colormod[3] < 1)
7758 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7759 GL_DepthMask(false);
7763 GL_BlendFunc(GL_ONE, GL_ZERO);
7766 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7767 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7768 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7769 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7770 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7771 for (i = 0, c = color4f;i < 6;i++, c += 4)
7773 c[0] *= rsurface.colormod[0];
7774 c[1] *= rsurface.colormod[1];
7775 c[2] *= rsurface.colormod[2];
7776 c[3] *= rsurface.colormod[3];
7778 if (r_refdef.fogenabled)
7780 for (i = 0, c = color4f;i < 6;i++, c += 4)
7782 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7784 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7785 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7786 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7789 // R_Mesh_ResetTextureState();
7790 R_SetupShader_Generic_NoTexture(false, false);
7791 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7792 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7795 void R_DrawNoModel(entity_render_t *ent)
7798 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7799 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7800 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7802 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7805 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7807 vec3_t right1, right2, diff, normal;
7809 VectorSubtract (org2, org1, normal);
7811 // calculate 'right' vector for start
7812 VectorSubtract (r_refdef.view.origin, org1, diff);
7813 CrossProduct (normal, diff, right1);
7814 VectorNormalize (right1);
7816 // calculate 'right' vector for end
7817 VectorSubtract (r_refdef.view.origin, org2, diff);
7818 CrossProduct (normal, diff, right2);
7819 VectorNormalize (right2);
7821 vert[ 0] = org1[0] + width * right1[0];
7822 vert[ 1] = org1[1] + width * right1[1];
7823 vert[ 2] = org1[2] + width * right1[2];
7824 vert[ 3] = org1[0] - width * right1[0];
7825 vert[ 4] = org1[1] - width * right1[1];
7826 vert[ 5] = org1[2] - width * right1[2];
7827 vert[ 6] = org2[0] - width * right2[0];
7828 vert[ 7] = org2[1] - width * right2[1];
7829 vert[ 8] = org2[2] - width * right2[2];
7830 vert[ 9] = org2[0] + width * right2[0];
7831 vert[10] = org2[1] + width * right2[1];
7832 vert[11] = org2[2] + width * right2[2];
7835 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7837 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7838 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7839 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7840 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7841 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7842 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7843 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7844 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7845 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7846 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7847 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7848 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7851 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7856 VectorSet(v, x, y, z);
7857 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7858 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7860 if (i == mesh->numvertices)
7862 if (mesh->numvertices < mesh->maxvertices)
7864 VectorCopy(v, vertex3f);
7865 mesh->numvertices++;
7867 return mesh->numvertices;
7873 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7877 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7878 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7879 e = mesh->element3i + mesh->numtriangles * 3;
7880 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7882 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7883 if (mesh->numtriangles < mesh->maxtriangles)
7888 mesh->numtriangles++;
7890 element[1] = element[2];
7894 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7898 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7899 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7900 e = mesh->element3i + mesh->numtriangles * 3;
7901 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7903 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7904 if (mesh->numtriangles < mesh->maxtriangles)
7909 mesh->numtriangles++;
7911 element[1] = element[2];
7915 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7916 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7918 int planenum, planenum2;
7921 mplane_t *plane, *plane2;
7923 double temppoints[2][256*3];
7924 // figure out how large a bounding box we need to properly compute this brush
7926 for (w = 0;w < numplanes;w++)
7927 maxdist = max(maxdist, fabs(planes[w].dist));
7928 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7929 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7930 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7934 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7935 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7937 if (planenum2 == planenum)
7939 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);
7942 if (tempnumpoints < 3)
7944 // generate elements forming a triangle fan for this polygon
7945 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7949 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)
7951 texturelayer_t *layer;
7952 layer = t->currentlayers + t->currentnumlayers++;
7954 layer->depthmask = depthmask;
7955 layer->blendfunc1 = blendfunc1;
7956 layer->blendfunc2 = blendfunc2;
7957 layer->texture = texture;
7958 layer->texmatrix = *matrix;
7959 layer->color[0] = r;
7960 layer->color[1] = g;
7961 layer->color[2] = b;
7962 layer->color[3] = a;
7965 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7967 if(parms[0] == 0 && parms[1] == 0)
7969 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7970 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7975 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7978 index = parms[2] + rsurface.shadertime * parms[3];
7979 index -= floor(index);
7980 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7983 case Q3WAVEFUNC_NONE:
7984 case Q3WAVEFUNC_NOISE:
7985 case Q3WAVEFUNC_COUNT:
7988 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7989 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7990 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7991 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7992 case Q3WAVEFUNC_TRIANGLE:
7994 f = index - floor(index);
8007 f = parms[0] + parms[1] * f;
8008 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8009 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8013 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8019 matrix4x4_t matrix, temp;
8020 switch(tcmod->tcmod)
8024 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8025 matrix = r_waterscrollmatrix;
8027 matrix = identitymatrix;
8029 case Q3TCMOD_ENTITYTRANSLATE:
8030 // this is used in Q3 to allow the gamecode to control texcoord
8031 // scrolling on the entity, which is not supported in darkplaces yet.
8032 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8034 case Q3TCMOD_ROTATE:
8035 f = tcmod->parms[0] * rsurface.shadertime;
8036 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8037 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
8038 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8041 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8043 case Q3TCMOD_SCROLL:
8044 // extra care is needed because of precision breakdown with large values of time
8045 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8046 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8047 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8049 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8050 w = (int) tcmod->parms[0];
8051 h = (int) tcmod->parms[1];
8052 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8054 idx = (int) floor(f * w * h);
8055 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8057 case Q3TCMOD_STRETCH:
8058 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8059 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8061 case Q3TCMOD_TRANSFORM:
8062 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8063 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8064 VectorSet(tcmat + 6, 0 , 0 , 1);
8065 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8066 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8068 case Q3TCMOD_TURBULENT:
8069 // this is handled in the RSurf_PrepareVertices function
8070 matrix = identitymatrix;
8074 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8077 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8079 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8080 char name[MAX_QPATH];
8081 skinframe_t *skinframe;
8082 unsigned char pixels[296*194];
8083 strlcpy(cache->name, skinname, sizeof(cache->name));
8084 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8085 if (developer_loading.integer)
8086 Con_Printf("loading %s\n", name);
8087 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8088 if (!skinframe || !skinframe->base)
8091 fs_offset_t filesize;
8093 f = FS_LoadFile(name, tempmempool, true, &filesize);
8096 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8097 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8101 cache->skinframe = skinframe;
8104 texture_t *R_GetCurrentTexture(texture_t *t)
8107 const entity_render_t *ent = rsurface.entity;
8108 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8109 q3shaderinfo_layer_tcmod_t *tcmod;
8111 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8112 return t->currentframe;
8113 t->update_lastrenderframe = r_textureframe;
8114 t->update_lastrenderentity = (void *)ent;
8116 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8117 t->camera_entity = ent->entitynumber;
8119 t->camera_entity = 0;
8121 // switch to an alternate material if this is a q1bsp animated material
8123 texture_t *texture = t;
8124 int s = rsurface.ent_skinnum;
8125 if ((unsigned int)s >= (unsigned int)model->numskins)
8127 if (model->skinscenes)
8129 if (model->skinscenes[s].framecount > 1)
8130 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8132 s = model->skinscenes[s].firstframe;
8135 t = t + s * model->num_surfaces;
8138 // use an alternate animation if the entity's frame is not 0,
8139 // and only if the texture has an alternate animation
8140 if (rsurface.ent_alttextures && t->anim_total[1])
8141 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8143 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8145 texture->currentframe = t;
8148 // update currentskinframe to be a qw skin or animation frame
8149 if (rsurface.ent_qwskin >= 0)
8151 i = rsurface.ent_qwskin;
8152 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8154 r_qwskincache_size = cl.maxclients;
8156 Mem_Free(r_qwskincache);
8157 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8159 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8160 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8161 t->currentskinframe = r_qwskincache[i].skinframe;
8162 if (t->currentskinframe == NULL)
8163 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8165 else if (t->numskinframes >= 2)
8166 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8167 if (t->backgroundnumskinframes >= 2)
8168 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8170 t->currentmaterialflags = t->basematerialflags;
8171 t->currentalpha = rsurface.colormod[3];
8172 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8173 t->currentalpha *= r_wateralpha.value;
8174 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8175 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8176 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8177 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8178 if (!(rsurface.ent_flags & RENDER_LIGHT))
8179 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8180 else if (FAKELIGHT_ENABLED)
8182 // no modellight if using fakelight for the map
8184 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8186 // pick a model lighting mode
8187 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8188 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8190 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8192 if (rsurface.ent_flags & RENDER_ADDITIVE)
8193 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8194 else if (t->currentalpha < 1)
8195 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8196 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8197 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8198 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8199 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8200 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8201 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8202 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8203 if (t->backgroundnumskinframes)
8204 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8205 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8207 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8208 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8211 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8212 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8214 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8215 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8217 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8218 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8220 // there is no tcmod
8221 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8223 t->currenttexmatrix = r_waterscrollmatrix;
8224 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8226 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8228 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8229 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8232 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8233 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8234 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8235 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8237 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8238 if (t->currentskinframe->qpixels)
8239 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8240 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8241 if (!t->basetexture)
8242 t->basetexture = r_texture_notexture;
8243 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8244 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8245 t->nmaptexture = t->currentskinframe->nmap;
8246 if (!t->nmaptexture)
8247 t->nmaptexture = r_texture_blanknormalmap;
8248 t->glosstexture = r_texture_black;
8249 t->glowtexture = t->currentskinframe->glow;
8250 t->fogtexture = t->currentskinframe->fog;
8251 t->reflectmasktexture = t->currentskinframe->reflect;
8252 if (t->backgroundnumskinframes)
8254 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8255 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8256 t->backgroundglosstexture = r_texture_black;
8257 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8258 if (!t->backgroundnmaptexture)
8259 t->backgroundnmaptexture = r_texture_blanknormalmap;
8260 // make sure that if glow is going to be used, both textures are not NULL
8261 if (!t->backgroundglowtexture && t->glowtexture)
8262 t->backgroundglowtexture = r_texture_black;
8263 if (!t->glowtexture && t->backgroundglowtexture)
8264 t->glowtexture = r_texture_black;
8268 t->backgroundbasetexture = r_texture_white;
8269 t->backgroundnmaptexture = r_texture_blanknormalmap;
8270 t->backgroundglosstexture = r_texture_black;
8271 t->backgroundglowtexture = NULL;
8273 t->specularpower = r_shadow_glossexponent.value;
8274 // TODO: store reference values for these in the texture?
8275 t->specularscale = 0;
8276 if (r_shadow_gloss.integer > 0)
8278 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8280 if (r_shadow_glossintensity.value > 0)
8282 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8283 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8284 t->specularscale = r_shadow_glossintensity.value;
8287 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8289 t->glosstexture = r_texture_white;
8290 t->backgroundglosstexture = r_texture_white;
8291 t->specularscale = r_shadow_gloss2intensity.value;
8292 t->specularpower = r_shadow_gloss2exponent.value;
8295 t->specularscale *= t->specularscalemod;
8296 t->specularpower *= t->specularpowermod;
8297 t->rtlightambient = 0;
8299 // lightmaps mode looks bad with dlights using actual texturing, so turn
8300 // off the colormap and glossmap, but leave the normalmap on as it still
8301 // accurately represents the shading involved
8302 if (gl_lightmaps.integer)
8304 t->basetexture = r_texture_grey128;
8305 t->pantstexture = r_texture_black;
8306 t->shirttexture = r_texture_black;
8307 if (gl_lightmaps.integer < 2)
8308 t->nmaptexture = r_texture_blanknormalmap;
8309 t->glosstexture = r_texture_black;
8310 t->glowtexture = NULL;
8311 t->fogtexture = NULL;
8312 t->reflectmasktexture = NULL;
8313 t->backgroundbasetexture = NULL;
8314 if (gl_lightmaps.integer < 2)
8315 t->backgroundnmaptexture = r_texture_blanknormalmap;
8316 t->backgroundglosstexture = r_texture_black;
8317 t->backgroundglowtexture = NULL;
8318 t->specularscale = 0;
8319 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8322 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8323 VectorClear(t->dlightcolor);
8324 t->currentnumlayers = 0;
8325 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8327 int blendfunc1, blendfunc2;
8329 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8331 blendfunc1 = GL_SRC_ALPHA;
8332 blendfunc2 = GL_ONE;
8334 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8336 blendfunc1 = GL_SRC_ALPHA;
8337 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8339 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8341 blendfunc1 = t->customblendfunc[0];
8342 blendfunc2 = t->customblendfunc[1];
8346 blendfunc1 = GL_ONE;
8347 blendfunc2 = GL_ZERO;
8349 // don't colormod evilblend textures
8350 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8351 VectorSet(t->lightmapcolor, 1, 1, 1);
8352 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8353 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8355 // fullbright is not affected by r_refdef.lightmapintensity
8356 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8357 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8358 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8359 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8360 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8364 vec3_t ambientcolor;
8366 // set the color tint used for lights affecting this surface
8367 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8369 // q3bsp has no lightmap updates, so the lightstylevalue that
8370 // would normally be baked into the lightmap must be
8371 // applied to the color
8372 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8373 if (model->type == mod_brushq3)
8374 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8375 colorscale *= r_refdef.lightmapintensity;
8376 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8377 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8378 // basic lit geometry
8379 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8380 // add pants/shirt if needed
8381 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8382 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8383 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8384 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8385 // now add ambient passes if needed
8386 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8388 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8389 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8390 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8391 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8392 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8395 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8396 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8397 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8399 // if this is opaque use alpha blend which will darken the earlier
8402 // if this is an alpha blended material, all the earlier passes
8403 // were darkened by fog already, so we only need to add the fog
8404 // color ontop through the fog mask texture
8406 // if this is an additive blended material, all the earlier passes
8407 // were darkened by fog already, and we should not add fog color
8408 // (because the background was not darkened, there is no fog color
8409 // that was lost behind it).
8410 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8414 return t->currentframe;
8417 rsurfacestate_t rsurface;
8419 void RSurf_ActiveWorldEntity(void)
8421 dp_model_t *model = r_refdef.scene.worldmodel;
8422 //if (rsurface.entity == r_refdef.scene.worldentity)
8424 rsurface.entity = r_refdef.scene.worldentity;
8425 rsurface.skeleton = NULL;
8426 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8427 rsurface.ent_skinnum = 0;
8428 rsurface.ent_qwskin = -1;
8429 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8430 rsurface.shadertime = r_refdef.scene.time;
8431 rsurface.matrix = identitymatrix;
8432 rsurface.inversematrix = identitymatrix;
8433 rsurface.matrixscale = 1;
8434 rsurface.inversematrixscale = 1;
8435 R_EntityMatrix(&identitymatrix);
8436 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8437 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8438 rsurface.fograngerecip = r_refdef.fograngerecip;
8439 rsurface.fogheightfade = r_refdef.fogheightfade;
8440 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8441 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8442 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8443 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8444 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8445 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8446 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8447 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8448 rsurface.colormod[3] = 1;
8449 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8450 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8451 rsurface.frameblend[0].lerp = 1;
8452 rsurface.ent_alttextures = false;
8453 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8454 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8455 rsurface.entityskeletaltransform3x4 = NULL;
8456 rsurface.entityskeletaltransform3x4buffer = NULL;
8457 rsurface.entityskeletaltransform3x4offset = 0;
8458 rsurface.entityskeletaltransform3x4size = 0;;
8459 rsurface.entityskeletalnumtransforms = 0;
8460 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8461 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8462 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8463 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8464 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8465 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8466 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8467 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8468 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8469 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8470 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8471 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8472 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8473 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8475 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8476 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8477 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8478 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8479 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8480 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8481 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8482 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8483 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8484 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8485 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8486 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8487 rsurface.modelelement3i = model->surfmesh.data_element3i;
8488 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8489 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8490 rsurface.modelelement3s = model->surfmesh.data_element3s;
8491 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8492 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8493 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8494 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8495 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8496 rsurface.modelsurfaces = model->data_surfaces;
8497 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8498 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8499 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8500 rsurface.modelgeneratedvertex = false;
8501 rsurface.batchgeneratedvertex = false;
8502 rsurface.batchfirstvertex = 0;
8503 rsurface.batchnumvertices = 0;
8504 rsurface.batchfirsttriangle = 0;
8505 rsurface.batchnumtriangles = 0;
8506 rsurface.batchvertex3f = NULL;
8507 rsurface.batchvertex3f_vertexbuffer = NULL;
8508 rsurface.batchvertex3f_bufferoffset = 0;
8509 rsurface.batchsvector3f = NULL;
8510 rsurface.batchsvector3f_vertexbuffer = NULL;
8511 rsurface.batchsvector3f_bufferoffset = 0;
8512 rsurface.batchtvector3f = NULL;
8513 rsurface.batchtvector3f_vertexbuffer = NULL;
8514 rsurface.batchtvector3f_bufferoffset = 0;
8515 rsurface.batchnormal3f = NULL;
8516 rsurface.batchnormal3f_vertexbuffer = NULL;
8517 rsurface.batchnormal3f_bufferoffset = 0;
8518 rsurface.batchlightmapcolor4f = NULL;
8519 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8520 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8521 rsurface.batchtexcoordtexture2f = NULL;
8522 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8523 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8524 rsurface.batchtexcoordlightmap2f = NULL;
8525 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8526 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8527 rsurface.batchskeletalindex4ub = NULL;
8528 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8529 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8530 rsurface.batchskeletalweight4ub = NULL;
8531 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8532 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8533 rsurface.batchvertexmesh = NULL;
8534 rsurface.batchvertexmesh_vertexbuffer = NULL;
8535 rsurface.batchvertexmesh_bufferoffset = 0;
8536 rsurface.batchelement3i = NULL;
8537 rsurface.batchelement3i_indexbuffer = NULL;
8538 rsurface.batchelement3i_bufferoffset = 0;
8539 rsurface.batchelement3s = NULL;
8540 rsurface.batchelement3s_indexbuffer = NULL;
8541 rsurface.batchelement3s_bufferoffset = 0;
8542 rsurface.passcolor4f = NULL;
8543 rsurface.passcolor4f_vertexbuffer = NULL;
8544 rsurface.passcolor4f_bufferoffset = 0;
8545 rsurface.forcecurrenttextureupdate = false;
8548 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8550 dp_model_t *model = ent->model;
8551 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8553 rsurface.entity = (entity_render_t *)ent;
8554 rsurface.skeleton = ent->skeleton;
8555 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8556 rsurface.ent_skinnum = ent->skinnum;
8557 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8558 rsurface.ent_flags = ent->flags;
8559 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8560 rsurface.matrix = ent->matrix;
8561 rsurface.inversematrix = ent->inversematrix;
8562 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8563 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8564 R_EntityMatrix(&rsurface.matrix);
8565 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8566 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8567 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8568 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8569 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8570 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8571 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8572 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8573 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8574 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8575 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8576 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8577 rsurface.colormod[3] = ent->alpha;
8578 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8579 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8580 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8581 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8582 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8583 if (ent->model->brush.submodel && !prepass)
8585 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8586 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8588 // if the animcache code decided it should use the shader path, skip the deform step
8589 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8590 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8591 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8592 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8593 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8594 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8596 if (ent->animcache_vertex3f)
8598 r_refdef.stats[r_stat_batch_entitycache_count]++;
8599 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8600 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8601 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8602 rsurface.modelvertex3f = ent->animcache_vertex3f;
8603 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8604 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8605 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8606 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8607 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8608 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8609 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8610 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8611 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8612 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8613 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8614 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8615 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8616 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8618 else if (wanttangents)
8620 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8621 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8622 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8623 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8624 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8625 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8626 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8627 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8628 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8629 rsurface.modelvertexmesh = NULL;
8630 rsurface.modelvertexmesh_vertexbuffer = NULL;
8631 rsurface.modelvertexmesh_bufferoffset = 0;
8632 rsurface.modelvertex3f_vertexbuffer = NULL;
8633 rsurface.modelvertex3f_bufferoffset = 0;
8634 rsurface.modelvertex3f_vertexbuffer = 0;
8635 rsurface.modelvertex3f_bufferoffset = 0;
8636 rsurface.modelsvector3f_vertexbuffer = 0;
8637 rsurface.modelsvector3f_bufferoffset = 0;
8638 rsurface.modeltvector3f_vertexbuffer = 0;
8639 rsurface.modeltvector3f_bufferoffset = 0;
8640 rsurface.modelnormal3f_vertexbuffer = 0;
8641 rsurface.modelnormal3f_bufferoffset = 0;
8643 else if (wantnormals)
8645 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8646 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8647 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8648 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8649 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8650 rsurface.modelsvector3f = NULL;
8651 rsurface.modeltvector3f = NULL;
8652 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8653 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8654 rsurface.modelvertexmesh = NULL;
8655 rsurface.modelvertexmesh_vertexbuffer = NULL;
8656 rsurface.modelvertexmesh_bufferoffset = 0;
8657 rsurface.modelvertex3f_vertexbuffer = NULL;
8658 rsurface.modelvertex3f_bufferoffset = 0;
8659 rsurface.modelvertex3f_vertexbuffer = 0;
8660 rsurface.modelvertex3f_bufferoffset = 0;
8661 rsurface.modelsvector3f_vertexbuffer = 0;
8662 rsurface.modelsvector3f_bufferoffset = 0;
8663 rsurface.modeltvector3f_vertexbuffer = 0;
8664 rsurface.modeltvector3f_bufferoffset = 0;
8665 rsurface.modelnormal3f_vertexbuffer = 0;
8666 rsurface.modelnormal3f_bufferoffset = 0;
8670 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8671 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8672 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8673 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8674 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8675 rsurface.modelsvector3f = NULL;
8676 rsurface.modeltvector3f = NULL;
8677 rsurface.modelnormal3f = NULL;
8678 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8679 rsurface.modelvertexmesh = NULL;
8680 rsurface.modelvertexmesh_vertexbuffer = NULL;
8681 rsurface.modelvertexmesh_bufferoffset = 0;
8682 rsurface.modelvertex3f_vertexbuffer = NULL;
8683 rsurface.modelvertex3f_bufferoffset = 0;
8684 rsurface.modelvertex3f_vertexbuffer = 0;
8685 rsurface.modelvertex3f_bufferoffset = 0;
8686 rsurface.modelsvector3f_vertexbuffer = 0;
8687 rsurface.modelsvector3f_bufferoffset = 0;
8688 rsurface.modeltvector3f_vertexbuffer = 0;
8689 rsurface.modeltvector3f_bufferoffset = 0;
8690 rsurface.modelnormal3f_vertexbuffer = 0;
8691 rsurface.modelnormal3f_bufferoffset = 0;
8693 rsurface.modelgeneratedvertex = true;
8697 if (rsurface.entityskeletaltransform3x4)
8699 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8700 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8701 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8702 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8706 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8707 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8708 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8709 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8711 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8712 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8713 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8714 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8715 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8716 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8717 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8718 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8719 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8720 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8721 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8722 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8723 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8724 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8725 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8726 rsurface.modelgeneratedvertex = false;
8728 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8729 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8730 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8731 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8732 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8733 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8734 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8735 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8736 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8737 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8738 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8739 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8740 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8741 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8742 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8743 rsurface.modelelement3i = model->surfmesh.data_element3i;
8744 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8745 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8746 rsurface.modelelement3s = model->surfmesh.data_element3s;
8747 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8748 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8749 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8750 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8751 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8752 rsurface.modelsurfaces = model->data_surfaces;
8753 rsurface.batchgeneratedvertex = false;
8754 rsurface.batchfirstvertex = 0;
8755 rsurface.batchnumvertices = 0;
8756 rsurface.batchfirsttriangle = 0;
8757 rsurface.batchnumtriangles = 0;
8758 rsurface.batchvertex3f = NULL;
8759 rsurface.batchvertex3f_vertexbuffer = NULL;
8760 rsurface.batchvertex3f_bufferoffset = 0;
8761 rsurface.batchsvector3f = NULL;
8762 rsurface.batchsvector3f_vertexbuffer = NULL;
8763 rsurface.batchsvector3f_bufferoffset = 0;
8764 rsurface.batchtvector3f = NULL;
8765 rsurface.batchtvector3f_vertexbuffer = NULL;
8766 rsurface.batchtvector3f_bufferoffset = 0;
8767 rsurface.batchnormal3f = NULL;
8768 rsurface.batchnormal3f_vertexbuffer = NULL;
8769 rsurface.batchnormal3f_bufferoffset = 0;
8770 rsurface.batchlightmapcolor4f = NULL;
8771 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8772 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8773 rsurface.batchtexcoordtexture2f = NULL;
8774 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8775 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8776 rsurface.batchtexcoordlightmap2f = NULL;
8777 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8778 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8779 rsurface.batchskeletalindex4ub = NULL;
8780 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8781 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8782 rsurface.batchskeletalweight4ub = NULL;
8783 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8784 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8785 rsurface.batchvertexmesh = NULL;
8786 rsurface.batchvertexmesh_vertexbuffer = NULL;
8787 rsurface.batchvertexmesh_bufferoffset = 0;
8788 rsurface.batchelement3i = NULL;
8789 rsurface.batchelement3i_indexbuffer = NULL;
8790 rsurface.batchelement3i_bufferoffset = 0;
8791 rsurface.batchelement3s = NULL;
8792 rsurface.batchelement3s_indexbuffer = NULL;
8793 rsurface.batchelement3s_bufferoffset = 0;
8794 rsurface.passcolor4f = NULL;
8795 rsurface.passcolor4f_vertexbuffer = NULL;
8796 rsurface.passcolor4f_bufferoffset = 0;
8797 rsurface.forcecurrenttextureupdate = false;
8800 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8802 rsurface.entity = r_refdef.scene.worldentity;
8803 rsurface.skeleton = NULL;
8804 rsurface.ent_skinnum = 0;
8805 rsurface.ent_qwskin = -1;
8806 rsurface.ent_flags = entflags;
8807 rsurface.shadertime = r_refdef.scene.time - shadertime;
8808 rsurface.modelnumvertices = numvertices;
8809 rsurface.modelnumtriangles = numtriangles;
8810 rsurface.matrix = *matrix;
8811 rsurface.inversematrix = *inversematrix;
8812 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8813 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8814 R_EntityMatrix(&rsurface.matrix);
8815 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8816 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8817 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8818 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8819 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8820 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8821 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8822 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8823 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8824 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8825 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8826 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8827 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8828 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8829 rsurface.frameblend[0].lerp = 1;
8830 rsurface.ent_alttextures = false;
8831 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8832 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8833 rsurface.entityskeletaltransform3x4 = NULL;
8834 rsurface.entityskeletaltransform3x4buffer = NULL;
8835 rsurface.entityskeletaltransform3x4offset = 0;
8836 rsurface.entityskeletaltransform3x4size = 0;
8837 rsurface.entityskeletalnumtransforms = 0;
8838 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8839 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8840 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8841 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8844 rsurface.modelvertex3f = (float *)vertex3f;
8845 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8846 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8847 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8849 else if (wantnormals)
8851 rsurface.modelvertex3f = (float *)vertex3f;
8852 rsurface.modelsvector3f = NULL;
8853 rsurface.modeltvector3f = NULL;
8854 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8858 rsurface.modelvertex3f = (float *)vertex3f;
8859 rsurface.modelsvector3f = NULL;
8860 rsurface.modeltvector3f = NULL;
8861 rsurface.modelnormal3f = NULL;
8863 rsurface.modelvertexmesh = NULL;
8864 rsurface.modelvertexmesh_vertexbuffer = NULL;
8865 rsurface.modelvertexmesh_bufferoffset = 0;
8866 rsurface.modelvertex3f_vertexbuffer = 0;
8867 rsurface.modelvertex3f_bufferoffset = 0;
8868 rsurface.modelsvector3f_vertexbuffer = 0;
8869 rsurface.modelsvector3f_bufferoffset = 0;
8870 rsurface.modeltvector3f_vertexbuffer = 0;
8871 rsurface.modeltvector3f_bufferoffset = 0;
8872 rsurface.modelnormal3f_vertexbuffer = 0;
8873 rsurface.modelnormal3f_bufferoffset = 0;
8874 rsurface.modelgeneratedvertex = true;
8875 rsurface.modellightmapcolor4f = (float *)color4f;
8876 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8877 rsurface.modellightmapcolor4f_bufferoffset = 0;
8878 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8879 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8880 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8881 rsurface.modeltexcoordlightmap2f = NULL;
8882 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8883 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8884 rsurface.modelskeletalindex4ub = NULL;
8885 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8886 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8887 rsurface.modelskeletalweight4ub = NULL;
8888 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8889 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8890 rsurface.modelelement3i = (int *)element3i;
8891 rsurface.modelelement3i_indexbuffer = NULL;
8892 rsurface.modelelement3i_bufferoffset = 0;
8893 rsurface.modelelement3s = (unsigned short *)element3s;
8894 rsurface.modelelement3s_indexbuffer = NULL;
8895 rsurface.modelelement3s_bufferoffset = 0;
8896 rsurface.modellightmapoffsets = NULL;
8897 rsurface.modelsurfaces = NULL;
8898 rsurface.batchgeneratedvertex = false;
8899 rsurface.batchfirstvertex = 0;
8900 rsurface.batchnumvertices = 0;
8901 rsurface.batchfirsttriangle = 0;
8902 rsurface.batchnumtriangles = 0;
8903 rsurface.batchvertex3f = NULL;
8904 rsurface.batchvertex3f_vertexbuffer = NULL;
8905 rsurface.batchvertex3f_bufferoffset = 0;
8906 rsurface.batchsvector3f = NULL;
8907 rsurface.batchsvector3f_vertexbuffer = NULL;
8908 rsurface.batchsvector3f_bufferoffset = 0;
8909 rsurface.batchtvector3f = NULL;
8910 rsurface.batchtvector3f_vertexbuffer = NULL;
8911 rsurface.batchtvector3f_bufferoffset = 0;
8912 rsurface.batchnormal3f = NULL;
8913 rsurface.batchnormal3f_vertexbuffer = NULL;
8914 rsurface.batchnormal3f_bufferoffset = 0;
8915 rsurface.batchlightmapcolor4f = NULL;
8916 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8917 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8918 rsurface.batchtexcoordtexture2f = NULL;
8919 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8920 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8921 rsurface.batchtexcoordlightmap2f = NULL;
8922 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8923 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8924 rsurface.batchskeletalindex4ub = NULL;
8925 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8926 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8927 rsurface.batchskeletalweight4ub = NULL;
8928 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8929 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8930 rsurface.batchvertexmesh = NULL;
8931 rsurface.batchvertexmesh_vertexbuffer = NULL;
8932 rsurface.batchvertexmesh_bufferoffset = 0;
8933 rsurface.batchelement3i = NULL;
8934 rsurface.batchelement3i_indexbuffer = NULL;
8935 rsurface.batchelement3i_bufferoffset = 0;
8936 rsurface.batchelement3s = NULL;
8937 rsurface.batchelement3s_indexbuffer = NULL;
8938 rsurface.batchelement3s_bufferoffset = 0;
8939 rsurface.passcolor4f = NULL;
8940 rsurface.passcolor4f_vertexbuffer = NULL;
8941 rsurface.passcolor4f_bufferoffset = 0;
8942 rsurface.forcecurrenttextureupdate = true;
8944 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8946 if ((wantnormals || wanttangents) && !normal3f)
8948 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8949 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8951 if (wanttangents && !svector3f)
8953 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8954 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8955 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8960 float RSurf_FogPoint(const float *v)
8962 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8963 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8964 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8965 float FogHeightFade = r_refdef.fogheightfade;
8967 unsigned int fogmasktableindex;
8968 if (r_refdef.fogplaneviewabove)
8969 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8971 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8972 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8973 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8976 float RSurf_FogVertex(const float *v)
8978 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8979 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8980 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8981 float FogHeightFade = rsurface.fogheightfade;
8983 unsigned int fogmasktableindex;
8984 if (r_refdef.fogplaneviewabove)
8985 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8987 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8988 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8989 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8992 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8995 for (i = 0;i < numelements;i++)
8996 outelement3i[i] = inelement3i[i] + adjust;
8999 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9000 extern cvar_t gl_vbo;
9001 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9009 int surfacefirsttriangle;
9010 int surfacenumtriangles;
9011 int surfacefirstvertex;
9012 int surfaceendvertex;
9013 int surfacenumvertices;
9014 int batchnumsurfaces = texturenumsurfaces;
9015 int batchnumvertices;
9016 int batchnumtriangles;
9020 qboolean dynamicvertex;
9024 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9027 q3shaderinfo_deform_t *deform;
9028 const msurface_t *surface, *firstsurface;
9029 r_vertexmesh_t *vertexmesh;
9030 if (!texturenumsurfaces)
9032 // find vertex range of this surface batch
9034 firstsurface = texturesurfacelist[0];
9035 firsttriangle = firstsurface->num_firsttriangle;
9036 batchnumvertices = 0;
9037 batchnumtriangles = 0;
9038 firstvertex = endvertex = firstsurface->num_firstvertex;
9039 for (i = 0;i < texturenumsurfaces;i++)
9041 surface = texturesurfacelist[i];
9042 if (surface != firstsurface + i)
9044 surfacefirstvertex = surface->num_firstvertex;
9045 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9046 surfacenumvertices = surface->num_vertices;
9047 surfacenumtriangles = surface->num_triangles;
9048 if (firstvertex > surfacefirstvertex)
9049 firstvertex = surfacefirstvertex;
9050 if (endvertex < surfaceendvertex)
9051 endvertex = surfaceendvertex;
9052 batchnumvertices += surfacenumvertices;
9053 batchnumtriangles += surfacenumtriangles;
9056 r_refdef.stats[r_stat_batch_batches]++;
9058 r_refdef.stats[r_stat_batch_withgaps]++;
9059 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9060 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9061 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9063 // we now know the vertex range used, and if there are any gaps in it
9064 rsurface.batchfirstvertex = firstvertex;
9065 rsurface.batchnumvertices = endvertex - firstvertex;
9066 rsurface.batchfirsttriangle = firsttriangle;
9067 rsurface.batchnumtriangles = batchnumtriangles;
9069 // this variable holds flags for which properties have been updated that
9070 // may require regenerating vertexmesh array...
9073 // check if any dynamic vertex processing must occur
9074 dynamicvertex = false;
9076 // a cvar to force the dynamic vertex path to be taken, for debugging
9077 if (r_batch_debugdynamicvertexpath.integer)
9081 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9082 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9083 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9084 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9086 dynamicvertex = true;
9089 // if there is a chance of animated vertex colors, it's a dynamic batch
9090 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9094 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9095 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9096 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9097 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9099 dynamicvertex = true;
9100 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9103 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9105 switch (deform->deform)
9108 case Q3DEFORM_PROJECTIONSHADOW:
9109 case Q3DEFORM_TEXT0:
9110 case Q3DEFORM_TEXT1:
9111 case Q3DEFORM_TEXT2:
9112 case Q3DEFORM_TEXT3:
9113 case Q3DEFORM_TEXT4:
9114 case Q3DEFORM_TEXT5:
9115 case Q3DEFORM_TEXT6:
9116 case Q3DEFORM_TEXT7:
9119 case Q3DEFORM_AUTOSPRITE:
9122 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9123 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9124 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9125 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9127 dynamicvertex = true;
9128 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9129 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9131 case Q3DEFORM_AUTOSPRITE2:
9134 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9135 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9136 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9137 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9139 dynamicvertex = true;
9140 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9141 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9143 case Q3DEFORM_NORMAL:
9146 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9147 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9148 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9149 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9151 dynamicvertex = true;
9152 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9153 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9156 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9157 break; // if wavefunc is a nop, ignore this transform
9160 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9161 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9162 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9163 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9165 dynamicvertex = true;
9166 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9167 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9169 case Q3DEFORM_BULGE:
9172 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9173 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9174 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9175 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9177 dynamicvertex = true;
9178 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9179 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9182 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9183 break; // if wavefunc is a nop, ignore this transform
9186 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9187 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9188 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9189 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9191 dynamicvertex = true;
9192 batchneed |= BATCHNEED_ARRAY_VERTEX;
9193 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9197 switch(rsurface.texture->tcgen.tcgen)
9200 case Q3TCGEN_TEXTURE:
9202 case Q3TCGEN_LIGHTMAP:
9205 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9206 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9207 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9208 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9210 dynamicvertex = true;
9211 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9212 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9214 case Q3TCGEN_VECTOR:
9217 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9218 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9219 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9220 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9222 dynamicvertex = true;
9223 batchneed |= BATCHNEED_ARRAY_VERTEX;
9224 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9226 case Q3TCGEN_ENVIRONMENT:
9229 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9230 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9231 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9232 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9234 dynamicvertex = true;
9235 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9236 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9239 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9243 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9244 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9245 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9246 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9248 dynamicvertex = true;
9249 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9250 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9253 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9257 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9258 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9259 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9260 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9262 dynamicvertex = true;
9263 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9266 // when the model data has no vertex buffer (dynamic mesh), we need to
9268 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9269 batchneed |= BATCHNEED_NOGAPS;
9271 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9272 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9273 // we ensure this by treating the vertex batch as dynamic...
9274 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9278 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9279 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9280 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9281 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9283 dynamicvertex = true;
9288 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9289 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9290 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9291 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9292 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9293 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9294 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9295 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9298 // if needsupdate, we have to do a dynamic vertex batch for sure
9299 if (needsupdate & batchneed)
9303 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9304 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9305 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9306 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9308 dynamicvertex = true;
9311 // see if we need to build vertexmesh from arrays
9312 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9316 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9317 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9318 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9319 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9321 dynamicvertex = true;
9324 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9325 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9326 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9328 rsurface.batchvertex3f = rsurface.modelvertex3f;
9329 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9330 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9331 rsurface.batchsvector3f = rsurface.modelsvector3f;
9332 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9333 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9334 rsurface.batchtvector3f = rsurface.modeltvector3f;
9335 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9336 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9337 rsurface.batchnormal3f = rsurface.modelnormal3f;
9338 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9339 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9340 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9341 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9342 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9343 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9344 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9345 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9346 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9347 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9348 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9349 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9350 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9351 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9352 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9353 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9354 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9355 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9356 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9357 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9358 rsurface.batchelement3i = rsurface.modelelement3i;
9359 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9360 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9361 rsurface.batchelement3s = rsurface.modelelement3s;
9362 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9363 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9364 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9365 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9366 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9367 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9368 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9370 // if any dynamic vertex processing has to occur in software, we copy the
9371 // entire surface list together before processing to rebase the vertices
9372 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9374 // if any gaps exist and we do not have a static vertex buffer, we have to
9375 // copy the surface list together to avoid wasting upload bandwidth on the
9376 // vertices in the gaps.
9378 // if gaps exist and we have a static vertex buffer, we can choose whether
9379 // to combine the index buffer ranges into one dynamic index buffer or
9380 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9382 // in many cases the batch is reduced to one draw call.
9384 rsurface.batchmultidraw = false;
9385 rsurface.batchmultidrawnumsurfaces = 0;
9386 rsurface.batchmultidrawsurfacelist = NULL;
9390 // static vertex data, just set pointers...
9391 rsurface.batchgeneratedvertex = false;
9392 // if there are gaps, we want to build a combined index buffer,
9393 // otherwise use the original static buffer with an appropriate offset
9396 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9397 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9398 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9399 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9400 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9402 rsurface.batchmultidraw = true;
9403 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9404 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9407 // build a new triangle elements array for this batch
9408 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9409 rsurface.batchfirsttriangle = 0;
9411 for (i = 0;i < texturenumsurfaces;i++)
9413 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9414 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9415 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9416 numtriangles += surfacenumtriangles;
9418 rsurface.batchelement3i_indexbuffer = NULL;
9419 rsurface.batchelement3i_bufferoffset = 0;
9420 rsurface.batchelement3s = NULL;
9421 rsurface.batchelement3s_indexbuffer = NULL;
9422 rsurface.batchelement3s_bufferoffset = 0;
9423 if (endvertex <= 65536)
9425 // make a 16bit (unsigned short) index array if possible
9426 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9427 for (i = 0;i < numtriangles*3;i++)
9428 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9430 // upload buffer data for the copytriangles batch
9431 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
9433 if (rsurface.batchelement3s)
9434 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
9435 else if (rsurface.batchelement3i)
9436 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
9441 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9442 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9443 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9444 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9449 // something needs software processing, do it for real...
9450 // we only directly handle separate array data in this case and then
9451 // generate interleaved data if needed...
9452 rsurface.batchgeneratedvertex = true;
9453 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9454 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9455 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9456 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9458 // now copy the vertex data into a combined array and make an index array
9459 // (this is what Quake3 does all the time)
9460 // we also apply any skeletal animation here that would have been done in
9461 // the vertex shader, because most of the dynamic vertex animation cases
9462 // need actual vertex positions and normals
9463 //if (dynamicvertex)
9465 rsurface.batchvertexmesh = NULL;
9466 rsurface.batchvertexmesh_vertexbuffer = NULL;
9467 rsurface.batchvertexmesh_bufferoffset = 0;
9468 rsurface.batchvertex3f = NULL;
9469 rsurface.batchvertex3f_vertexbuffer = NULL;
9470 rsurface.batchvertex3f_bufferoffset = 0;
9471 rsurface.batchsvector3f = NULL;
9472 rsurface.batchsvector3f_vertexbuffer = NULL;
9473 rsurface.batchsvector3f_bufferoffset = 0;
9474 rsurface.batchtvector3f = NULL;
9475 rsurface.batchtvector3f_vertexbuffer = NULL;
9476 rsurface.batchtvector3f_bufferoffset = 0;
9477 rsurface.batchnormal3f = NULL;
9478 rsurface.batchnormal3f_vertexbuffer = NULL;
9479 rsurface.batchnormal3f_bufferoffset = 0;
9480 rsurface.batchlightmapcolor4f = NULL;
9481 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9482 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9483 rsurface.batchtexcoordtexture2f = NULL;
9484 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9485 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9486 rsurface.batchtexcoordlightmap2f = NULL;
9487 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9488 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9489 rsurface.batchskeletalindex4ub = NULL;
9490 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9491 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9492 rsurface.batchskeletalweight4ub = NULL;
9493 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9494 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9495 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9496 rsurface.batchelement3i_indexbuffer = NULL;
9497 rsurface.batchelement3i_bufferoffset = 0;
9498 rsurface.batchelement3s = NULL;
9499 rsurface.batchelement3s_indexbuffer = NULL;
9500 rsurface.batchelement3s_bufferoffset = 0;
9501 rsurface.batchskeletaltransform3x4buffer = NULL;
9502 rsurface.batchskeletaltransform3x4offset = 0;
9503 rsurface.batchskeletaltransform3x4size = 0;
9504 // we'll only be setting up certain arrays as needed
9505 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9506 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9507 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9508 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9509 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9510 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9511 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9513 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9514 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9516 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9517 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9518 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9519 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9520 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9521 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9522 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9524 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9525 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9529 for (i = 0;i < texturenumsurfaces;i++)
9531 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9532 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9533 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9534 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9535 // copy only the data requested
9536 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9537 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9538 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9540 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9542 if (rsurface.batchvertex3f)
9543 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9545 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9547 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9549 if (rsurface.modelnormal3f)
9550 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9552 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9554 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9556 if (rsurface.modelsvector3f)
9558 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9559 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9563 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9564 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9567 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9569 if (rsurface.modellightmapcolor4f)
9570 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9572 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9574 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9576 if (rsurface.modeltexcoordtexture2f)
9577 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9579 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9581 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9583 if (rsurface.modeltexcoordlightmap2f)
9584 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9586 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9588 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9590 if (rsurface.modelskeletalindex4ub)
9592 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9593 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9597 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9598 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9599 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9600 for (j = 0;j < surfacenumvertices;j++)
9605 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9606 numvertices += surfacenumvertices;
9607 numtriangles += surfacenumtriangles;
9610 // generate a 16bit index array as well if possible
9611 // (in general, dynamic batches fit)
9612 if (numvertices <= 65536)
9614 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9615 for (i = 0;i < numtriangles*3;i++)
9616 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9619 // since we've copied everything, the batch now starts at 0
9620 rsurface.batchfirstvertex = 0;
9621 rsurface.batchnumvertices = batchnumvertices;
9622 rsurface.batchfirsttriangle = 0;
9623 rsurface.batchnumtriangles = batchnumtriangles;
9626 // apply skeletal animation that would have been done in the vertex shader
9627 if (rsurface.batchskeletaltransform3x4)
9629 const unsigned char *si;
9630 const unsigned char *sw;
9632 const float *b = rsurface.batchskeletaltransform3x4;
9633 float *vp, *vs, *vt, *vn;
9635 float m[3][4], n[3][4];
9636 float tp[3], ts[3], tt[3], tn[3];
9637 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9638 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9639 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9640 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9641 si = rsurface.batchskeletalindex4ub;
9642 sw = rsurface.batchskeletalweight4ub;
9643 vp = rsurface.batchvertex3f;
9644 vs = rsurface.batchsvector3f;
9645 vt = rsurface.batchtvector3f;
9646 vn = rsurface.batchnormal3f;
9647 memset(m[0], 0, sizeof(m));
9648 memset(n[0], 0, sizeof(n));
9649 for (i = 0;i < batchnumvertices;i++)
9651 t[0] = b + si[0]*12;
9654 // common case - only one matrix
9668 else if (sw[2] + sw[3])
9671 t[1] = b + si[1]*12;
9672 t[2] = b + si[2]*12;
9673 t[3] = b + si[3]*12;
9674 w[0] = sw[0] * (1.0f / 255.0f);
9675 w[1] = sw[1] * (1.0f / 255.0f);
9676 w[2] = sw[2] * (1.0f / 255.0f);
9677 w[3] = sw[3] * (1.0f / 255.0f);
9678 // blend the matrices
9679 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9680 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9681 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9682 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9683 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9684 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9685 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9686 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9687 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9688 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9689 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9690 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9695 t[1] = b + si[1]*12;
9696 w[0] = sw[0] * (1.0f / 255.0f);
9697 w[1] = sw[1] * (1.0f / 255.0f);
9698 // blend the matrices
9699 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9700 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9701 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9702 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9703 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9704 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9705 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9706 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9707 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9708 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9709 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9710 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9714 // modify the vertex
9716 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9717 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9718 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9722 // the normal transformation matrix is a set of cross products...
9723 CrossProduct(m[1], m[2], n[0]);
9724 CrossProduct(m[2], m[0], n[1]);
9725 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9727 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9728 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9729 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9730 VectorNormalize(vn);
9735 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9736 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9737 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9738 VectorNormalize(vs);
9741 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9742 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9743 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9744 VectorNormalize(vt);
9749 rsurface.batchskeletaltransform3x4 = NULL;
9750 rsurface.batchskeletalnumtransforms = 0;
9753 // q1bsp surfaces rendered in vertex color mode have to have colors
9754 // calculated based on lightstyles
9755 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9757 // generate color arrays for the surfaces in this list
9762 const unsigned char *lm;
9763 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9764 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9765 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9767 for (i = 0;i < texturenumsurfaces;i++)
9769 surface = texturesurfacelist[i];
9770 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9771 surfacenumvertices = surface->num_vertices;
9772 if (surface->lightmapinfo->samples)
9774 for (j = 0;j < surfacenumvertices;j++)
9776 lm = surface->lightmapinfo->samples + offsets[j];
9777 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9778 VectorScale(lm, scale, c);
9779 if (surface->lightmapinfo->styles[1] != 255)
9781 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9783 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9784 VectorMA(c, scale, lm, c);
9785 if (surface->lightmapinfo->styles[2] != 255)
9788 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9789 VectorMA(c, scale, lm, c);
9790 if (surface->lightmapinfo->styles[3] != 255)
9793 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9794 VectorMA(c, scale, lm, c);
9801 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9807 for (j = 0;j < surfacenumvertices;j++)
9809 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9816 // if vertices are deformed (sprite flares and things in maps, possibly
9817 // water waves, bulges and other deformations), modify the copied vertices
9819 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9821 switch (deform->deform)
9824 case Q3DEFORM_PROJECTIONSHADOW:
9825 case Q3DEFORM_TEXT0:
9826 case Q3DEFORM_TEXT1:
9827 case Q3DEFORM_TEXT2:
9828 case Q3DEFORM_TEXT3:
9829 case Q3DEFORM_TEXT4:
9830 case Q3DEFORM_TEXT5:
9831 case Q3DEFORM_TEXT6:
9832 case Q3DEFORM_TEXT7:
9835 case Q3DEFORM_AUTOSPRITE:
9836 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9837 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9838 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9839 VectorNormalize(newforward);
9840 VectorNormalize(newright);
9841 VectorNormalize(newup);
9842 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9843 // rsurface.batchvertex3f_vertexbuffer = NULL;
9844 // rsurface.batchvertex3f_bufferoffset = 0;
9845 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9846 // rsurface.batchsvector3f_vertexbuffer = NULL;
9847 // rsurface.batchsvector3f_bufferoffset = 0;
9848 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9849 // rsurface.batchtvector3f_vertexbuffer = NULL;
9850 // rsurface.batchtvector3f_bufferoffset = 0;
9851 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9852 // rsurface.batchnormal3f_vertexbuffer = NULL;
9853 // rsurface.batchnormal3f_bufferoffset = 0;
9854 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9855 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9856 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9857 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9858 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9859 // a single autosprite surface can contain multiple sprites...
9860 for (j = 0;j < batchnumvertices - 3;j += 4)
9862 VectorClear(center);
9863 for (i = 0;i < 4;i++)
9864 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9865 VectorScale(center, 0.25f, center);
9866 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9867 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9868 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9869 for (i = 0;i < 4;i++)
9871 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9872 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9875 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9876 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9877 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9879 case Q3DEFORM_AUTOSPRITE2:
9880 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9881 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9882 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9883 VectorNormalize(newforward);
9884 VectorNormalize(newright);
9885 VectorNormalize(newup);
9886 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9887 // rsurface.batchvertex3f_vertexbuffer = NULL;
9888 // rsurface.batchvertex3f_bufferoffset = 0;
9890 const float *v1, *v2;
9900 memset(shortest, 0, sizeof(shortest));
9901 // a single autosprite surface can contain multiple sprites...
9902 for (j = 0;j < batchnumvertices - 3;j += 4)
9904 VectorClear(center);
9905 for (i = 0;i < 4;i++)
9906 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9907 VectorScale(center, 0.25f, center);
9908 // find the two shortest edges, then use them to define the
9909 // axis vectors for rotating around the central axis
9910 for (i = 0;i < 6;i++)
9912 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9913 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9914 l = VectorDistance2(v1, v2);
9915 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9917 l += (1.0f / 1024.0f);
9918 if (shortest[0].length2 > l || i == 0)
9920 shortest[1] = shortest[0];
9921 shortest[0].length2 = l;
9922 shortest[0].v1 = v1;
9923 shortest[0].v2 = v2;
9925 else if (shortest[1].length2 > l || i == 1)
9927 shortest[1].length2 = l;
9928 shortest[1].v1 = v1;
9929 shortest[1].v2 = v2;
9932 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9933 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9934 // this calculates the right vector from the shortest edge
9935 // and the up vector from the edge midpoints
9936 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9937 VectorNormalize(right);
9938 VectorSubtract(end, start, up);
9939 VectorNormalize(up);
9940 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9941 VectorSubtract(rsurface.localvieworigin, center, forward);
9942 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9943 VectorNegate(forward, forward);
9944 VectorReflect(forward, 0, up, forward);
9945 VectorNormalize(forward);
9946 CrossProduct(up, forward, newright);
9947 VectorNormalize(newright);
9948 // rotate the quad around the up axis vector, this is made
9949 // especially easy by the fact we know the quad is flat,
9950 // so we only have to subtract the center position and
9951 // measure distance along the right vector, and then
9952 // multiply that by the newright vector and add back the
9954 // we also need to subtract the old position to undo the
9955 // displacement from the center, which we do with a
9956 // DotProduct, the subtraction/addition of center is also
9957 // optimized into DotProducts here
9958 l = DotProduct(right, center);
9959 for (i = 0;i < 4;i++)
9961 v1 = rsurface.batchvertex3f + 3*(j+i);
9962 f = DotProduct(right, v1) - l;
9963 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9967 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9969 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9970 // rsurface.batchnormal3f_vertexbuffer = NULL;
9971 // rsurface.batchnormal3f_bufferoffset = 0;
9972 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9974 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9976 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9977 // rsurface.batchsvector3f_vertexbuffer = NULL;
9978 // rsurface.batchsvector3f_bufferoffset = 0;
9979 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9980 // rsurface.batchtvector3f_vertexbuffer = NULL;
9981 // rsurface.batchtvector3f_bufferoffset = 0;
9982 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9985 case Q3DEFORM_NORMAL:
9986 // deform the normals to make reflections wavey
9987 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9988 rsurface.batchnormal3f_vertexbuffer = NULL;
9989 rsurface.batchnormal3f_bufferoffset = 0;
9990 for (j = 0;j < batchnumvertices;j++)
9993 float *normal = rsurface.batchnormal3f + 3*j;
9994 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9995 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9996 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9997 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9998 VectorNormalize(normal);
10000 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10002 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10003 // rsurface.batchsvector3f_vertexbuffer = NULL;
10004 // rsurface.batchsvector3f_bufferoffset = 0;
10005 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10006 // rsurface.batchtvector3f_vertexbuffer = NULL;
10007 // rsurface.batchtvector3f_bufferoffset = 0;
10008 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10011 case Q3DEFORM_WAVE:
10012 // deform vertex array to make wavey water and flags and such
10013 waveparms[0] = deform->waveparms[0];
10014 waveparms[1] = deform->waveparms[1];
10015 waveparms[2] = deform->waveparms[2];
10016 waveparms[3] = deform->waveparms[3];
10017 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10018 break; // if wavefunc is a nop, don't make a dynamic vertex array
10019 // this is how a divisor of vertex influence on deformation
10020 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10021 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10022 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10023 // rsurface.batchvertex3f_vertexbuffer = NULL;
10024 // rsurface.batchvertex3f_bufferoffset = 0;
10025 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10026 // rsurface.batchnormal3f_vertexbuffer = NULL;
10027 // rsurface.batchnormal3f_bufferoffset = 0;
10028 for (j = 0;j < batchnumvertices;j++)
10030 // if the wavefunc depends on time, evaluate it per-vertex
10033 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10034 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10036 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10038 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10039 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10040 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10042 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10043 // rsurface.batchsvector3f_vertexbuffer = NULL;
10044 // rsurface.batchsvector3f_bufferoffset = 0;
10045 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10046 // rsurface.batchtvector3f_vertexbuffer = NULL;
10047 // rsurface.batchtvector3f_bufferoffset = 0;
10048 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10051 case Q3DEFORM_BULGE:
10052 // deform vertex array to make the surface have moving bulges
10053 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10054 // rsurface.batchvertex3f_vertexbuffer = NULL;
10055 // rsurface.batchvertex3f_bufferoffset = 0;
10056 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10057 // rsurface.batchnormal3f_vertexbuffer = NULL;
10058 // rsurface.batchnormal3f_bufferoffset = 0;
10059 for (j = 0;j < batchnumvertices;j++)
10061 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10062 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10064 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10065 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10066 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10068 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10069 // rsurface.batchsvector3f_vertexbuffer = NULL;
10070 // rsurface.batchsvector3f_bufferoffset = 0;
10071 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10072 // rsurface.batchtvector3f_vertexbuffer = NULL;
10073 // rsurface.batchtvector3f_bufferoffset = 0;
10074 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10077 case Q3DEFORM_MOVE:
10078 // deform vertex array
10079 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10080 break; // if wavefunc is a nop, don't make a dynamic vertex array
10081 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10082 VectorScale(deform->parms, scale, waveparms);
10083 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10084 // rsurface.batchvertex3f_vertexbuffer = NULL;
10085 // rsurface.batchvertex3f_bufferoffset = 0;
10086 for (j = 0;j < batchnumvertices;j++)
10087 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10092 // generate texcoords based on the chosen texcoord source
10093 switch(rsurface.texture->tcgen.tcgen)
10096 case Q3TCGEN_TEXTURE:
10098 case Q3TCGEN_LIGHTMAP:
10099 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10100 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10101 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10102 if (rsurface.batchtexcoordlightmap2f)
10103 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
10105 case Q3TCGEN_VECTOR:
10106 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10107 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10108 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10109 for (j = 0;j < batchnumvertices;j++)
10111 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10112 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10115 case Q3TCGEN_ENVIRONMENT:
10116 // make environment reflections using a spheremap
10117 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10118 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10119 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10120 for (j = 0;j < batchnumvertices;j++)
10122 // identical to Q3A's method, but executed in worldspace so
10123 // carried models can be shiny too
10125 float viewer[3], d, reflected[3], worldreflected[3];
10127 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10128 // VectorNormalize(viewer);
10130 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10132 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10133 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10134 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10135 // note: this is proportinal to viewer, so we can normalize later
10137 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10138 VectorNormalize(worldreflected);
10140 // note: this sphere map only uses world x and z!
10141 // so positive and negative y will LOOK THE SAME.
10142 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10143 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10147 // the only tcmod that needs software vertex processing is turbulent, so
10148 // check for it here and apply the changes if needed
10149 // and we only support that as the first one
10150 // (handling a mixture of turbulent and other tcmods would be problematic
10151 // without punting it entirely to a software path)
10152 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10154 amplitude = rsurface.texture->tcmods[0].parms[1];
10155 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10156 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10157 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10158 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10159 for (j = 0;j < batchnumvertices;j++)
10161 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10162 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10166 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10168 // convert the modified arrays to vertex structs
10169 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10170 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10171 // rsurface.batchvertexmesh_bufferoffset = 0;
10172 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10173 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10174 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10175 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10176 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10177 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10178 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10180 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10182 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10183 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10186 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10187 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10188 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10189 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10190 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10191 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10192 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10193 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10194 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10195 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10197 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10199 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10200 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10205 // upload buffer data for the dynamic batch
10206 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
10208 if (rsurface.batchvertexmesh)
10209 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset, !vid.forcevbo);
10212 if (rsurface.batchvertex3f)
10213 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset, !vid.forcevbo);
10214 if (rsurface.batchsvector3f)
10215 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset, !vid.forcevbo);
10216 if (rsurface.batchtvector3f)
10217 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset, !vid.forcevbo);
10218 if (rsurface.batchnormal3f)
10219 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset, !vid.forcevbo);
10220 if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10221 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset, !vid.forcevbo);
10222 if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10223 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset, !vid.forcevbo);
10224 if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10225 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset, !vid.forcevbo);
10226 if (rsurface.batchskeletalindex4ub)
10227 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset, !vid.forcevbo);
10228 if (rsurface.batchskeletalweight4ub)
10229 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset, !vid.forcevbo);
10231 if (rsurface.batchelement3s)
10232 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
10233 else if (rsurface.batchelement3i)
10234 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
10238 void RSurf_DrawBatch(void)
10240 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10241 // through the pipeline, killing it earlier in the pipeline would have
10242 // per-surface overhead rather than per-batch overhead, so it's best to
10243 // reject it here, before it hits glDraw.
10244 if (rsurface.batchnumtriangles == 0)
10247 // batch debugging code
10248 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10254 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10255 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10258 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10260 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10262 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10263 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
10270 if (rsurface.batchmultidraw)
10272 // issue multiple draws rather than copying index data
10273 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10274 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10275 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10276 for (i = 0;i < numsurfaces;)
10278 // combine consecutive surfaces as one draw
10279 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10280 if (surfacelist[j] != surfacelist[k] + 1)
10282 firstvertex = surfacelist[i]->num_firstvertex;
10283 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10284 firsttriangle = surfacelist[i]->num_firsttriangle;
10285 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10286 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10292 // there is only one consecutive run of index data (may have been combined)
10293 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10297 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10299 // pick the closest matching water plane
10300 int planeindex, vertexindex, bestplaneindex = -1;
10304 r_waterstate_waterplane_t *p;
10305 qboolean prepared = false;
10307 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10309 if(p->camera_entity != rsurface.texture->camera_entity)
10314 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10316 if(rsurface.batchnumvertices == 0)
10319 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10321 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10322 d += fabs(PlaneDiff(vert, &p->plane));
10324 if (bestd > d || bestplaneindex < 0)
10327 bestplaneindex = planeindex;
10330 return bestplaneindex;
10331 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10332 // this situation though, as it might be better to render single larger
10333 // batches with useless stuff (backface culled for example) than to
10334 // render multiple smaller batches
10337 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10340 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10341 rsurface.passcolor4f_vertexbuffer = 0;
10342 rsurface.passcolor4f_bufferoffset = 0;
10343 for (i = 0;i < rsurface.batchnumvertices;i++)
10344 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10347 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10354 if (rsurface.passcolor4f)
10356 // generate color arrays
10357 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10358 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10359 rsurface.passcolor4f_vertexbuffer = 0;
10360 rsurface.passcolor4f_bufferoffset = 0;
10361 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10363 f = RSurf_FogVertex(v);
10372 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10373 rsurface.passcolor4f_vertexbuffer = 0;
10374 rsurface.passcolor4f_bufferoffset = 0;
10375 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10377 f = RSurf_FogVertex(v);
10386 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10393 if (!rsurface.passcolor4f)
10395 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10396 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10397 rsurface.passcolor4f_vertexbuffer = 0;
10398 rsurface.passcolor4f_bufferoffset = 0;
10399 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10401 f = RSurf_FogVertex(v);
10402 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10403 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10404 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10409 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10414 if (!rsurface.passcolor4f)
10416 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10417 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10418 rsurface.passcolor4f_vertexbuffer = 0;
10419 rsurface.passcolor4f_bufferoffset = 0;
10420 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10429 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10434 if (!rsurface.passcolor4f)
10436 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10437 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10438 rsurface.passcolor4f_vertexbuffer = 0;
10439 rsurface.passcolor4f_bufferoffset = 0;
10440 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10442 c2[0] = c[0] + r_refdef.scene.ambient;
10443 c2[1] = c[1] + r_refdef.scene.ambient;
10444 c2[2] = c[2] + r_refdef.scene.ambient;
10449 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10452 rsurface.passcolor4f = NULL;
10453 rsurface.passcolor4f_vertexbuffer = 0;
10454 rsurface.passcolor4f_bufferoffset = 0;
10455 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10456 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10457 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10458 GL_Color(r, g, b, a);
10459 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10460 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10461 R_Mesh_TexMatrix(0, NULL);
10465 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10467 // TODO: optimize applyfog && applycolor case
10468 // just apply fog if necessary, and tint the fog color array if necessary
10469 rsurface.passcolor4f = NULL;
10470 rsurface.passcolor4f_vertexbuffer = 0;
10471 rsurface.passcolor4f_bufferoffset = 0;
10472 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10473 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10474 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10475 GL_Color(r, g, b, a);
10479 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10482 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10483 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10484 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10485 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10486 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10487 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10488 GL_Color(r, g, b, a);
10492 static void RSurf_DrawBatch_GL11_ClampColor(void)
10497 if (!rsurface.passcolor4f)
10499 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10501 c2[0] = bound(0.0f, c1[0], 1.0f);
10502 c2[1] = bound(0.0f, c1[1], 1.0f);
10503 c2[2] = bound(0.0f, c1[2], 1.0f);
10504 c2[3] = bound(0.0f, c1[3], 1.0f);
10508 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10518 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10519 rsurface.passcolor4f_vertexbuffer = 0;
10520 rsurface.passcolor4f_bufferoffset = 0;
10521 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10523 f = -DotProduct(r_refdef.view.forward, n);
10525 f = f * 0.85 + 0.15; // work around so stuff won't get black
10526 f *= r_refdef.lightmapintensity;
10527 Vector4Set(c, f, f, f, 1);
10531 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10533 RSurf_DrawBatch_GL11_ApplyFakeLight();
10534 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10535 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10536 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10537 GL_Color(r, g, b, a);
10541 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10549 vec3_t ambientcolor;
10550 vec3_t diffusecolor;
10554 VectorCopy(rsurface.modellight_lightdir, lightdir);
10555 f = 0.5f * r_refdef.lightmapintensity;
10556 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10557 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10558 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10559 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10560 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10561 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10563 if (VectorLength2(diffusecolor) > 0)
10565 // q3-style directional shading
10566 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10567 rsurface.passcolor4f_vertexbuffer = 0;
10568 rsurface.passcolor4f_bufferoffset = 0;
10569 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10571 if ((f = DotProduct(n, lightdir)) > 0)
10572 VectorMA(ambientcolor, f, diffusecolor, c);
10574 VectorCopy(ambientcolor, c);
10581 *applycolor = false;
10585 *r = ambientcolor[0];
10586 *g = ambientcolor[1];
10587 *b = ambientcolor[2];
10588 rsurface.passcolor4f = NULL;
10589 rsurface.passcolor4f_vertexbuffer = 0;
10590 rsurface.passcolor4f_bufferoffset = 0;
10594 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10596 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10597 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10598 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10599 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10600 GL_Color(r, g, b, a);
10604 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10612 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10613 rsurface.passcolor4f_vertexbuffer = 0;
10614 rsurface.passcolor4f_bufferoffset = 0;
10616 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10618 f = 1 - RSurf_FogVertex(v);
10626 void RSurf_SetupDepthAndCulling(void)
10628 // submodels are biased to avoid z-fighting with world surfaces that they
10629 // may be exactly overlapping (avoids z-fighting artifacts on certain
10630 // doors and things in Quake maps)
10631 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10632 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10633 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10634 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10637 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10639 // transparent sky would be ridiculous
10640 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10642 R_SetupShader_Generic_NoTexture(false, false);
10643 skyrenderlater = true;
10644 RSurf_SetupDepthAndCulling();
10645 GL_DepthMask(true);
10646 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10647 // skymasking on them, and Quake3 never did sky masking (unlike
10648 // software Quake and software Quake2), so disable the sky masking
10649 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10650 // and skymasking also looks very bad when noclipping outside the
10651 // level, so don't use it then either.
10652 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10654 R_Mesh_ResetTextureState();
10655 if (skyrendermasked)
10657 R_SetupShader_DepthOrShadow(false, false, false);
10658 // depth-only (masking)
10659 GL_ColorMask(0,0,0,0);
10660 // just to make sure that braindead drivers don't draw
10661 // anything despite that colormask...
10662 GL_BlendFunc(GL_ZERO, GL_ONE);
10663 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10664 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10668 R_SetupShader_Generic_NoTexture(false, false);
10670 GL_BlendFunc(GL_ONE, GL_ZERO);
10671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10672 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10673 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10676 if (skyrendermasked)
10677 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10679 R_Mesh_ResetTextureState();
10680 GL_Color(1, 1, 1, 1);
10683 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10684 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10685 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10687 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10691 // render screenspace normalmap to texture
10692 GL_DepthMask(true);
10693 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10698 // bind lightmap texture
10700 // water/refraction/reflection/camera surfaces have to be handled specially
10701 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10703 int start, end, startplaneindex;
10704 for (start = 0;start < texturenumsurfaces;start = end)
10706 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10707 if(startplaneindex < 0)
10709 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10710 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10714 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10716 // now that we have a batch using the same planeindex, render it
10717 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10719 // render water or distortion background
10720 GL_DepthMask(true);
10721 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10723 // blend surface on top
10724 GL_DepthMask(false);
10725 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10728 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10730 // render surface with reflection texture as input
10731 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10732 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10739 // render surface batch normally
10740 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10741 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10745 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10747 // OpenGL 1.3 path - anything not completely ancient
10748 qboolean applycolor;
10751 const texturelayer_t *layer;
10752 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10753 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10755 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10758 int layertexrgbscale;
10759 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10761 if (layerindex == 0)
10762 GL_AlphaTest(true);
10765 GL_AlphaTest(false);
10766 GL_DepthFunc(GL_EQUAL);
10769 GL_DepthMask(layer->depthmask && writedepth);
10770 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10771 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10773 layertexrgbscale = 4;
10774 VectorScale(layer->color, 0.25f, layercolor);
10776 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10778 layertexrgbscale = 2;
10779 VectorScale(layer->color, 0.5f, layercolor);
10783 layertexrgbscale = 1;
10784 VectorScale(layer->color, 1.0f, layercolor);
10786 layercolor[3] = layer->color[3];
10787 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10788 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10789 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10790 switch (layer->type)
10792 case TEXTURELAYERTYPE_LITTEXTURE:
10793 // single-pass lightmapped texture with 2x rgbscale
10794 R_Mesh_TexBind(0, r_texture_white);
10795 R_Mesh_TexMatrix(0, NULL);
10796 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10797 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10798 R_Mesh_TexBind(1, layer->texture);
10799 R_Mesh_TexMatrix(1, &layer->texmatrix);
10800 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10801 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10802 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10803 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10804 else if (FAKELIGHT_ENABLED)
10805 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10806 else if (rsurface.uselightmaptexture)
10807 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10809 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10811 case TEXTURELAYERTYPE_TEXTURE:
10812 // singletexture unlit texture with transparency support
10813 R_Mesh_TexBind(0, layer->texture);
10814 R_Mesh_TexMatrix(0, &layer->texmatrix);
10815 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10816 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10817 R_Mesh_TexBind(1, 0);
10818 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10819 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10821 case TEXTURELAYERTYPE_FOG:
10822 // singletexture fogging
10823 if (layer->texture)
10825 R_Mesh_TexBind(0, layer->texture);
10826 R_Mesh_TexMatrix(0, &layer->texmatrix);
10827 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10828 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10832 R_Mesh_TexBind(0, 0);
10833 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10835 R_Mesh_TexBind(1, 0);
10836 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10837 // generate a color array for the fog pass
10838 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10839 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10843 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10848 GL_DepthFunc(GL_LEQUAL);
10849 GL_AlphaTest(false);
10853 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10855 // OpenGL 1.1 - crusty old voodoo path
10858 const texturelayer_t *layer;
10859 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10860 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10862 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10864 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10866 if (layerindex == 0)
10867 GL_AlphaTest(true);
10870 GL_AlphaTest(false);
10871 GL_DepthFunc(GL_EQUAL);
10874 GL_DepthMask(layer->depthmask && writedepth);
10875 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10876 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10877 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10878 switch (layer->type)
10880 case TEXTURELAYERTYPE_LITTEXTURE:
10881 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10883 // two-pass lit texture with 2x rgbscale
10884 // first the lightmap pass
10885 R_Mesh_TexBind(0, r_texture_white);
10886 R_Mesh_TexMatrix(0, NULL);
10887 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10888 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10889 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10890 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10891 else if (FAKELIGHT_ENABLED)
10892 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10893 else if (rsurface.uselightmaptexture)
10894 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10896 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10897 // then apply the texture to it
10898 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10899 R_Mesh_TexBind(0, layer->texture);
10900 R_Mesh_TexMatrix(0, &layer->texmatrix);
10901 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10902 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10903 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10907 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10908 R_Mesh_TexBind(0, layer->texture);
10909 R_Mesh_TexMatrix(0, &layer->texmatrix);
10910 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10911 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10912 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10913 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10914 else if (FAKELIGHT_ENABLED)
10915 RSurf_DrawBatch_GL11_FakeLight(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);
10917 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10920 case TEXTURELAYERTYPE_TEXTURE:
10921 // singletexture unlit texture with transparency support
10922 R_Mesh_TexBind(0, layer->texture);
10923 R_Mesh_TexMatrix(0, &layer->texmatrix);
10924 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10925 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10926 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10928 case TEXTURELAYERTYPE_FOG:
10929 // singletexture fogging
10930 if (layer->texture)
10932 R_Mesh_TexBind(0, layer->texture);
10933 R_Mesh_TexMatrix(0, &layer->texmatrix);
10934 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10939 R_Mesh_TexBind(0, 0);
10940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10942 // generate a color array for the fog pass
10943 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10944 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10948 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10953 GL_DepthFunc(GL_LEQUAL);
10954 GL_AlphaTest(false);
10958 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10962 r_vertexgeneric_t *batchvertex;
10965 // R_Mesh_ResetTextureState();
10966 R_SetupShader_Generic_NoTexture(false, false);
10968 if(rsurface.texture && rsurface.texture->currentskinframe)
10970 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10971 c[3] *= rsurface.texture->currentalpha;
10981 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10983 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10984 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10985 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10988 // brighten it up (as texture value 127 means "unlit")
10989 c[0] *= 2 * r_refdef.view.colorscale;
10990 c[1] *= 2 * r_refdef.view.colorscale;
10991 c[2] *= 2 * r_refdef.view.colorscale;
10993 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10994 c[3] *= r_wateralpha.value;
10996 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10998 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10999 GL_DepthMask(false);
11001 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11003 GL_BlendFunc(GL_ONE, GL_ONE);
11004 GL_DepthMask(false);
11006 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11008 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11009 GL_DepthMask(false);
11011 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11013 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11014 GL_DepthMask(false);
11018 GL_BlendFunc(GL_ONE, GL_ZERO);
11019 GL_DepthMask(writedepth);
11022 if (r_showsurfaces.integer == 3)
11024 rsurface.passcolor4f = NULL;
11026 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11028 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11030 rsurface.passcolor4f = NULL;
11031 rsurface.passcolor4f_vertexbuffer = 0;
11032 rsurface.passcolor4f_bufferoffset = 0;
11034 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11036 qboolean applycolor = true;
11039 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11041 r_refdef.lightmapintensity = 1;
11042 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11043 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11045 else if (FAKELIGHT_ENABLED)
11047 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11049 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11050 RSurf_DrawBatch_GL11_ApplyFakeLight();
11051 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11055 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11057 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11058 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11059 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11062 if(!rsurface.passcolor4f)
11063 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11065 RSurf_DrawBatch_GL11_ApplyAmbient();
11066 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11067 if(r_refdef.fogenabled)
11068 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11069 RSurf_DrawBatch_GL11_ClampColor();
11071 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11072 R_SetupShader_Generic_NoTexture(false, false);
11075 else if (!r_refdef.view.showdebug)
11077 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11078 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11079 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11081 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11082 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11084 R_Mesh_PrepareVertices_Generic_Unlock();
11087 else if (r_showsurfaces.integer == 4)
11089 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11090 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11091 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11093 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11094 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11095 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11097 R_Mesh_PrepareVertices_Generic_Unlock();
11100 else if (r_showsurfaces.integer == 2)
11103 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11104 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11105 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11107 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11108 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11109 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11110 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11111 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11112 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11113 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11115 R_Mesh_PrepareVertices_Generic_Unlock();
11116 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11120 int texturesurfaceindex;
11122 const msurface_t *surface;
11123 float surfacecolor4f[4];
11124 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11125 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11127 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11129 surface = texturesurfacelist[texturesurfaceindex];
11130 k = (int)(((size_t)surface) / sizeof(msurface_t));
11131 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11132 for (j = 0;j < surface->num_vertices;j++)
11134 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11135 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11139 R_Mesh_PrepareVertices_Generic_Unlock();
11144 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11147 RSurf_SetupDepthAndCulling();
11148 if (r_showsurfaces.integer)
11150 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11153 switch (vid.renderpath)
11155 case RENDERPATH_GL20:
11156 case RENDERPATH_D3D9:
11157 case RENDERPATH_D3D10:
11158 case RENDERPATH_D3D11:
11159 case RENDERPATH_SOFT:
11160 case RENDERPATH_GLES2:
11161 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11163 case RENDERPATH_GL13:
11164 case RENDERPATH_GLES1:
11165 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11167 case RENDERPATH_GL11:
11168 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11174 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11177 RSurf_SetupDepthAndCulling();
11178 if (r_showsurfaces.integer)
11180 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11183 switch (vid.renderpath)
11185 case RENDERPATH_GL20:
11186 case RENDERPATH_D3D9:
11187 case RENDERPATH_D3D10:
11188 case RENDERPATH_D3D11:
11189 case RENDERPATH_SOFT:
11190 case RENDERPATH_GLES2:
11191 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11193 case RENDERPATH_GL13:
11194 case RENDERPATH_GLES1:
11195 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11197 case RENDERPATH_GL11:
11198 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11204 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11207 int texturenumsurfaces, endsurface;
11208 texture_t *texture;
11209 const msurface_t *surface;
11210 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11212 // if the model is static it doesn't matter what value we give for
11213 // wantnormals and wanttangents, so this logic uses only rules applicable
11214 // to a model, knowing that they are meaningless otherwise
11215 if (ent == r_refdef.scene.worldentity)
11216 RSurf_ActiveWorldEntity();
11217 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11218 RSurf_ActiveModelEntity(ent, false, false, false);
11221 switch (vid.renderpath)
11223 case RENDERPATH_GL20:
11224 case RENDERPATH_D3D9:
11225 case RENDERPATH_D3D10:
11226 case RENDERPATH_D3D11:
11227 case RENDERPATH_SOFT:
11228 case RENDERPATH_GLES2:
11229 RSurf_ActiveModelEntity(ent, true, true, false);
11231 case RENDERPATH_GL11:
11232 case RENDERPATH_GL13:
11233 case RENDERPATH_GLES1:
11234 RSurf_ActiveModelEntity(ent, true, false, false);
11239 if (r_transparentdepthmasking.integer)
11241 qboolean setup = false;
11242 for (i = 0;i < numsurfaces;i = j)
11245 surface = rsurface.modelsurfaces + surfacelist[i];
11246 texture = surface->texture;
11247 rsurface.texture = R_GetCurrentTexture(texture);
11248 rsurface.lightmaptexture = NULL;
11249 rsurface.deluxemaptexture = NULL;
11250 rsurface.uselightmaptexture = false;
11251 // scan ahead until we find a different texture
11252 endsurface = min(i + 1024, numsurfaces);
11253 texturenumsurfaces = 0;
11254 texturesurfacelist[texturenumsurfaces++] = surface;
11255 for (;j < endsurface;j++)
11257 surface = rsurface.modelsurfaces + surfacelist[j];
11258 if (texture != surface->texture)
11260 texturesurfacelist[texturenumsurfaces++] = surface;
11262 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11264 // render the range of surfaces as depth
11268 GL_ColorMask(0,0,0,0);
11270 GL_DepthTest(true);
11271 GL_BlendFunc(GL_ONE, GL_ZERO);
11272 GL_DepthMask(true);
11273 // R_Mesh_ResetTextureState();
11275 RSurf_SetupDepthAndCulling();
11276 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11277 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11278 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11282 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11285 for (i = 0;i < numsurfaces;i = j)
11288 surface = rsurface.modelsurfaces + surfacelist[i];
11289 texture = surface->texture;
11290 rsurface.texture = R_GetCurrentTexture(texture);
11291 // scan ahead until we find a different texture
11292 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11293 texturenumsurfaces = 0;
11294 texturesurfacelist[texturenumsurfaces++] = surface;
11295 if(FAKELIGHT_ENABLED)
11297 rsurface.lightmaptexture = NULL;
11298 rsurface.deluxemaptexture = NULL;
11299 rsurface.uselightmaptexture = false;
11300 for (;j < endsurface;j++)
11302 surface = rsurface.modelsurfaces + surfacelist[j];
11303 if (texture != surface->texture)
11305 texturesurfacelist[texturenumsurfaces++] = surface;
11310 rsurface.lightmaptexture = surface->lightmaptexture;
11311 rsurface.deluxemaptexture = surface->deluxemaptexture;
11312 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11313 for (;j < endsurface;j++)
11315 surface = rsurface.modelsurfaces + surfacelist[j];
11316 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11318 texturesurfacelist[texturenumsurfaces++] = surface;
11321 // render the range of surfaces
11322 if (ent == r_refdef.scene.worldentity)
11323 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11325 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11327 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11330 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11332 // transparent surfaces get pushed off into the transparent queue
11333 int surfacelistindex;
11334 const msurface_t *surface;
11335 vec3_t tempcenter, center;
11336 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11338 surface = texturesurfacelist[surfacelistindex];
11339 if (r_transparent_sortsurfacesbynearest.integer)
11341 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11342 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11343 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11347 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11348 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11349 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11351 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11352 if (rsurface.entity->transparent_offset) // transparent offset
11354 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11355 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11356 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11358 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11362 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11364 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11366 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11368 RSurf_SetupDepthAndCulling();
11369 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11370 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11371 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11375 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11379 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11382 if (!rsurface.texture->currentnumlayers)
11384 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11385 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11387 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11389 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11390 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11391 else if (!rsurface.texture->currentnumlayers)
11393 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11395 // in the deferred case, transparent surfaces were queued during prepass
11396 if (!r_shadow_usingdeferredprepass)
11397 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11401 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11402 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11407 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11410 texture_t *texture;
11411 R_FrameData_SetMark();
11412 // break the surface list down into batches by texture and use of lightmapping
11413 for (i = 0;i < numsurfaces;i = j)
11416 // texture is the base texture pointer, rsurface.texture is the
11417 // current frame/skin the texture is directing us to use (for example
11418 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11419 // use skin 1 instead)
11420 texture = surfacelist[i]->texture;
11421 rsurface.texture = R_GetCurrentTexture(texture);
11422 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11424 // if this texture is not the kind we want, skip ahead to the next one
11425 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11429 if(FAKELIGHT_ENABLED || depthonly || prepass)
11431 rsurface.lightmaptexture = NULL;
11432 rsurface.deluxemaptexture = NULL;
11433 rsurface.uselightmaptexture = false;
11434 // simply scan ahead until we find a different texture or lightmap state
11435 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11440 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11441 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11442 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11443 // simply scan ahead until we find a different texture or lightmap state
11444 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11447 // render the range of surfaces
11448 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11450 R_FrameData_ReturnToMark();
11453 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11457 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11460 if (!rsurface.texture->currentnumlayers)
11462 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11463 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11465 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11467 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11468 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11469 else if (!rsurface.texture->currentnumlayers)
11471 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11473 // in the deferred case, transparent surfaces were queued during prepass
11474 if (!r_shadow_usingdeferredprepass)
11475 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11479 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11480 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11485 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11488 texture_t *texture;
11489 R_FrameData_SetMark();
11490 // break the surface list down into batches by texture and use of lightmapping
11491 for (i = 0;i < numsurfaces;i = j)
11494 // texture is the base texture pointer, rsurface.texture is the
11495 // current frame/skin the texture is directing us to use (for example
11496 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11497 // use skin 1 instead)
11498 texture = surfacelist[i]->texture;
11499 rsurface.texture = R_GetCurrentTexture(texture);
11500 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11502 // if this texture is not the kind we want, skip ahead to the next one
11503 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11507 if(FAKELIGHT_ENABLED || depthonly || prepass)
11509 rsurface.lightmaptexture = NULL;
11510 rsurface.deluxemaptexture = NULL;
11511 rsurface.uselightmaptexture = false;
11512 // simply scan ahead until we find a different texture or lightmap state
11513 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11518 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11519 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11520 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11521 // simply scan ahead until we find a different texture or lightmap state
11522 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11525 // render the range of surfaces
11526 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11528 R_FrameData_ReturnToMark();
11531 float locboxvertex3f[6*4*3] =
11533 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11534 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11535 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11536 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11537 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11538 1,0,0, 0,0,0, 0,1,0, 1,1,0
11541 unsigned short locboxelements[6*2*3] =
11546 12,13,14, 12,14,15,
11547 16,17,18, 16,18,19,
11551 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11554 cl_locnode_t *loc = (cl_locnode_t *)ent;
11556 float vertex3f[6*4*3];
11558 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11559 GL_DepthMask(false);
11560 GL_DepthRange(0, 1);
11561 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11562 GL_DepthTest(true);
11563 GL_CullFace(GL_NONE);
11564 R_EntityMatrix(&identitymatrix);
11566 // R_Mesh_ResetTextureState();
11568 i = surfacelist[0];
11569 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11570 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11571 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11572 surfacelist[0] < 0 ? 0.5f : 0.125f);
11574 if (VectorCompare(loc->mins, loc->maxs))
11576 VectorSet(size, 2, 2, 2);
11577 VectorMA(loc->mins, -0.5f, size, mins);
11581 VectorCopy(loc->mins, mins);
11582 VectorSubtract(loc->maxs, loc->mins, size);
11585 for (i = 0;i < 6*4*3;)
11586 for (j = 0;j < 3;j++, i++)
11587 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11589 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11590 R_SetupShader_Generic_NoTexture(false, false);
11591 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11594 void R_DrawLocs(void)
11597 cl_locnode_t *loc, *nearestloc;
11599 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11600 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11602 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11603 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11607 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11609 if (decalsystem->decals)
11610 Mem_Free(decalsystem->decals);
11611 memset(decalsystem, 0, sizeof(*decalsystem));
11614 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11617 tridecal_t *decals;
11620 // expand or initialize the system
11621 if (decalsystem->maxdecals <= decalsystem->numdecals)
11623 decalsystem_t old = *decalsystem;
11624 qboolean useshortelements;
11625 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11626 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11627 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11628 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11629 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11630 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11631 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11632 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11633 if (decalsystem->numdecals)
11634 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11636 Mem_Free(old.decals);
11637 for (i = 0;i < decalsystem->maxdecals*3;i++)
11638 decalsystem->element3i[i] = i;
11639 if (useshortelements)
11640 for (i = 0;i < decalsystem->maxdecals*3;i++)
11641 decalsystem->element3s[i] = i;
11644 // grab a decal and search for another free slot for the next one
11645 decals = decalsystem->decals;
11646 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11647 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11649 decalsystem->freedecal = i;
11650 if (decalsystem->numdecals <= i)
11651 decalsystem->numdecals = i + 1;
11653 // initialize the decal
11655 decal->triangleindex = triangleindex;
11656 decal->surfaceindex = surfaceindex;
11657 decal->decalsequence = decalsequence;
11658 decal->color4f[0][0] = c0[0];
11659 decal->color4f[0][1] = c0[1];
11660 decal->color4f[0][2] = c0[2];
11661 decal->color4f[0][3] = 1;
11662 decal->color4f[1][0] = c1[0];
11663 decal->color4f[1][1] = c1[1];
11664 decal->color4f[1][2] = c1[2];
11665 decal->color4f[1][3] = 1;
11666 decal->color4f[2][0] = c2[0];
11667 decal->color4f[2][1] = c2[1];
11668 decal->color4f[2][2] = c2[2];
11669 decal->color4f[2][3] = 1;
11670 decal->vertex3f[0][0] = v0[0];
11671 decal->vertex3f[0][1] = v0[1];
11672 decal->vertex3f[0][2] = v0[2];
11673 decal->vertex3f[1][0] = v1[0];
11674 decal->vertex3f[1][1] = v1[1];
11675 decal->vertex3f[1][2] = v1[2];
11676 decal->vertex3f[2][0] = v2[0];
11677 decal->vertex3f[2][1] = v2[1];
11678 decal->vertex3f[2][2] = v2[2];
11679 decal->texcoord2f[0][0] = t0[0];
11680 decal->texcoord2f[0][1] = t0[1];
11681 decal->texcoord2f[1][0] = t1[0];
11682 decal->texcoord2f[1][1] = t1[1];
11683 decal->texcoord2f[2][0] = t2[0];
11684 decal->texcoord2f[2][1] = t2[1];
11685 TriangleNormal(v0, v1, v2, decal->plane);
11686 VectorNormalize(decal->plane);
11687 decal->plane[3] = DotProduct(v0, decal->plane);
11690 extern cvar_t cl_decals_bias;
11691 extern cvar_t cl_decals_models;
11692 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11693 // baseparms, parms, temps
11694 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11699 const float *vertex3f;
11700 const float *normal3f;
11702 float points[2][9][3];
11709 e = rsurface.modelelement3i + 3*triangleindex;
11711 vertex3f = rsurface.modelvertex3f;
11712 normal3f = rsurface.modelnormal3f;
11716 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11718 index = 3*e[cornerindex];
11719 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11724 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11726 index = 3*e[cornerindex];
11727 VectorCopy(vertex3f + index, v[cornerindex]);
11732 //TriangleNormal(v[0], v[1], v[2], normal);
11733 //if (DotProduct(normal, localnormal) < 0.0f)
11735 // clip by each of the box planes formed from the projection matrix
11736 // if anything survives, we emit the decal
11737 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11740 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11743 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11746 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11749 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11752 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11755 // some part of the triangle survived, so we have to accept it...
11758 // dynamic always uses the original triangle
11760 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11762 index = 3*e[cornerindex];
11763 VectorCopy(vertex3f + index, v[cornerindex]);
11766 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11768 // convert vertex positions to texcoords
11769 Matrix4x4_Transform(projection, v[cornerindex], temp);
11770 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11771 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11772 // calculate distance fade from the projection origin
11773 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11774 f = bound(0.0f, f, 1.0f);
11775 c[cornerindex][0] = r * f;
11776 c[cornerindex][1] = g * f;
11777 c[cornerindex][2] = b * f;
11778 c[cornerindex][3] = 1.0f;
11779 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11782 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
11784 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11785 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11787 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11789 matrix4x4_t projection;
11790 decalsystem_t *decalsystem;
11793 const msurface_t *surface;
11794 const msurface_t *surfaces;
11795 const int *surfacelist;
11796 const texture_t *texture;
11798 int numsurfacelist;
11799 int surfacelistindex;
11802 float localorigin[3];
11803 float localnormal[3];
11804 float localmins[3];
11805 float localmaxs[3];
11808 float planes[6][4];
11811 int bih_triangles_count;
11812 int bih_triangles[256];
11813 int bih_surfaces[256];
11815 decalsystem = &ent->decalsystem;
11816 model = ent->model;
11817 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11819 R_DecalSystem_Reset(&ent->decalsystem);
11823 if (!model->brush.data_leafs && !cl_decals_models.integer)
11825 if (decalsystem->model)
11826 R_DecalSystem_Reset(decalsystem);
11830 if (decalsystem->model != model)
11831 R_DecalSystem_Reset(decalsystem);
11832 decalsystem->model = model;
11834 RSurf_ActiveModelEntity(ent, true, false, false);
11836 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11837 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11838 VectorNormalize(localnormal);
11839 localsize = worldsize*rsurface.inversematrixscale;
11840 localmins[0] = localorigin[0] - localsize;
11841 localmins[1] = localorigin[1] - localsize;
11842 localmins[2] = localorigin[2] - localsize;
11843 localmaxs[0] = localorigin[0] + localsize;
11844 localmaxs[1] = localorigin[1] + localsize;
11845 localmaxs[2] = localorigin[2] + localsize;
11847 //VectorCopy(localnormal, planes[4]);
11848 //VectorVectors(planes[4], planes[2], planes[0]);
11849 AnglesFromVectors(angles, localnormal, NULL, false);
11850 AngleVectors(angles, planes[0], planes[2], planes[4]);
11851 VectorNegate(planes[0], planes[1]);
11852 VectorNegate(planes[2], planes[3]);
11853 VectorNegate(planes[4], planes[5]);
11854 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11855 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11856 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11857 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11858 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11859 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11864 matrix4x4_t forwardprojection;
11865 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11866 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11871 float projectionvector[4][3];
11872 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11873 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11874 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11875 projectionvector[0][0] = planes[0][0] * ilocalsize;
11876 projectionvector[0][1] = planes[1][0] * ilocalsize;
11877 projectionvector[0][2] = planes[2][0] * ilocalsize;
11878 projectionvector[1][0] = planes[0][1] * ilocalsize;
11879 projectionvector[1][1] = planes[1][1] * ilocalsize;
11880 projectionvector[1][2] = planes[2][1] * ilocalsize;
11881 projectionvector[2][0] = planes[0][2] * ilocalsize;
11882 projectionvector[2][1] = planes[1][2] * ilocalsize;
11883 projectionvector[2][2] = planes[2][2] * ilocalsize;
11884 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11885 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11886 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11887 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11891 dynamic = model->surfmesh.isanimated;
11892 numsurfacelist = model->nummodelsurfaces;
11893 surfacelist = model->sortedmodelsurfaces;
11894 surfaces = model->data_surfaces;
11897 bih_triangles_count = -1;
11900 if(model->render_bih.numleafs)
11901 bih = &model->render_bih;
11902 else if(model->collision_bih.numleafs)
11903 bih = &model->collision_bih;
11906 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11907 if(bih_triangles_count == 0)
11909 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11911 if(bih_triangles_count > 0)
11913 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11915 surfaceindex = bih_surfaces[triangleindex];
11916 surface = surfaces + surfaceindex;
11917 texture = surface->texture;
11918 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11920 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11922 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11927 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11929 surfaceindex = surfacelist[surfacelistindex];
11930 surface = surfaces + surfaceindex;
11931 // check cull box first because it rejects more than any other check
11932 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11934 // skip transparent surfaces
11935 texture = surface->texture;
11936 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11938 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11940 numtriangles = surface->num_triangles;
11941 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11942 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11947 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11948 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11950 int renderentityindex;
11951 float worldmins[3];
11952 float worldmaxs[3];
11953 entity_render_t *ent;
11955 if (!cl_decals_newsystem.integer)
11958 worldmins[0] = worldorigin[0] - worldsize;
11959 worldmins[1] = worldorigin[1] - worldsize;
11960 worldmins[2] = worldorigin[2] - worldsize;
11961 worldmaxs[0] = worldorigin[0] + worldsize;
11962 worldmaxs[1] = worldorigin[1] + worldsize;
11963 worldmaxs[2] = worldorigin[2] + worldsize;
11965 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11967 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11969 ent = r_refdef.scene.entities[renderentityindex];
11970 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11973 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11977 typedef struct r_decalsystem_splatqueue_s
11979 vec3_t worldorigin;
11980 vec3_t worldnormal;
11986 r_decalsystem_splatqueue_t;
11988 int r_decalsystem_numqueued = 0;
11989 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11991 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11993 r_decalsystem_splatqueue_t *queue;
11995 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11998 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11999 VectorCopy(worldorigin, queue->worldorigin);
12000 VectorCopy(worldnormal, queue->worldnormal);
12001 Vector4Set(queue->color, r, g, b, a);
12002 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12003 queue->worldsize = worldsize;
12004 queue->decalsequence = cl.decalsequence++;
12007 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12010 r_decalsystem_splatqueue_t *queue;
12012 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12013 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12014 r_decalsystem_numqueued = 0;
12017 extern cvar_t cl_decals_max;
12018 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12021 decalsystem_t *decalsystem = &ent->decalsystem;
12028 if (!decalsystem->numdecals)
12031 if (r_showsurfaces.integer)
12034 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12036 R_DecalSystem_Reset(decalsystem);
12040 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12041 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12043 if (decalsystem->lastupdatetime)
12044 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12047 decalsystem->lastupdatetime = r_refdef.scene.time;
12048 numdecals = decalsystem->numdecals;
12050 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12052 if (decal->color4f[0][3])
12054 decal->lived += frametime;
12055 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12057 memset(decal, 0, sizeof(*decal));
12058 if (decalsystem->freedecal > i)
12059 decalsystem->freedecal = i;
12063 decal = decalsystem->decals;
12064 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12067 // collapse the array by shuffling the tail decals into the gaps
12070 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12071 decalsystem->freedecal++;
12072 if (decalsystem->freedecal == numdecals)
12074 decal[decalsystem->freedecal] = decal[--numdecals];
12077 decalsystem->numdecals = numdecals;
12079 if (numdecals <= 0)
12081 // if there are no decals left, reset decalsystem
12082 R_DecalSystem_Reset(decalsystem);
12086 extern skinframe_t *decalskinframe;
12087 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12090 decalsystem_t *decalsystem = &ent->decalsystem;
12099 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12102 numdecals = decalsystem->numdecals;
12106 if (r_showsurfaces.integer)
12109 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12111 R_DecalSystem_Reset(decalsystem);
12115 // if the model is static it doesn't matter what value we give for
12116 // wantnormals and wanttangents, so this logic uses only rules applicable
12117 // to a model, knowing that they are meaningless otherwise
12118 if (ent == r_refdef.scene.worldentity)
12119 RSurf_ActiveWorldEntity();
12121 RSurf_ActiveModelEntity(ent, false, false, false);
12123 decalsystem->lastupdatetime = r_refdef.scene.time;
12125 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12127 // update vertex positions for animated models
12128 v3f = decalsystem->vertex3f;
12129 c4f = decalsystem->color4f;
12130 t2f = decalsystem->texcoord2f;
12131 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12133 if (!decal->color4f[0][3])
12136 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12140 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12143 // update color values for fading decals
12144 if (decal->lived >= cl_decals_time.value)
12145 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12149 c4f[ 0] = decal->color4f[0][0] * alpha;
12150 c4f[ 1] = decal->color4f[0][1] * alpha;
12151 c4f[ 2] = decal->color4f[0][2] * alpha;
12153 c4f[ 4] = decal->color4f[1][0] * alpha;
12154 c4f[ 5] = decal->color4f[1][1] * alpha;
12155 c4f[ 6] = decal->color4f[1][2] * alpha;
12157 c4f[ 8] = decal->color4f[2][0] * alpha;
12158 c4f[ 9] = decal->color4f[2][1] * alpha;
12159 c4f[10] = decal->color4f[2][2] * alpha;
12162 t2f[0] = decal->texcoord2f[0][0];
12163 t2f[1] = decal->texcoord2f[0][1];
12164 t2f[2] = decal->texcoord2f[1][0];
12165 t2f[3] = decal->texcoord2f[1][1];
12166 t2f[4] = decal->texcoord2f[2][0];
12167 t2f[5] = decal->texcoord2f[2][1];
12169 // update vertex positions for animated models
12170 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12172 e = rsurface.modelelement3i + 3*decal->triangleindex;
12173 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12174 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12175 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12179 VectorCopy(decal->vertex3f[0], v3f);
12180 VectorCopy(decal->vertex3f[1], v3f + 3);
12181 VectorCopy(decal->vertex3f[2], v3f + 6);
12184 if (r_refdef.fogenabled)
12186 alpha = RSurf_FogVertex(v3f);
12187 VectorScale(c4f, alpha, c4f);
12188 alpha = RSurf_FogVertex(v3f + 3);
12189 VectorScale(c4f + 4, alpha, c4f + 4);
12190 alpha = RSurf_FogVertex(v3f + 6);
12191 VectorScale(c4f + 8, alpha, c4f + 8);
12202 r_refdef.stats[r_stat_drawndecals] += numtris;
12204 // now render the decals all at once
12205 // (this assumes they all use one particle font texture!)
12206 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12207 // R_Mesh_ResetTextureState();
12208 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12209 GL_DepthMask(false);
12210 GL_DepthRange(0, 1);
12211 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12212 GL_DepthTest(true);
12213 GL_CullFace(GL_NONE);
12214 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12215 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12216 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12220 static void R_DrawModelDecals(void)
12224 // fade faster when there are too many decals
12225 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12226 for (i = 0;i < r_refdef.scene.numentities;i++)
12227 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12229 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12230 for (i = 0;i < r_refdef.scene.numentities;i++)
12231 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12232 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12234 R_DecalSystem_ApplySplatEntitiesQueue();
12236 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12237 for (i = 0;i < r_refdef.scene.numentities;i++)
12238 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12240 r_refdef.stats[r_stat_totaldecals] += numdecals;
12242 if (r_showsurfaces.integer)
12245 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12247 for (i = 0;i < r_refdef.scene.numentities;i++)
12249 if (!r_refdef.viewcache.entityvisible[i])
12251 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12252 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12256 extern cvar_t mod_collision_bih;
12257 static void R_DrawDebugModel(void)
12259 entity_render_t *ent = rsurface.entity;
12260 int i, j, k, l, flagsmask;
12261 const msurface_t *surface;
12262 dp_model_t *model = ent->model;
12265 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12268 if (r_showoverdraw.value > 0)
12270 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12271 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12272 R_SetupShader_Generic_NoTexture(false, false);
12273 GL_DepthTest(false);
12274 GL_DepthMask(false);
12275 GL_DepthRange(0, 1);
12276 GL_BlendFunc(GL_ONE, GL_ONE);
12277 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12279 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12281 rsurface.texture = R_GetCurrentTexture(surface->texture);
12282 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12284 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12285 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12286 if (!rsurface.texture->currentlayers->depthmask)
12287 GL_Color(c, 0, 0, 1.0f);
12288 else if (ent == r_refdef.scene.worldentity)
12289 GL_Color(c, c, c, 1.0f);
12291 GL_Color(0, c, 0, 1.0f);
12292 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12296 rsurface.texture = NULL;
12299 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12301 // R_Mesh_ResetTextureState();
12302 R_SetupShader_Generic_NoTexture(false, false);
12303 GL_DepthRange(0, 1);
12304 GL_DepthTest(!r_showdisabledepthtest.integer);
12305 GL_DepthMask(false);
12306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12308 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12312 qboolean cullbox = false;
12313 const q3mbrush_t *brush;
12314 const bih_t *bih = &model->collision_bih;
12315 const bih_leaf_t *bihleaf;
12316 float vertex3f[3][3];
12317 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12318 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12320 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12322 switch (bihleaf->type)
12325 brush = model->brush.data_brushes + bihleaf->itemindex;
12326 if (brush->colbrushf && brush->colbrushf->numtriangles)
12328 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12329 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12330 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12333 case BIH_COLLISIONTRIANGLE:
12334 triangleindex = bihleaf->itemindex;
12335 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12336 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12337 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12338 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12339 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12340 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12342 case BIH_RENDERTRIANGLE:
12343 triangleindex = bihleaf->itemindex;
12344 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12345 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12346 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12347 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12348 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12349 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12355 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12358 if (r_showtris.integer && qglPolygonMode)
12360 if (r_showdisabledepthtest.integer)
12362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12363 GL_DepthMask(false);
12367 GL_BlendFunc(GL_ONE, GL_ZERO);
12368 GL_DepthMask(true);
12370 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12371 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12373 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12375 rsurface.texture = R_GetCurrentTexture(surface->texture);
12376 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12378 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12379 if (!rsurface.texture->currentlayers->depthmask)
12380 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12381 else if (ent == r_refdef.scene.worldentity)
12382 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12384 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12385 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12389 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12390 rsurface.texture = NULL;
12393 if (r_shownormals.value != 0 && qglBegin)
12395 if (r_showdisabledepthtest.integer)
12397 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12398 GL_DepthMask(false);
12402 GL_BlendFunc(GL_ONE, GL_ZERO);
12403 GL_DepthMask(true);
12405 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12407 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12409 rsurface.texture = R_GetCurrentTexture(surface->texture);
12410 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12412 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12413 qglBegin(GL_LINES);
12414 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12416 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12418 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12419 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12420 qglVertex3f(v[0], v[1], v[2]);
12421 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12422 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12423 qglVertex3f(v[0], v[1], v[2]);
12426 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12428 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12430 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12431 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12432 qglVertex3f(v[0], v[1], v[2]);
12433 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12434 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12435 qglVertex3f(v[0], v[1], v[2]);
12438 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12440 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12442 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12443 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12444 qglVertex3f(v[0], v[1], v[2]);
12445 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12446 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12447 qglVertex3f(v[0], v[1], v[2]);
12450 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12452 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12454 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12455 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12456 qglVertex3f(v[0], v[1], v[2]);
12457 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12458 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12459 qglVertex3f(v[0], v[1], v[2]);
12466 rsurface.texture = NULL;
12471 int r_maxsurfacelist = 0;
12472 const msurface_t **r_surfacelist = NULL;
12473 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12475 int i, j, endj, flagsmask;
12476 dp_model_t *model = r_refdef.scene.worldmodel;
12477 msurface_t *surfaces;
12478 unsigned char *update;
12479 int numsurfacelist = 0;
12483 if (r_maxsurfacelist < model->num_surfaces)
12485 r_maxsurfacelist = model->num_surfaces;
12487 Mem_Free((msurface_t**)r_surfacelist);
12488 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12491 RSurf_ActiveWorldEntity();
12493 surfaces = model->data_surfaces;
12494 update = model->brushq1.lightmapupdateflags;
12496 // update light styles on this submodel
12497 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12499 model_brush_lightstyleinfo_t *style;
12500 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12502 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12504 int *list = style->surfacelist;
12505 style->value = r_refdef.scene.lightstylevalue[style->style];
12506 for (j = 0;j < style->numsurfaces;j++)
12507 update[list[j]] = true;
12512 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12516 R_DrawDebugModel();
12517 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12521 rsurface.lightmaptexture = NULL;
12522 rsurface.deluxemaptexture = NULL;
12523 rsurface.uselightmaptexture = false;
12524 rsurface.texture = NULL;
12525 rsurface.rtlight = NULL;
12526 numsurfacelist = 0;
12527 // add visible surfaces to draw list
12528 for (i = 0;i < model->nummodelsurfaces;i++)
12530 j = model->sortedmodelsurfaces[i];
12531 if (r_refdef.viewcache.world_surfacevisible[j])
12532 r_surfacelist[numsurfacelist++] = surfaces + j;
12534 // update lightmaps if needed
12535 if (model->brushq1.firstrender)
12537 model->brushq1.firstrender = false;
12538 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12540 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12544 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12545 if (r_refdef.viewcache.world_surfacevisible[j])
12547 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12549 // don't do anything if there were no surfaces
12550 if (!numsurfacelist)
12552 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12555 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12557 // add to stats if desired
12558 if (r_speeds.integer && !skysurfaces && !depthonly)
12560 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12561 for (j = 0;j < numsurfacelist;j++)
12562 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12565 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12568 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12570 int i, j, endj, flagsmask;
12571 dp_model_t *model = ent->model;
12572 msurface_t *surfaces;
12573 unsigned char *update;
12574 int numsurfacelist = 0;
12578 if (r_maxsurfacelist < model->num_surfaces)
12580 r_maxsurfacelist = model->num_surfaces;
12582 Mem_Free((msurface_t **)r_surfacelist);
12583 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12586 // if the model is static it doesn't matter what value we give for
12587 // wantnormals and wanttangents, so this logic uses only rules applicable
12588 // to a model, knowing that they are meaningless otherwise
12589 if (ent == r_refdef.scene.worldentity)
12590 RSurf_ActiveWorldEntity();
12591 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12592 RSurf_ActiveModelEntity(ent, false, false, false);
12594 RSurf_ActiveModelEntity(ent, true, true, true);
12595 else if (depthonly)
12597 switch (vid.renderpath)
12599 case RENDERPATH_GL20:
12600 case RENDERPATH_D3D9:
12601 case RENDERPATH_D3D10:
12602 case RENDERPATH_D3D11:
12603 case RENDERPATH_SOFT:
12604 case RENDERPATH_GLES2:
12605 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12607 case RENDERPATH_GL11:
12608 case RENDERPATH_GL13:
12609 case RENDERPATH_GLES1:
12610 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12616 switch (vid.renderpath)
12618 case RENDERPATH_GL20:
12619 case RENDERPATH_D3D9:
12620 case RENDERPATH_D3D10:
12621 case RENDERPATH_D3D11:
12622 case RENDERPATH_SOFT:
12623 case RENDERPATH_GLES2:
12624 RSurf_ActiveModelEntity(ent, true, true, false);
12626 case RENDERPATH_GL11:
12627 case RENDERPATH_GL13:
12628 case RENDERPATH_GLES1:
12629 RSurf_ActiveModelEntity(ent, true, false, false);
12634 surfaces = model->data_surfaces;
12635 update = model->brushq1.lightmapupdateflags;
12637 // update light styles
12638 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12640 model_brush_lightstyleinfo_t *style;
12641 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12643 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12645 int *list = style->surfacelist;
12646 style->value = r_refdef.scene.lightstylevalue[style->style];
12647 for (j = 0;j < style->numsurfaces;j++)
12648 update[list[j]] = true;
12653 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12657 R_DrawDebugModel();
12658 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12662 rsurface.lightmaptexture = NULL;
12663 rsurface.deluxemaptexture = NULL;
12664 rsurface.uselightmaptexture = false;
12665 rsurface.texture = NULL;
12666 rsurface.rtlight = NULL;
12667 numsurfacelist = 0;
12668 // add visible surfaces to draw list
12669 for (i = 0;i < model->nummodelsurfaces;i++)
12670 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12671 // don't do anything if there were no surfaces
12672 if (!numsurfacelist)
12674 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12677 // update lightmaps if needed
12681 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12686 R_BuildLightMap(ent, surfaces + j);
12691 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12693 // add to stats if desired
12694 if (r_speeds.integer && !skysurfaces && !depthonly)
12696 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12697 for (j = 0;j < numsurfacelist;j++)
12698 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12701 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12704 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12706 static texture_t texture;
12707 static msurface_t surface;
12708 const msurface_t *surfacelist = &surface;
12710 // fake enough texture and surface state to render this geometry
12712 texture.update_lastrenderframe = -1; // regenerate this texture
12713 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12714 texture.currentskinframe = skinframe;
12715 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12716 texture.offsetmapping = OFFSETMAPPING_OFF;
12717 texture.offsetscale = 1;
12718 texture.specularscalemod = 1;
12719 texture.specularpowermod = 1;
12720 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12721 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12722 // JUST GREP FOR "specularscalemod = 1".
12724 surface.texture = &texture;
12725 surface.num_triangles = numtriangles;
12726 surface.num_firsttriangle = firsttriangle;
12727 surface.num_vertices = numvertices;
12728 surface.num_firstvertex = firstvertex;
12731 rsurface.texture = R_GetCurrentTexture(surface.texture);
12732 rsurface.lightmaptexture = NULL;
12733 rsurface.deluxemaptexture = NULL;
12734 rsurface.uselightmaptexture = false;
12735 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12738 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12740 static msurface_t surface;
12741 const msurface_t *surfacelist = &surface;
12743 // fake enough texture and surface state to render this geometry
12744 surface.texture = texture;
12745 surface.num_triangles = numtriangles;
12746 surface.num_firsttriangle = firsttriangle;
12747 surface.num_vertices = numvertices;
12748 surface.num_firstvertex = firstvertex;
12751 rsurface.texture = R_GetCurrentTexture(surface.texture);
12752 rsurface.lightmaptexture = NULL;
12753 rsurface.deluxemaptexture = NULL;
12754 rsurface.uselightmaptexture = false;
12755 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);