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.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | 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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | 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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "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 = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "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_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | 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"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | 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"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | 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)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | 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."};
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qboolean v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstrings[] =
596 #include "shader_glsl.h"
600 //=======================================================================================================================================================
602 typedef struct shaderpermutationinfo_s
607 shaderpermutationinfo_t;
609 typedef struct shadermodeinfo_s
611 const char *sourcebasename;
612 const char *extension;
613 const char **builtinshaderstrings;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647 {"#define USEALPHAKILL\n", " alphakill"},
648 {"#define USEREFLECTCUBE\n", " reflectcube"},
649 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650 {"#define USEBOUNCEGRID\n", " bouncegrid"},
651 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652 {"#define USETRIPPY\n", " trippy"},
653 {"#define USEDEPTHRGB\n", " depthrgb"},
654 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655 {"#define USESKELETAL\n", " skeletal"},
656 {"#define USEOCCLUDE\n", " occlude"}
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
662 // SHADERLANGUAGE_GLSL
664 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
688 struct r_glsl_permutation_s *hashnext;
690 uint64_t permutation;
692 /// indicates if we have tried compiling this permutation already
694 /// 0 if compilation failed
696 // texture units assigned to each detected uniform
697 int tex_Texture_First;
698 int tex_Texture_Second;
699 int tex_Texture_GammaRamps;
700 int tex_Texture_Normal;
701 int tex_Texture_Color;
702 int tex_Texture_Gloss;
703 int tex_Texture_Glow;
704 int tex_Texture_SecondaryNormal;
705 int tex_Texture_SecondaryColor;
706 int tex_Texture_SecondaryGloss;
707 int tex_Texture_SecondaryGlow;
708 int tex_Texture_Pants;
709 int tex_Texture_Shirt;
710 int tex_Texture_FogHeightTexture;
711 int tex_Texture_FogMask;
712 int tex_Texture_LightGrid;
713 int tex_Texture_Lightmap;
714 int tex_Texture_Deluxemap;
715 int tex_Texture_Attenuation;
716 int tex_Texture_Cube;
717 int tex_Texture_Refraction;
718 int tex_Texture_Reflection;
719 int tex_Texture_ShadowMap2D;
720 int tex_Texture_CubeProjection;
721 int tex_Texture_ScreenNormalMap;
722 int tex_Texture_ScreenDiffuse;
723 int tex_Texture_ScreenSpecular;
724 int tex_Texture_ReflectMask;
725 int tex_Texture_ReflectCube;
726 int tex_Texture_BounceGrid;
727 /// locations of detected uniforms in program object, or -1 if not found
728 int loc_Texture_First;
729 int loc_Texture_Second;
730 int loc_Texture_GammaRamps;
731 int loc_Texture_Normal;
732 int loc_Texture_Color;
733 int loc_Texture_Gloss;
734 int loc_Texture_Glow;
735 int loc_Texture_SecondaryNormal;
736 int loc_Texture_SecondaryColor;
737 int loc_Texture_SecondaryGloss;
738 int loc_Texture_SecondaryGlow;
739 int loc_Texture_Pants;
740 int loc_Texture_Shirt;
741 int loc_Texture_FogHeightTexture;
742 int loc_Texture_FogMask;
743 int loc_Texture_LightGrid;
744 int loc_Texture_Lightmap;
745 int loc_Texture_Deluxemap;
746 int loc_Texture_Attenuation;
747 int loc_Texture_Cube;
748 int loc_Texture_Refraction;
749 int loc_Texture_Reflection;
750 int loc_Texture_ShadowMap2D;
751 int loc_Texture_CubeProjection;
752 int loc_Texture_ScreenNormalMap;
753 int loc_Texture_ScreenDiffuse;
754 int loc_Texture_ScreenSpecular;
755 int loc_Texture_ReflectMask;
756 int loc_Texture_ReflectCube;
757 int loc_Texture_BounceGrid;
759 int loc_BloomBlur_Parameters;
761 int loc_Color_Ambient;
762 int loc_Color_Diffuse;
763 int loc_Color_Specular;
767 int loc_DeferredColor_Ambient;
768 int loc_DeferredColor_Diffuse;
769 int loc_DeferredColor_Specular;
770 int loc_DeferredMod_Diffuse;
771 int loc_DeferredMod_Specular;
772 int loc_DistortScaleRefractReflect;
775 int loc_FogHeightFade;
777 int loc_FogPlaneViewDist;
778 int loc_FogRangeRecip;
781 int loc_LightGridMatrix;
782 int loc_LightGridNormalMatrix;
783 int loc_LightPosition;
784 int loc_OffsetMapping_ScaleSteps;
785 int loc_OffsetMapping_LodDistance;
786 int loc_OffsetMapping_Bias;
788 int loc_ReflectColor;
789 int loc_ReflectFactor;
790 int loc_ReflectOffset;
791 int loc_RefractColor;
793 int loc_ScreenCenterRefractReflect;
794 int loc_ScreenScaleRefractReflect;
795 int loc_ScreenToDepth;
796 int loc_ShadowMap_Parameters;
797 int loc_ShadowMap_TextureScale;
798 int loc_SpecularPower;
799 int loc_Skeletal_Transform12;
805 int loc_ViewTintColor;
807 int loc_ModelToLight;
809 int loc_BackgroundTexMatrix;
810 int loc_ModelViewProjectionMatrix;
811 int loc_ModelViewMatrix;
812 int loc_PixelToScreenTexCoord;
813 int loc_ModelToReflectCube;
814 int loc_ShadowMapMatrix;
815 int loc_BloomColorSubtract;
816 int loc_NormalmapScrollBlend;
817 int loc_BounceGridMatrix;
818 int loc_BounceGridIntensity;
819 /// uniform block bindings
820 int ubibind_Skeletal_Transform12_UniformBlock;
821 /// uniform block indices
822 int ubiloc_Skeletal_Transform12_UniformBlock;
824 r_glsl_permutation_t;
826 #define SHADERPERMUTATION_HASHSIZE 256
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
833 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
839 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
841 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
848 #define SHADERSTATICPARMS_COUNT 14
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
856 extern qboolean r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qboolean R_CompileShader_CheckStaticParms(void)
860 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865 if (r_glsl_saturation_redcompensate.integer)
866 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867 if (r_glsl_vertextextureblend_usebothalphas.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869 if (r_shadow_glossexact.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871 if (r_glsl_postprocess.integer)
873 if (r_glsl_postprocess_uservec1_enable.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875 if (r_glsl_postprocess_uservec2_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877 if (r_glsl_postprocess_uservec3_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879 if (r_glsl_postprocess_uservec4_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 if (r_shadow_shadowmapsampler)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889 if (r_shadow_shadowmappcf > 1)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891 else if (r_shadow_shadowmappcf)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893 if (r_celshading.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895 if (r_celoutlines.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
898 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
905 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
908 shaderstaticparms_count = 0;
911 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_ShaderStrCat(const char **strings)
962 const char **p = strings;
965 for (p = strings;(t = *p);p++)
968 s = string = (char *)Mem_Alloc(r_main_mempool, len);
970 for (p = strings;(t = *p);p++)
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
984 shadermodeinfo_t *modeinfo;
985 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
986 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
988 for (i = 0; i < SHADERMODE_COUNT; i++)
990 char filename[MAX_QPATH];
991 modeinfo = &shadermodeinfo[language][i];
992 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1003 // if the mode has no filename we have to return the builtin string
1004 if (builtinonly || !modeinfo->filename)
1005 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006 // note that FS_LoadFile appends a 0 byte to make it a valid string
1007 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1010 if (printfromdisknotice)
1011 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012 return shaderstring;
1014 // fall back to builtinstring
1015 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1023 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1025 char permutationname[256];
1026 int vertstrings_count = 0;
1027 int geomstrings_count = 0;
1028 int fragstrings_count = 0;
1029 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 permutationname[0] = 0;
1039 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1041 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1043 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044 if(vid.support.glshaderversion >= 140)
1046 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1053 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054 else if(vid.support.glshaderversion >= 130)
1056 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1063 // if we can do #version 120, we should (this adds the invariant keyword)
1064 else if(vid.support.glshaderversion >= 120)
1066 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1073 // GLES also adds several things from GLSL120
1074 switch(vid.renderpath)
1076 case RENDERPATH_GLES2:
1077 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1ll<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // we don't currently use geometry shaders for anything, so just empty the list
1131 geomstrings_count = 0;
1133 // compile the shader program
1134 if (vertstrings_count + geomstrings_count + fragstrings_count)
1135 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1139 qglUseProgram(p->program);CHECKGLERROR
1140 // look up all the uniform variable names we care about, so we don't
1141 // have to look them up every time we set them
1146 GLint activeuniformindex = 0;
1147 GLint numactiveuniforms = 0;
1148 char uniformname[128];
1149 GLsizei uniformnamelength = 0;
1150 GLint uniformsize = 0;
1151 GLenum uniformtype = 0;
1152 memset(uniformname, 0, sizeof(uniformname));
1153 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1157 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1163 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1164 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1165 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1167 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1168 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1169 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1170 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1175 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1176 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1178 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1183 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1184 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1185 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1194 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1196 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1197 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1198 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1199 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1200 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1202 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1209 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1210 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1211 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1212 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1214 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1215 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1216 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
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_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1239 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1240 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1241 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1242 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1243 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253 // initialize the samplers to refer to the texture units we use
1254 p->tex_Texture_First = -1;
1255 p->tex_Texture_Second = -1;
1256 p->tex_Texture_GammaRamps = -1;
1257 p->tex_Texture_Normal = -1;
1258 p->tex_Texture_Color = -1;
1259 p->tex_Texture_Gloss = -1;
1260 p->tex_Texture_Glow = -1;
1261 p->tex_Texture_SecondaryNormal = -1;
1262 p->tex_Texture_SecondaryColor = -1;
1263 p->tex_Texture_SecondaryGloss = -1;
1264 p->tex_Texture_SecondaryGlow = -1;
1265 p->tex_Texture_Pants = -1;
1266 p->tex_Texture_Shirt = -1;
1267 p->tex_Texture_FogHeightTexture = -1;
1268 p->tex_Texture_FogMask = -1;
1269 p->tex_Texture_LightGrid = -1;
1270 p->tex_Texture_Lightmap = -1;
1271 p->tex_Texture_Deluxemap = -1;
1272 p->tex_Texture_Attenuation = -1;
1273 p->tex_Texture_Cube = -1;
1274 p->tex_Texture_Refraction = -1;
1275 p->tex_Texture_Reflection = -1;
1276 p->tex_Texture_ShadowMap2D = -1;
1277 p->tex_Texture_CubeProjection = -1;
1278 p->tex_Texture_ScreenNormalMap = -1;
1279 p->tex_Texture_ScreenDiffuse = -1;
1280 p->tex_Texture_ScreenSpecular = -1;
1281 p->tex_Texture_ReflectMask = -1;
1282 p->tex_Texture_ReflectCube = -1;
1283 p->tex_Texture_BounceGrid = -1;
1284 // bind the texture samplers in use
1286 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1287 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1288 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1289 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1290 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1291 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1292 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1295 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1296 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1297 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1298 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1299 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1301 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1302 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1303 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1304 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1305 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1306 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1307 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1308 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1309 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1310 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1312 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1313 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1314 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1315 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1316 // get the uniform block indices so we can bind them
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1321 // clear the uniform block bindings
1322 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323 // bind the uniform blocks in use
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1328 // we're done compiling and setting up the shader, at least until it is used
1330 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1333 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1337 Mem_Free(sourcestring);
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1342 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343 if (r_glsl_permutation != perm)
1345 r_glsl_permutation = perm;
1346 if (!r_glsl_permutation->program)
1348 if (!r_glsl_permutation->compiled)
1350 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351 R_GLSL_CompilePermutation(perm, mode, permutation);
1353 if (!r_glsl_permutation->program)
1355 // remove features until we find a valid permutation
1357 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1359 // reduce i more quickly whenever it would not remove any bits
1360 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361 if (!(permutation & j))
1364 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365 if (!r_glsl_permutation->compiled)
1366 R_GLSL_CompilePermutation(perm, mode, permutation);
1367 if (r_glsl_permutation->program)
1370 if (i >= SHADERPERMUTATION_COUNT)
1372 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 qglUseProgram(0);CHECKGLERROR
1375 return; // no bit left to clear, entire mode is broken
1380 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1382 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1390 unsigned int i, limit;
1391 switch(vid.renderpath)
1393 case RENDERPATH_GL32:
1394 case RENDERPATH_GLES2:
1396 r_glsl_permutation_t *p;
1397 r_glsl_permutation = NULL;
1398 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399 for (i = 0;i < limit;i++)
1401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1403 GL_Backend_FreeProgram(p->program);
1404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1415 int i, language, mode, dupe;
1417 shadermodeinfo_t *modeinfo;
1420 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1422 modeinfo = shadermodeinfo[language];
1423 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1425 // don't dump the same file multiple times (most or all shaders come from the same file)
1426 for (dupe = mode - 1;dupe >= 0;dupe--)
1427 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1431 text = modeinfo[mode].builtinstring;
1434 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1437 FS_Print(file, "/* The engine may define the following macros:\n");
1438 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439 for (i = 0;i < SHADERMODE_COUNT;i++)
1440 FS_Print(file, modeinfo[i].pretext);
1441 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442 FS_Print(file, shaderpermutationinfo[i].pretext);
1443 FS_Print(file, "*/\n");
1444 FS_Print(file, text);
1446 Con_Printf("%s written\n", modeinfo[mode].filename);
1449 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1454 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1456 uint64_t permutation = 0;
1457 if (r_trippy.integer && !notrippy)
1458 permutation |= SHADERPERMUTATION_TRIPPY;
1459 permutation |= SHADERPERMUTATION_VIEWTINT;
1461 permutation |= SHADERPERMUTATION_DIFFUSE;
1462 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464 if (suppresstexalpha)
1465 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466 if (vid.allowalphatocoverage)
1467 GL_AlphaToCoverage(false);
1468 switch (vid.renderpath)
1470 case RENDERPATH_GL32:
1471 case RENDERPATH_GLES2:
1472 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473 if (r_glsl_permutation->tex_Texture_First >= 0)
1474 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1481 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1483 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1486 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1488 uint64_t permutation = 0;
1489 if (r_trippy.integer && !notrippy)
1490 permutation |= SHADERPERMUTATION_TRIPPY;
1492 permutation |= SHADERPERMUTATION_DEPTHRGB;
1494 permutation |= SHADERPERMUTATION_SKELETAL;
1496 if (vid.allowalphatocoverage)
1497 GL_AlphaToCoverage(false);
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL32:
1501 case RENDERPATH_GLES2:
1502 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504 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);
1510 #define BLENDFUNC_ALLOWS_COLORMOD 1
1511 #define BLENDFUNC_ALLOWS_FOG 2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1519 // a blendfunc allows colormod if:
1520 // a) it can never keep the destination pixel invariant, or
1521 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522 // this is to prevent unintended side effects from colormod
1524 // a blendfunc allows fog if:
1525 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526 // this is to prevent unintended side effects from fog
1528 // these checks are the output of fogeval.pl
1530 r |= BLENDFUNC_ALLOWS_COLORMOD;
1531 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1558 // select a permutation of the lighting shader appropriate to this
1559 // combination of texture, entity, light source, and fogging, only use the
1560 // minimum features necessary to avoid wasting rendering time in the
1561 // fragment shader on features that are not being used
1562 uint64_t permutation = 0;
1563 unsigned int mode = 0;
1565 texture_t *t = rsurface.texture;
1567 matrix4x4_t tempmatrix;
1568 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569 if (r_trippy.integer && !notrippy)
1570 permutation |= SHADERPERMUTATION_TRIPPY;
1571 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574 permutation |= SHADERPERMUTATION_OCCLUDE;
1575 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577 if (rsurfacepass == RSURFPASS_BACKGROUND)
1579 // distorted background
1580 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1582 mode = SHADERMODE_WATER;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1587 // this is the right thing to do for wateralpha
1588 GL_BlendFunc(GL_ONE, GL_ZERO);
1589 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1593 // this is the right thing to do for entity alpha
1594 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1598 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1600 mode = SHADERMODE_REFRACTION;
1601 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1608 mode = SHADERMODE_GENERIC;
1609 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 if (vid.allowalphatocoverage)
1614 GL_AlphaToCoverage(false);
1616 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1618 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1620 switch(t->offsetmapping)
1622 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625 case OFFSETMAPPING_OFF: break;
1628 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630 // normalmap (deferred prepass), may use alpha test on diffuse
1631 mode = SHADERMODE_DEFERREDGEOMETRY;
1632 GL_BlendFunc(GL_ONE, GL_ZERO);
1633 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634 if (vid.allowalphatocoverage)
1635 GL_AlphaToCoverage(false);
1637 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1639 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1641 switch(t->offsetmapping)
1643 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_OFF: break;
1649 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1654 mode = SHADERMODE_LIGHTSOURCE;
1655 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656 permutation |= SHADERPERMUTATION_CUBEFILTER;
1657 if (VectorLength2(rtlightdiffuse) > 0)
1658 permutation |= SHADERPERMUTATION_DIFFUSE;
1659 if (VectorLength2(rtlightspecular) > 0)
1660 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661 if (r_refdef.fogenabled)
1662 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663 if (t->colormapping)
1664 permutation |= SHADERPERMUTATION_COLORMAPPING;
1665 if (r_shadow_usingshadowmap2d)
1667 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668 if(r_shadow_shadowmapvsdct)
1669 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1671 if (r_shadow_shadowmap2ddepthbuffer)
1672 permutation |= SHADERPERMUTATION_DEPTHRGB;
1674 if (t->reflectmasktexture)
1675 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678 if (vid.allowalphatocoverage)
1679 GL_AlphaToCoverage(false);
1681 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1683 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1685 switch(t->offsetmapping)
1687 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690 case OFFSETMAPPING_OFF: break;
1693 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697 // directional model lighting
1698 mode = SHADERMODE_LIGHTGRID;
1699 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700 permutation |= SHADERPERMUTATION_GLOW;
1701 permutation |= SHADERPERMUTATION_DIFFUSE;
1702 if (t->glosstexture || t->backgroundglosstexture)
1703 permutation |= SHADERPERMUTATION_SPECULAR;
1704 if (r_refdef.fogenabled)
1705 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706 if (t->colormapping)
1707 permutation |= SHADERPERMUTATION_COLORMAPPING;
1708 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1710 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1713 if (r_shadow_shadowmap2ddepthbuffer)
1714 permutation |= SHADERPERMUTATION_DEPTHRGB;
1716 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717 permutation |= SHADERPERMUTATION_REFLECTION;
1718 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720 if (t->reflectmasktexture)
1721 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1724 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725 if (r_shadow_bouncegrid_state.directional)
1726 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1728 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730 // when using alphatocoverage, we don't need alphakill
1731 if (vid.allowalphatocoverage)
1733 if (r_transparent_alphatocoverage.integer)
1735 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1739 GL_AlphaToCoverage(false);
1742 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1744 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1746 switch(t->offsetmapping)
1748 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751 case OFFSETMAPPING_OFF: break;
1754 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758 // directional model lighting
1759 mode = SHADERMODE_LIGHTDIRECTION;
1760 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761 permutation |= SHADERPERMUTATION_GLOW;
1762 if (VectorLength2(t->render_modellight_diffuse))
1763 permutation |= SHADERPERMUTATION_DIFFUSE;
1764 if (VectorLength2(t->render_modellight_specular) > 0)
1765 permutation |= SHADERPERMUTATION_SPECULAR;
1766 if (r_refdef.fogenabled)
1767 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768 if (t->colormapping)
1769 permutation |= SHADERPERMUTATION_COLORMAPPING;
1770 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1772 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1775 if (r_shadow_shadowmap2ddepthbuffer)
1776 permutation |= SHADERPERMUTATION_DEPTHRGB;
1778 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779 permutation |= SHADERPERMUTATION_REFLECTION;
1780 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782 if (t->reflectmasktexture)
1783 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1786 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787 if (r_shadow_bouncegrid_state.directional)
1788 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1790 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792 // when using alphatocoverage, we don't need alphakill
1793 if (vid.allowalphatocoverage)
1795 if (r_transparent_alphatocoverage.integer)
1797 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1801 GL_AlphaToCoverage(false);
1806 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1808 switch(t->offsetmapping)
1810 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813 case OFFSETMAPPING_OFF: break;
1816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1821 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822 permutation |= SHADERPERMUTATION_GLOW;
1823 if (r_refdef.fogenabled && !notrippy)
1824 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825 if (t->colormapping)
1826 permutation |= SHADERPERMUTATION_COLORMAPPING;
1827 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1829 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1832 if (r_shadow_shadowmap2ddepthbuffer)
1833 permutation |= SHADERPERMUTATION_DEPTHRGB;
1835 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836 permutation |= SHADERPERMUTATION_REFLECTION;
1837 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839 if (t->reflectmasktexture)
1840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1843 // deluxemapping (light direction texture)
1844 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1847 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848 permutation |= SHADERPERMUTATION_DIFFUSE;
1849 if (VectorLength2(t->render_lightmap_specular) > 0)
1850 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1852 else if (r_glsl_deluxemapping.integer >= 2)
1854 // fake deluxemapping (uniform light direction in tangentspace)
1855 if (rsurface.uselightmaptexture)
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1858 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859 permutation |= SHADERPERMUTATION_DIFFUSE;
1860 if (VectorLength2(t->render_lightmap_specular) > 0)
1861 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1863 else if (rsurface.uselightmaptexture)
1865 // ordinary lightmapping (q1bsp, q3bsp)
1866 mode = SHADERMODE_LIGHTMAP;
1870 // ordinary vertex coloring (q3bsp)
1871 mode = SHADERMODE_VERTEXCOLOR;
1873 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1875 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876 if (r_shadow_bouncegrid_state.directional)
1877 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1879 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881 // when using alphatocoverage, we don't need alphakill
1882 if (vid.allowalphatocoverage)
1884 if (r_transparent_alphatocoverage.integer)
1886 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1890 GL_AlphaToCoverage(false);
1893 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897 switch(vid.renderpath)
1899 case RENDERPATH_GL32:
1900 case RENDERPATH_GLES2:
1901 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);
1902 RSurf_UploadBuffersForBatch();
1903 // this has to be after RSurf_PrepareVerticesForBatch
1904 if (rsurface.batchskeletaltransform3x4buffer)
1905 permutation |= SHADERPERMUTATION_SKELETAL;
1906 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908 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);
1910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911 if (mode == SHADERMODE_LIGHTSOURCE)
1913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1920 // additive passes are only darkened by fog, not tinted
1921 if (r_glsl_permutation->loc_FogColor >= 0)
1922 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1927 if (mode == SHADERMODE_FLATCOLOR)
1929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1931 else if (mode == SHADERMODE_LIGHTGRID)
1933 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1934 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1935 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1936 // other LightGrid uniforms handled below
1938 else if (mode == SHADERMODE_LIGHTDIRECTION)
1940 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1942 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1943 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1944 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1950 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1951 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1952 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1956 // additive passes are only darkened by fog, not tinted
1957 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1959 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1962 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1964 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1965 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]);
1966 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]);
1967 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1968 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1969 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1972 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1974 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1979 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1980 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1984 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1985 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1988 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1989 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991 if (r_glsl_permutation->loc_Color_Pants >= 0)
1993 if (t->pantstexture)
1994 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1996 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2000 if (t->shirttexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2005 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]);
2006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2015 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);
2016 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017 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]);
2018 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2020 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2024 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2035 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2036 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2037 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2038 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2039 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2040 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2041 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2042 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2043 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2044 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2045 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2046 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2047 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2048 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2049 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2051 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2052 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2055 if (rsurfacepass == RSURFPASS_BACKGROUND)
2057 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2058 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2059 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2063 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2066 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2067 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2068 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2071 if (rsurface.rtlight)
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2077 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2086 // select a permutation of the lighting shader appropriate to this
2087 // combination of texture, entity, light source, and fogging, only use the
2088 // minimum features necessary to avoid wasting rendering time in the
2089 // fragment shader on features that are not being used
2090 uint64_t permutation = 0;
2091 unsigned int mode = 0;
2092 const float *lightcolorbase = rtlight->currentcolor;
2093 float ambientscale = rtlight->ambientscale;
2094 float diffusescale = rtlight->diffusescale;
2095 float specularscale = rtlight->specularscale;
2096 // this is the location of the light in view space
2097 vec3_t viewlightorigin;
2098 // this transforms from view space (camera) to light space (cubemap)
2099 matrix4x4_t viewtolight;
2100 matrix4x4_t lighttoview;
2101 float viewtolight16f[16];
2103 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104 if (rtlight->currentcubemap != r_texture_whitecube)
2105 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106 if (diffusescale > 0)
2107 permutation |= SHADERPERMUTATION_DIFFUSE;
2108 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110 if (r_shadow_usingshadowmap2d)
2112 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113 if (r_shadow_shadowmapvsdct)
2114 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2116 if (r_shadow_shadowmap2ddepthbuffer)
2117 permutation |= SHADERPERMUTATION_DEPTHRGB;
2119 if (vid.allowalphatocoverage)
2120 GL_AlphaToCoverage(false);
2121 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125 switch(vid.renderpath)
2127 case RENDERPATH_GL32:
2128 case RENDERPATH_GLES2:
2129 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2132 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2136 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2137 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);
2138 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]);
2139 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2141 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2142 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2143 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2144 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2145 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2150 #define SKINFRAME_HASH 1024
2154 unsigned int loadsequence; // incremented each level change
2155 memexpandablearray_t array;
2156 skinframe_t *hash[SKINFRAME_HASH];
2159 r_skinframe_t r_skinframe;
2161 void R_SkinFrame_PrepareForPurge(void)
2163 r_skinframe.loadsequence++;
2164 // wrap it without hitting zero
2165 if (r_skinframe.loadsequence >= 200)
2166 r_skinframe.loadsequence = 1;
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2173 // mark the skinframe as used for the purging code
2174 skinframe->loadsequence = r_skinframe.loadsequence;
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2181 if (s->merged == s->base)
2183 R_PurgeTexture(s->stain); s->stain = NULL;
2184 R_PurgeTexture(s->merged); s->merged = NULL;
2185 R_PurgeTexture(s->base); s->base = NULL;
2186 R_PurgeTexture(s->pants); s->pants = NULL;
2187 R_PurgeTexture(s->shirt); s->shirt = NULL;
2188 R_PurgeTexture(s->nmap); s->nmap = NULL;
2189 R_PurgeTexture(s->gloss); s->gloss = NULL;
2190 R_PurgeTexture(s->glow); s->glow = NULL;
2191 R_PurgeTexture(s->fog); s->fog = NULL;
2192 R_PurgeTexture(s->reflect); s->reflect = NULL;
2193 s->loadsequence = 0;
2196 void R_SkinFrame_Purge(void)
2200 for (i = 0;i < SKINFRAME_HASH;i++)
2202 for (s = r_skinframe.hash[i];s;s = s->next)
2204 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205 R_SkinFrame_PurgeSkinFrame(s);
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2212 char basename[MAX_QPATH];
2214 Image_StripImageExtension(name, basename, sizeof(basename));
2216 if( last == NULL ) {
2218 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219 item = r_skinframe.hash[hashindex];
2224 // linearly search through the hash bucket
2225 for( ; item ; item = item->next ) {
2226 if( !strcmp( item->basename, basename ) ) {
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2236 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2238 char basename[MAX_QPATH];
2240 Image_StripImageExtension(name, basename, sizeof(basename));
2242 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244 if (!strcmp(item->basename, basename) &&
2245 item->textureflags == compareflags &&
2246 item->comparewidth == comparewidth &&
2247 item->compareheight == compareheight &&
2248 item->comparecrc == comparecrc)
2255 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256 memset(item, 0, sizeof(*item));
2257 strlcpy(item->basename, basename, sizeof(item->basename));
2258 item->textureflags = compareflags;
2259 item->comparewidth = comparewidth;
2260 item->compareheight = compareheight;
2261 item->comparecrc = comparecrc;
2262 item->next = r_skinframe.hash[hashindex];
2263 r_skinframe.hash[hashindex] = item;
2265 else if (textureflags & TEXF_FORCE_RELOAD)
2266 R_SkinFrame_PurgeSkinFrame(item);
2268 R_SkinFrame_MarkUsed(item);
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2274 unsigned long long avgcolor[5], wsum; \
2282 for(pix = 0; pix < cnt; ++pix) \
2285 for(comp = 0; comp < 3; ++comp) \
2287 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2290 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2292 for(comp = 0; comp < 3; ++comp) \
2293 avgcolor[comp] += getpixel * w; \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297 avgcolor[4] += getpixel; \
2299 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2301 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2309 skinframe_t *skinframe;
2311 if (cls.state == ca_dedicated)
2314 // return an existing skinframe if already loaded
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316 if (skinframe && skinframe->base)
2319 // if the skinframe doesn't exist this will create it
2320 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2327 unsigned char *pixels;
2328 unsigned char *bumppixels;
2329 unsigned char *basepixels = NULL;
2330 int basepixels_width = 0;
2331 int basepixels_height = 0;
2332 rtexture_t *ddsbase = NULL;
2333 qboolean ddshasalpha = false;
2334 float ddsavgcolor[4];
2335 char basename[MAX_QPATH];
2336 int miplevel = R_PicmipForFlags(textureflags);
2337 int savemiplevel = miplevel;
2341 if (cls.state == ca_dedicated)
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 // check for DDS texture file first
2347 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2349 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350 if (basepixels == NULL && fallbacknotexture)
2351 basepixels = Image_GenerateNoTexture();
2352 if (basepixels == NULL)
2356 // FIXME handle miplevel
2358 if (developer_loading.integer)
2359 Con_Printf("loading skin \"%s\"\n", name);
2361 // we've got some pixels to store, so really allocate this new texture now
2363 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364 textureflags &= ~TEXF_FORCE_RELOAD;
2365 skinframe->stain = NULL;
2366 skinframe->merged = NULL;
2367 skinframe->base = NULL;
2368 skinframe->pants = NULL;
2369 skinframe->shirt = NULL;
2370 skinframe->nmap = NULL;
2371 skinframe->gloss = NULL;
2372 skinframe->glow = NULL;
2373 skinframe->fog = NULL;
2374 skinframe->reflect = NULL;
2375 skinframe->hasalpha = false;
2376 // we could store the q2animname here too
2380 skinframe->base = ddsbase;
2381 skinframe->hasalpha = ddshasalpha;
2382 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383 if (r_loadfog && skinframe->hasalpha)
2384 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);
2385 //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]);
2389 basepixels_width = image_width;
2390 basepixels_height = image_height;
2391 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);
2392 if (textureflags & TEXF_ALPHA)
2394 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2396 if (basepixels[j] < 255)
2398 skinframe->hasalpha = true;
2402 if (r_loadfog && skinframe->hasalpha)
2404 // has transparent pixels
2405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406 for (j = 0;j < image_width * image_height * 4;j += 4)
2411 pixels[j+3] = basepixels[j+3];
2413 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);
2417 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2419 //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]);
2420 if (r_savedds && skinframe->base)
2421 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422 if (r_savedds && skinframe->fog)
2423 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2429 mymiplevel = savemiplevel;
2430 if (r_loadnormalmap)
2431 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);
2432 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2434 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 // _norm is the name used by tenebrae and has been adopted as standard
2441 if (r_loadnormalmap && skinframe->nmap == NULL)
2443 mymiplevel = savemiplevel;
2444 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2446 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);
2450 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454 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);
2456 Mem_Free(bumppixels);
2458 else if (r_shadow_bumpscale_basetexture.value > 0)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462 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);
2466 if (r_savedds && skinframe->nmap)
2467 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2471 // _luma is supported only for tenebrae compatibility
2472 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473 // _glow is the preferred name
2474 mymiplevel = savemiplevel;
2475 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.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2477 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);
2479 if (r_savedds && skinframe->glow)
2480 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2482 Mem_Free(pixels);pixels = NULL;
2485 mymiplevel = savemiplevel;
2486 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2488 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);
2490 if (r_savedds && skinframe->gloss)
2491 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2497 mymiplevel = savemiplevel;
2498 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2500 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);
2502 if (r_savedds && skinframe->pants)
2503 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2509 mymiplevel = savemiplevel;
2510 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2512 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);
2514 if (r_savedds && skinframe->shirt)
2515 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2521 mymiplevel = savemiplevel;
2522 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2524 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);
2526 if (r_savedds && skinframe->reflect)
2527 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2534 Mem_Free(basepixels);
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2542 skinframe_t *skinframe;
2545 if (cls.state == ca_dedicated)
2548 // if already loaded just return it, otherwise make a new skinframe
2549 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550 if (skinframe->base)
2552 textureflags &= ~TEXF_FORCE_RELOAD;
2554 skinframe->stain = NULL;
2555 skinframe->merged = NULL;
2556 skinframe->base = NULL;
2557 skinframe->pants = NULL;
2558 skinframe->shirt = NULL;
2559 skinframe->nmap = NULL;
2560 skinframe->gloss = NULL;
2561 skinframe->glow = NULL;
2562 skinframe->fog = NULL;
2563 skinframe->reflect = NULL;
2564 skinframe->hasalpha = false;
2566 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2570 if (developer_loading.integer)
2571 Con_Printf("loading 32bit skin \"%s\"\n", name);
2573 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2575 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576 unsigned char *b = a + width * height * 4;
2577 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2581 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582 if (textureflags & TEXF_ALPHA)
2584 for (i = 3;i < width * height * 4;i += 4)
2586 if (skindata[i] < 255)
2588 skinframe->hasalpha = true;
2592 if (r_loadfog && skinframe->hasalpha)
2594 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595 memcpy(fogpixels, skindata, width * height * 4);
2596 for (i = 0;i < width * height * 4;i += 4)
2597 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599 Mem_Free(fogpixels);
2603 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604 //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]);
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 skinframe_t *skinframe;
2615 if (cls.state == ca_dedicated)
2618 // if already loaded just return it, otherwise make a new skinframe
2619 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620 if (skinframe->base)
2622 //textureflags &= ~TEXF_FORCE_RELOAD;
2624 skinframe->stain = NULL;
2625 skinframe->merged = NULL;
2626 skinframe->base = NULL;
2627 skinframe->pants = NULL;
2628 skinframe->shirt = NULL;
2629 skinframe->nmap = NULL;
2630 skinframe->gloss = NULL;
2631 skinframe->glow = NULL;
2632 skinframe->fog = NULL;
2633 skinframe->reflect = NULL;
2634 skinframe->hasalpha = false;
2636 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2640 if (developer_loading.integer)
2641 Con_Printf("loading quake skin \"%s\"\n", name);
2643 // 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)
2644 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645 memcpy(skinframe->qpixels, skindata, width*height);
2646 skinframe->qwidth = width;
2647 skinframe->qheight = height;
2650 for (i = 0;i < width * height;i++)
2651 featuresmask |= palette_featureflags[skindata[i]];
2653 skinframe->hasalpha = false;
2656 skinframe->hasalpha = true;
2657 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659 skinframe->qgeneratemerged = true;
2660 skinframe->qgeneratebase = skinframe->qhascolormapping;
2661 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2663 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664 //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]);
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2673 unsigned char *skindata;
2676 if (!skinframe->qpixels)
2679 if (!skinframe->qhascolormapping)
2680 colormapped = false;
2684 if (!skinframe->qgeneratebase)
2689 if (!skinframe->qgeneratemerged)
2693 width = skinframe->qwidth;
2694 height = skinframe->qheight;
2695 skindata = skinframe->qpixels;
2697 if (skinframe->qgeneratenmap)
2699 unsigned char *a, *b;
2700 skinframe->qgeneratenmap = false;
2701 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702 b = a + width * height * 4;
2703 // use either a custom palette or the quake palette
2704 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2710 if (skinframe->qgenerateglow)
2712 skinframe->qgenerateglow = false;
2713 if (skinframe->hasalpha) // fence textures
2714 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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2716 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
2721 skinframe->qgeneratebase = false;
2722 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);
2723 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);
2724 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);
2728 skinframe->qgeneratemerged = false;
2729 if (skinframe->hasalpha) // fence textures
2730 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2732 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);
2735 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2737 Mem_Free(skinframe->qpixels);
2738 skinframe->qpixels = NULL;
2742 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)
2745 skinframe_t *skinframe;
2748 if (cls.state == ca_dedicated)
2751 // if already loaded just return it, otherwise make a new skinframe
2752 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753 if (skinframe->base)
2755 textureflags &= ~TEXF_FORCE_RELOAD;
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2773 if (developer_loading.integer)
2774 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2776 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777 if ((textureflags & TEXF_ALPHA) && alphapalette)
2779 for (i = 0;i < width * height;i++)
2781 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2783 skinframe->hasalpha = true;
2787 if (r_loadfog && skinframe->hasalpha)
2788 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2791 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792 //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]);
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2799 skinframe_t *skinframe;
2801 if (cls.state == ca_dedicated)
2804 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805 skinframe->stain = NULL;
2806 skinframe->merged = NULL;
2807 skinframe->base = NULL;
2808 skinframe->pants = NULL;
2809 skinframe->shirt = NULL;
2810 skinframe->nmap = NULL;
2811 skinframe->gloss = NULL;
2812 skinframe->glow = NULL;
2813 skinframe->fog = NULL;
2814 skinframe->reflect = NULL;
2815 skinframe->hasalpha = false;
2817 skinframe->avgcolor[0] = rand() / RAND_MAX;
2818 skinframe->avgcolor[1] = rand() / RAND_MAX;
2819 skinframe->avgcolor[2] = rand() / RAND_MAX;
2820 skinframe->avgcolor[3] = 1;
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2827 if (cls.state == ca_dedicated)
2830 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2835 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2838 // if already loaded just return it, otherwise make a new skinframe
2839 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840 if (skinframe->base)
2842 textureflags &= ~TEXF_FORCE_RELOAD;
2843 skinframe->stain = NULL;
2844 skinframe->merged = NULL;
2845 skinframe->base = NULL;
2846 skinframe->pants = NULL;
2847 skinframe->shirt = NULL;
2848 skinframe->nmap = NULL;
2849 skinframe->gloss = NULL;
2850 skinframe->glow = NULL;
2851 skinframe->fog = NULL;
2852 skinframe->reflect = NULL;
2853 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2857 if (developer_loading.integer)
2858 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859 skinframe->base = skinframe->merged = tex;
2860 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2868 qboolean flipx, flipy, flipdiagonal;
2871 static suffixinfo_t suffix[3][6] =
2874 {"px", false, false, false},
2875 {"nx", false, false, false},
2876 {"py", false, false, false},
2877 {"ny", false, false, false},
2878 {"pz", false, false, false},
2879 {"nz", false, false, false}
2882 {"posx", false, false, false},
2883 {"negx", false, false, false},
2884 {"posy", false, false, false},
2885 {"negy", false, false, false},
2886 {"posz", false, false, false},
2887 {"negz", false, false, false}
2890 {"rt", true, false, true},
2891 {"lf", false, true, true},
2892 {"ft", true, true, false},
2893 {"bk", false, false, false},
2894 {"up", true, false, true},
2895 {"dn", true, false, true}
2899 static int componentorder[4] = {0, 1, 2, 3};
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2903 int i, j, cubemapsize, forcefilter;
2904 unsigned char *cubemappixels, *image_buffer;
2905 rtexture_t *cubemaptexture;
2908 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909 forcefilter = TEXF_FORCELINEAR;
2910 if (basename && basename[0] == '!')
2913 forcefilter = TEXF_FORCENEAREST;
2915 // must start 0 so the first loadimagepixels has no requested width/height
2917 cubemappixels = NULL;
2918 cubemaptexture = NULL;
2919 // keep trying different suffix groups (posx, px, rt) until one loads
2920 for (j = 0;j < 3 && !cubemappixels;j++)
2922 // load the 6 images in the suffix group
2923 for (i = 0;i < 6;i++)
2925 // generate an image name based on the base and and suffix
2926 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2928 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2930 // an image loaded, make sure width and height are equal
2931 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2933 // if this is the first image to load successfully, allocate the cubemap memory
2934 if (!cubemappixels && image_width >= 1)
2936 cubemapsize = image_width;
2937 // note this clears to black, so unavailable sides are black
2938 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2940 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2942 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);
2945 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2947 Mem_Free(image_buffer);
2951 // if a cubemap loaded, upload it
2954 if (developer_loading.integer)
2955 Con_Printf("loading cubemap \"%s\"\n", basename);
2957 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2958 Mem_Free(cubemappixels);
2962 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963 if (developer_loading.integer)
2965 Con_Printf("(tried tried images ");
2966 for (j = 0;j < 3;j++)
2967 for (i = 0;i < 6;i++)
2968 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969 Con_Print(" and was unable to find any of them).\n");
2972 return cubemaptexture;
2975 rtexture_t *R_GetCubemap(const char *basename)
2978 for (i = 0;i < r_texture_numcubemaps;i++)
2979 if (r_texture_cubemaps[i] != NULL)
2980 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983 return r_texture_whitecube;
2984 r_texture_numcubemaps++;
2985 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988 return r_texture_cubemaps[i]->texture;
2991 static void R_Main_FreeViewCache(void)
2993 if (r_refdef.viewcache.entityvisible)
2994 Mem_Free(r_refdef.viewcache.entityvisible);
2995 if (r_refdef.viewcache.world_pvsbits)
2996 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997 if (r_refdef.viewcache.world_leafvisible)
2998 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999 if (r_refdef.viewcache.world_surfacevisible)
3000 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3004 static void R_Main_ResizeViewCache(void)
3006 int numentities = r_refdef.scene.numentities;
3007 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011 if (r_refdef.viewcache.maxentities < numentities)
3013 r_refdef.viewcache.maxentities = numentities;
3014 if (r_refdef.viewcache.entityvisible)
3015 Mem_Free(r_refdef.viewcache.entityvisible);
3016 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3018 if (r_refdef.viewcache.world_numclusters != numclusters)
3020 r_refdef.viewcache.world_numclusters = numclusters;
3021 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022 if (r_refdef.viewcache.world_pvsbits)
3023 Mem_Free(r_refdef.viewcache.world_pvsbits);
3024 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3026 if (r_refdef.viewcache.world_numleafs != numleafs)
3028 r_refdef.viewcache.world_numleafs = numleafs;
3029 if (r_refdef.viewcache.world_leafvisible)
3030 Mem_Free(r_refdef.viewcache.world_leafvisible);
3031 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3033 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3035 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036 if (r_refdef.viewcache.world_surfacevisible)
3037 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3045 loadingscreentexture = NULL;
3046 r_texture_blanknormalmap = NULL;
3047 r_texture_white = NULL;
3048 r_texture_grey128 = NULL;
3049 r_texture_black = NULL;
3050 r_texture_whitecube = NULL;
3051 r_texture_normalizationcube = NULL;
3052 r_texture_fogattenuation = NULL;
3053 r_texture_fogheighttexture = NULL;
3054 r_texture_gammaramps = NULL;
3055 r_texture_numcubemaps = 0;
3056 r_uniformbufferalignment = 32;
3058 r_loaddds = r_texture_dds_load.integer != 0;
3059 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3061 switch(vid.renderpath)
3063 case RENDERPATH_GL32:
3064 case RENDERPATH_GLES2:
3065 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066 Cvar_SetValueQuick(&gl_combine, 1);
3067 Cvar_SetValueQuick(&r_glsl, 1);
3068 r_loadnormalmap = true;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3078 R_FrameData_Reset();
3079 R_BufferData_Reset();
3083 memset(r_queries, 0, sizeof(r_queries));
3085 r_qwskincache = NULL;
3086 r_qwskincache_size = 0;
3088 // due to caching of texture_t references, the collision cache must be reset
3089 Collision_Cache_Reset(true);
3091 // set up r_skinframe loading system for textures
3092 memset(&r_skinframe, 0, sizeof(r_skinframe));
3093 r_skinframe.loadsequence = 1;
3094 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3096 r_main_texturepool = R_AllocTexturePool();
3097 R_BuildBlankTextures();
3100 R_BuildNormalizationCube();
3101 r_texture_fogattenuation = NULL;
3102 r_texture_fogheighttexture = NULL;
3103 r_texture_gammaramps = NULL;
3104 //r_texture_fogintensity = NULL;
3105 memset(&r_fb, 0, sizeof(r_fb));
3106 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3107 r_glsl_permutation = NULL;
3108 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3109 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3110 memset(&r_svbsp, 0, sizeof (r_svbsp));
3112 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3113 r_texture_numcubemaps = 0;
3115 r_refdef.fogmasktable_density = 0;
3118 // For Steelstorm Android
3119 // FIXME CACHE the program and reload
3120 // FIXME see possible combinations for SS:BR android
3121 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3122 R_SetupShader_SetPermutationGLSL(0, 12);
3123 R_SetupShader_SetPermutationGLSL(0, 13);
3124 R_SetupShader_SetPermutationGLSL(0, 8388621);
3125 R_SetupShader_SetPermutationGLSL(3, 0);
3126 R_SetupShader_SetPermutationGLSL(3, 2048);
3127 R_SetupShader_SetPermutationGLSL(5, 0);
3128 R_SetupShader_SetPermutationGLSL(5, 2);
3129 R_SetupShader_SetPermutationGLSL(5, 2048);
3130 R_SetupShader_SetPermutationGLSL(5, 8388608);
3131 R_SetupShader_SetPermutationGLSL(11, 1);
3132 R_SetupShader_SetPermutationGLSL(11, 2049);
3133 R_SetupShader_SetPermutationGLSL(11, 8193);
3134 R_SetupShader_SetPermutationGLSL(11, 10241);
3135 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3139 extern unsigned int r_shadow_occlusion_buf;
3141 static void gl_main_shutdown(void)
3143 R_RenderTarget_FreeUnused(true);
3144 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3146 R_FrameData_Reset();
3147 R_BufferData_Reset();
3149 R_Main_FreeViewCache();
3151 switch(vid.renderpath)
3153 case RENDERPATH_GL32:
3154 case RENDERPATH_GLES2:
3155 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3157 qglDeleteQueries(r_maxqueries, r_queries);
3161 r_shadow_occlusion_buf = 0;
3164 memset(r_queries, 0, sizeof(r_queries));
3166 r_qwskincache = NULL;
3167 r_qwskincache_size = 0;
3169 // clear out the r_skinframe state
3170 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3171 memset(&r_skinframe, 0, sizeof(r_skinframe));
3174 Mem_Free(r_svbsp.nodes);
3175 memset(&r_svbsp, 0, sizeof (r_svbsp));
3176 R_FreeTexturePool(&r_main_texturepool);
3177 loadingscreentexture = NULL;
3178 r_texture_blanknormalmap = NULL;
3179 r_texture_white = NULL;
3180 r_texture_grey128 = NULL;
3181 r_texture_black = NULL;
3182 r_texture_whitecube = NULL;
3183 r_texture_normalizationcube = NULL;
3184 r_texture_fogattenuation = NULL;
3185 r_texture_fogheighttexture = NULL;
3186 r_texture_gammaramps = NULL;
3187 r_texture_numcubemaps = 0;
3188 //r_texture_fogintensity = NULL;
3189 memset(&r_fb, 0, sizeof(r_fb));
3190 R_GLSL_Restart_f(&cmd_client);
3192 r_glsl_permutation = NULL;
3193 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3194 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3197 static void gl_main_newmap(void)
3199 // FIXME: move this code to client
3200 char *entities, entname[MAX_QPATH];
3202 Mem_Free(r_qwskincache);
3203 r_qwskincache = NULL;
3204 r_qwskincache_size = 0;
3207 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3208 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3210 CL_ParseEntityLump(entities);
3214 if (cl.worldmodel->brush.entities)
3215 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3217 R_Main_FreeViewCache();
3219 R_FrameData_Reset();
3220 R_BufferData_Reset();
3223 void GL_Main_Init(void)
3226 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3227 R_InitShaderModeInfo();
3229 Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3230 Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3231 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3232 if (gamemode == GAME_NEHAHRA)
3234 Cvar_RegisterVariable (&gl_fogenable);
3235 Cvar_RegisterVariable (&gl_fogdensity);
3236 Cvar_RegisterVariable (&gl_fogred);
3237 Cvar_RegisterVariable (&gl_foggreen);
3238 Cvar_RegisterVariable (&gl_fogblue);
3239 Cvar_RegisterVariable (&gl_fogstart);
3240 Cvar_RegisterVariable (&gl_fogend);
3241 Cvar_RegisterVariable (&gl_skyclip);
3243 Cvar_RegisterVariable(&r_motionblur);
3244 Cvar_RegisterVariable(&r_damageblur);
3245 Cvar_RegisterVariable(&r_motionblur_averaging);
3246 Cvar_RegisterVariable(&r_motionblur_randomize);
3247 Cvar_RegisterVariable(&r_motionblur_minblur);
3248 Cvar_RegisterVariable(&r_motionblur_maxblur);
3249 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3250 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3251 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3252 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3253 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3254 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3255 Cvar_RegisterVariable(&r_depthfirst);
3256 Cvar_RegisterVariable(&r_useinfinitefarclip);
3257 Cvar_RegisterVariable(&r_farclip_base);
3258 Cvar_RegisterVariable(&r_farclip_world);
3259 Cvar_RegisterVariable(&r_nearclip);
3260 Cvar_RegisterVariable(&r_deformvertexes);
3261 Cvar_RegisterVariable(&r_transparent);
3262 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3263 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3264 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3265 Cvar_RegisterVariable(&r_showoverdraw);
3266 Cvar_RegisterVariable(&r_showbboxes);
3267 Cvar_RegisterVariable(&r_showbboxes_client);
3268 Cvar_RegisterVariable(&r_showsurfaces);
3269 Cvar_RegisterVariable(&r_showtris);
3270 Cvar_RegisterVariable(&r_shownormals);
3271 Cvar_RegisterVariable(&r_showlighting);
3272 Cvar_RegisterVariable(&r_showcollisionbrushes);
3273 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3274 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3275 Cvar_RegisterVariable(&r_showdisabledepthtest);
3276 Cvar_RegisterVariable(&r_showspriteedges);
3277 Cvar_RegisterVariable(&r_showparticleedges);
3278 Cvar_RegisterVariable(&r_drawportals);
3279 Cvar_RegisterVariable(&r_drawentities);
3280 Cvar_RegisterVariable(&r_draw2d);
3281 Cvar_RegisterVariable(&r_drawworld);
3282 Cvar_RegisterVariable(&r_cullentities_trace);
3283 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3284 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3285 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3286 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3287 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3288 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3289 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3290 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3291 Cvar_RegisterVariable(&r_sortentities);
3292 Cvar_RegisterVariable(&r_drawviewmodel);
3293 Cvar_RegisterVariable(&r_drawexteriormodel);
3294 Cvar_RegisterVariable(&r_speeds);
3295 Cvar_RegisterVariable(&r_fullbrights);
3296 Cvar_RegisterVariable(&r_wateralpha);
3297 Cvar_RegisterVariable(&r_dynamic);
3298 Cvar_RegisterVariable(&r_fullbright_directed);
3299 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3300 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3301 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3302 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3303 Cvar_RegisterVariable(&r_fullbright);
3304 Cvar_RegisterVariable(&r_shadows);
3305 Cvar_RegisterVariable(&r_shadows_darken);
3306 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3307 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3308 Cvar_RegisterVariable(&r_shadows_throwdistance);
3309 Cvar_RegisterVariable(&r_shadows_throwdirection);
3310 Cvar_RegisterVariable(&r_shadows_focus);
3311 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3312 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3313 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3314 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3315 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3316 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3317 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3318 Cvar_RegisterVariable(&r_fog_exp2);
3319 Cvar_RegisterVariable(&r_fog_clear);
3320 Cvar_RegisterVariable(&r_drawfog);
3321 Cvar_RegisterVariable(&r_transparentdepthmasking);
3322 Cvar_RegisterVariable(&r_transparent_sortmindist);
3323 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3324 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3325 Cvar_RegisterVariable(&r_texture_dds_load);
3326 Cvar_RegisterVariable(&r_texture_dds_save);
3327 Cvar_RegisterVariable(&r_textureunits);
3328 Cvar_RegisterVariable(&gl_combine);
3329 Cvar_RegisterVariable(&r_usedepthtextures);
3330 Cvar_RegisterVariable(&r_viewfbo);
3331 Cvar_RegisterVariable(&r_rendertarget_debug);
3332 Cvar_RegisterVariable(&r_viewscale);
3333 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3334 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3335 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3339 Cvar_RegisterVariable(&r_glsl);
3340 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3341 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3342 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3349 Cvar_RegisterVariable(&r_glsl_postprocess);
3350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3351 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3358 Cvar_RegisterVariable(&r_celshading);
3359 Cvar_RegisterVariable(&r_celoutlines);
3361 Cvar_RegisterVariable(&r_water);
3362 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3363 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3364 Cvar_RegisterVariable(&r_water_clippingplanebias);
3365 Cvar_RegisterVariable(&r_water_refractdistort);
3366 Cvar_RegisterVariable(&r_water_reflectdistort);
3367 Cvar_RegisterVariable(&r_water_scissormode);
3368 Cvar_RegisterVariable(&r_water_lowquality);
3369 Cvar_RegisterVariable(&r_water_hideplayer);
3371 Cvar_RegisterVariable(&r_lerpsprites);
3372 Cvar_RegisterVariable(&r_lerpmodels);
3373 Cvar_RegisterVariable(&r_nolerp_list);
3374 Cvar_RegisterVariable(&r_lerplightstyles);
3375 Cvar_RegisterVariable(&r_waterscroll);
3376 Cvar_RegisterVariable(&r_bloom);
3377 Cvar_RegisterVariable(&r_colorfringe);
3378 Cvar_RegisterVariable(&r_bloom_colorscale);
3379 Cvar_RegisterVariable(&r_bloom_brighten);
3380 Cvar_RegisterVariable(&r_bloom_blur);
3381 Cvar_RegisterVariable(&r_bloom_resolution);
3382 Cvar_RegisterVariable(&r_bloom_colorexponent);
3383 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3384 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3385 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3386 Cvar_RegisterVariable(&r_hdr_glowintensity);
3387 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3388 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3395 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3396 Cvar_RegisterVariable(&developer_texturelogging);
3397 Cvar_RegisterVariable(&gl_lightmaps);
3398 Cvar_RegisterVariable(&r_test);
3399 Cvar_RegisterVariable(&r_batch_multidraw);
3400 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3401 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3402 Cvar_RegisterVariable(&r_glsl_skeletal);
3403 Cvar_RegisterVariable(&r_glsl_saturation);
3404 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3405 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3406 Cvar_RegisterVariable(&r_framedatasize);
3407 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3408 Cvar_RegisterVariable(&r_buffermegs[i]);
3409 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3410 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3411 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3412 #ifdef DP_MOBILETOUCH
3413 // GLES devices have terrible depth precision in general, so...
3414 Cvar_SetValueQuick(&r_nearclip, 4);
3415 Cvar_SetValueQuick(&r_farclip_base, 4096);
3416 Cvar_SetValueQuick(&r_farclip_world, 0);
3417 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3419 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3422 void Render_Init(void)
3435 R_LightningBeams_Init();
3439 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3443 if (r_trippy.integer)
3445 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3447 p = r_refdef.view.frustum + i;
3452 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3456 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3460 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3464 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3468 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3472 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3476 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3480 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3488 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3492 if (r_trippy.integer)
3494 for (i = 0;i < numplanes;i++)
3501 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3505 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3509 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3513 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3537 //==================================================================================
3539 // LadyHavoc: this stores temporary data used within the same frame
3541 typedef struct r_framedata_mem_s
3543 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3544 size_t size; // how much usable space
3545 size_t current; // how much space in use
3546 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3547 size_t wantedsize; // how much space was allocated
3548 unsigned char *data; // start of real data (16byte aligned)
3552 static r_framedata_mem_t *r_framedata_mem;
3554 void R_FrameData_Reset(void)
3556 while (r_framedata_mem)
3558 r_framedata_mem_t *next = r_framedata_mem->purge;
3559 Mem_Free(r_framedata_mem);
3560 r_framedata_mem = next;
3564 static void R_FrameData_Resize(qboolean mustgrow)
3567 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3568 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3569 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3571 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3572 newmem->wantedsize = wantedsize;
3573 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3574 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3575 newmem->current = 0;
3577 newmem->purge = r_framedata_mem;
3578 r_framedata_mem = newmem;
3582 void R_FrameData_NewFrame(void)
3584 R_FrameData_Resize(false);
3585 if (!r_framedata_mem)
3587 // if we ran out of space on the last frame, free the old memory now
3588 while (r_framedata_mem->purge)
3590 // repeatedly remove the second item in the list, leaving only head
3591 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3592 Mem_Free(r_framedata_mem->purge);
3593 r_framedata_mem->purge = next;
3595 // reset the current mem pointer
3596 r_framedata_mem->current = 0;
3597 r_framedata_mem->mark = 0;
3600 void *R_FrameData_Alloc(size_t size)
3605 // align to 16 byte boundary - the data pointer is already aligned, so we
3606 // only need to ensure the size of every allocation is also aligned
3607 size = (size + 15) & ~15;
3609 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3611 // emergency - we ran out of space, allocate more memory
3612 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3613 newvalue = r_framedatasize.value * 2.0f;
3614 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3615 if (sizeof(size_t) >= 8)
3616 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3618 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3619 // this might not be a growing it, but we'll allocate another buffer every time
3620 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3621 R_FrameData_Resize(true);
3624 data = r_framedata_mem->data + r_framedata_mem->current;
3625 r_framedata_mem->current += size;
3627 // count the usage for stats
3628 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3629 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3631 return (void *)data;
3634 void *R_FrameData_Store(size_t size, void *data)
3636 void *d = R_FrameData_Alloc(size);
3638 memcpy(d, data, size);
3642 void R_FrameData_SetMark(void)
3644 if (!r_framedata_mem)
3646 r_framedata_mem->mark = r_framedata_mem->current;
3649 void R_FrameData_ReturnToMark(void)
3651 if (!r_framedata_mem)
3653 r_framedata_mem->current = r_framedata_mem->mark;
3656 //==================================================================================
3658 // avoid reusing the same buffer objects on consecutive frames
3659 #define R_BUFFERDATA_CYCLE 3
3661 typedef struct r_bufferdata_buffer_s
3663 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3664 size_t size; // how much usable space
3665 size_t current; // how much space in use
3666 r_meshbuffer_t *buffer; // the buffer itself
3668 r_bufferdata_buffer_t;
3670 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3671 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3673 /// frees all dynamic buffers
3674 void R_BufferData_Reset(void)
3677 r_bufferdata_buffer_t **p, *mem;
3678 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3680 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3683 p = &r_bufferdata_buffer[cycle][type];
3689 R_Mesh_DestroyMeshBuffer(mem->buffer);
3696 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3697 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3699 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3701 float newvalue = r_buffermegs[type].value;
3703 // increase the cvar if we have to (but only if we already have a mem)
3704 if (mustgrow && mem)
3706 newvalue = bound(0.25f, newvalue, 256.0f);
3707 while (newvalue * 1024*1024 < minsize)
3710 // clamp the cvar to valid range
3711 newvalue = bound(0.25f, newvalue, 256.0f);
3712 if (r_buffermegs[type].value != newvalue)
3713 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3715 // calculate size in bytes
3716 size = (size_t)(newvalue * 1024*1024);
3717 size = bound(131072, size, 256*1024*1024);
3719 // allocate a new buffer if the size is different (purge old one later)
3720 // or if we were told we must grow the buffer
3721 if (!mem || mem->size != size || mustgrow)
3723 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3726 if (type == R_BUFFERDATA_VERTEX)
3727 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3728 else if (type == R_BUFFERDATA_INDEX16)
3729 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3730 else if (type == R_BUFFERDATA_INDEX32)
3731 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3732 else if (type == R_BUFFERDATA_UNIFORM)
3733 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3734 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3735 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3739 void R_BufferData_NewFrame(void)
3742 r_bufferdata_buffer_t **p, *mem;
3743 // cycle to the next frame's buffers
3744 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3745 // if we ran out of space on the last time we used these buffers, free the old memory now
3746 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3748 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3750 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3751 // free all but the head buffer, this is how we recycle obsolete
3752 // buffers after they are no longer in use
3753 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3759 R_Mesh_DestroyMeshBuffer(mem->buffer);
3762 // reset the current offset
3763 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3768 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3770 r_bufferdata_buffer_t *mem;
3774 *returnbufferoffset = 0;
3776 // align size to a byte boundary appropriate for the buffer type, this
3777 // makes all allocations have aligned start offsets
3778 if (type == R_BUFFERDATA_UNIFORM)
3779 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3781 padsize = (datasize + 15) & ~15;
3783 // if we ran out of space in this buffer we must allocate a new one
3784 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3785 R_BufferData_Resize(type, true, padsize);
3787 // if the resize did not give us enough memory, fail
3788 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3789 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3791 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3792 offset = (int)mem->current;
3793 mem->current += padsize;
3795 // upload the data to the buffer at the chosen offset
3797 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3798 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3800 // count the usage for stats
3801 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3802 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3804 // return the buffer offset
3805 *returnbufferoffset = offset;
3810 //==================================================================================
3812 // LadyHavoc: animcache originally written by Echon, rewritten since then
3815 * Animation cache prevents re-generating mesh data for an animated model
3816 * multiple times in one frame for lighting, shadowing, reflections, etc.
3819 void R_AnimCache_Free(void)
3823 void R_AnimCache_ClearCache(void)
3826 entity_render_t *ent;
3828 for (i = 0;i < r_refdef.scene.numentities;i++)
3830 ent = r_refdef.scene.entities[i];
3831 ent->animcache_vertex3f = NULL;
3832 ent->animcache_vertex3f_vertexbuffer = NULL;
3833 ent->animcache_vertex3f_bufferoffset = 0;
3834 ent->animcache_normal3f = NULL;
3835 ent->animcache_normal3f_vertexbuffer = NULL;
3836 ent->animcache_normal3f_bufferoffset = 0;
3837 ent->animcache_svector3f = NULL;
3838 ent->animcache_svector3f_vertexbuffer = NULL;
3839 ent->animcache_svector3f_bufferoffset = 0;
3840 ent->animcache_tvector3f = NULL;
3841 ent->animcache_tvector3f_vertexbuffer = NULL;
3842 ent->animcache_tvector3f_bufferoffset = 0;
3843 ent->animcache_skeletaltransform3x4 = NULL;
3844 ent->animcache_skeletaltransform3x4buffer = NULL;
3845 ent->animcache_skeletaltransform3x4offset = 0;
3846 ent->animcache_skeletaltransform3x4size = 0;
3850 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3852 dp_model_t *model = ent->model;
3855 // see if this ent is worth caching
3856 if (!model || !model->Draw || !model->AnimateVertices)
3858 // nothing to cache if it contains no animations and has no skeleton
3859 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3861 // see if it is already cached for gpuskeletal
3862 if (ent->animcache_skeletaltransform3x4)
3864 // see if it is already cached as a mesh
3865 if (ent->animcache_vertex3f)
3867 // check if we need to add normals or tangents
3868 if (ent->animcache_normal3f)
3869 wantnormals = false;
3870 if (ent->animcache_svector3f)
3871 wanttangents = false;
3872 if (!wantnormals && !wanttangents)
3876 // check which kind of cache we need to generate
3877 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3879 // cache the skeleton so the vertex shader can use it
3880 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3881 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3882 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3883 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3884 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3885 // note: this can fail if the buffer is at the grow limit
3886 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3887 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3889 else if (ent->animcache_vertex3f)
3891 // mesh was already cached but we may need to add normals/tangents
3892 // (this only happens with multiple views, reflections, cameras, etc)
3893 if (wantnormals || wanttangents)
3895 numvertices = model->surfmesh.num_vertices;
3897 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3900 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3901 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3903 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3904 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3905 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3906 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3911 // generate mesh cache
3912 numvertices = model->surfmesh.num_vertices;
3913 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3915 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3918 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3919 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3922 if (wantnormals || wanttangents)
3924 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3925 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3926 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3928 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3929 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3930 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3935 void R_AnimCache_CacheVisibleEntities(void)
3939 // TODO: thread this
3940 // NOTE: R_PrepareRTLights() also caches entities
3942 for (i = 0;i < r_refdef.scene.numentities;i++)
3943 if (r_refdef.viewcache.entityvisible[i])
3944 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3947 //==================================================================================
3949 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3951 long unsigned int i;
3953 vec3_t eyemins, eyemaxs;
3954 vec3_t boxmins, boxmaxs;
3955 vec3_t padmins, padmaxs;
3958 dp_model_t *model = r_refdef.scene.worldmodel;
3959 static vec3_t positions[] = {
3960 { 0.5f, 0.5f, 0.5f },
3961 { 0.0f, 0.0f, 0.0f },
3962 { 0.0f, 0.0f, 1.0f },
3963 { 0.0f, 1.0f, 0.0f },
3964 { 0.0f, 1.0f, 1.0f },
3965 { 1.0f, 0.0f, 0.0f },
3966 { 1.0f, 0.0f, 1.0f },
3967 { 1.0f, 1.0f, 0.0f },
3968 { 1.0f, 1.0f, 1.0f },
3971 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3975 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3976 if (!r_refdef.view.usevieworiginculling)
3979 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3982 // expand the eye box a little
3983 eyemins[0] = eye[0] - eyejitter;
3984 eyemaxs[0] = eye[0] + eyejitter;
3985 eyemins[1] = eye[1] - eyejitter;
3986 eyemaxs[1] = eye[1] + eyejitter;
3987 eyemins[2] = eye[2] - eyejitter;
3988 eyemaxs[2] = eye[2] + eyejitter;
3989 // expand the box a little
3990 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3991 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3992 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3993 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3994 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3995 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3996 // make an even larger box for the acceptable area
3997 padmins[0] = boxmins[0] - pad;
3998 padmaxs[0] = boxmaxs[0] + pad;
3999 padmins[1] = boxmins[1] - pad;
4000 padmaxs[1] = boxmaxs[1] + pad;
4001 padmins[2] = boxmins[2] - pad;
4002 padmaxs[2] = boxmaxs[2] + pad;
4004 // return true if eye overlaps enlarged box
4005 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4008 // try specific positions in the box first - note that these can be cached
4009 if (r_cullentities_trace_entityocclusion.integer)
4011 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4014 VectorCopy(eye, start);
4015 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4016 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4017 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4018 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4019 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4020 // not picky - if the trace ended anywhere in the box we're good
4021 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4025 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4028 // try various random positions
4029 for (j = 0; j < numsamples; j++)
4031 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4032 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4033 if (r_cullentities_trace_entityocclusion.integer)
4035 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4036 // not picky - if the trace ended anywhere in the box we're good
4037 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4040 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4048 static void R_View_UpdateEntityVisible (void)
4053 entity_render_t *ent;
4055 if (r_refdef.envmap || r_fb.water.hideplayer)
4056 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4057 else if (chase_active.integer || r_fb.water.renderingscene)
4058 renderimask = RENDER_VIEWMODEL;
4060 renderimask = RENDER_EXTERIORMODEL;
4061 if (!r_drawviewmodel.integer)
4062 renderimask |= RENDER_VIEWMODEL;
4063 if (!r_drawexteriormodel.integer)
4064 renderimask |= RENDER_EXTERIORMODEL;
4065 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4066 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4068 // worldmodel can check visibility
4069 for (i = 0;i < r_refdef.scene.numentities;i++)
4071 ent = r_refdef.scene.entities[i];
4072 if (!(ent->flags & renderimask))
4073 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)))
4074 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))
4075 r_refdef.viewcache.entityvisible[i] = true;
4080 // no worldmodel or it can't check visibility
4081 for (i = 0;i < r_refdef.scene.numentities;i++)
4083 ent = r_refdef.scene.entities[i];
4084 if (!(ent->flags & renderimask))
4085 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)))
4086 r_refdef.viewcache.entityvisible[i] = true;
4089 if (r_cullentities_trace.integer)
4091 for (i = 0;i < r_refdef.scene.numentities;i++)
4093 if (!r_refdef.viewcache.entityvisible[i])
4095 ent = r_refdef.scene.entities[i];
4096 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4098 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4099 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4100 ent->last_trace_visibility = host.realtime;
4101 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4102 r_refdef.viewcache.entityvisible[i] = 0;
4108 /// only used if skyrendermasked, and normally returns false
4109 static int R_DrawBrushModelsSky (void)
4112 entity_render_t *ent;
4115 for (i = 0;i < r_refdef.scene.numentities;i++)
4117 if (!r_refdef.viewcache.entityvisible[i])
4119 ent = r_refdef.scene.entities[i];
4120 if (!ent->model || !ent->model->DrawSky)
4122 ent->model->DrawSky(ent);
4128 static void R_DrawNoModel(entity_render_t *ent);
4129 static void R_DrawModels(void)
4132 entity_render_t *ent;
4134 for (i = 0;i < r_refdef.scene.numentities;i++)
4136 if (!r_refdef.viewcache.entityvisible[i])
4138 ent = r_refdef.scene.entities[i];
4139 r_refdef.stats[r_stat_entities]++;
4141 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4144 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4145 Con_Printf("R_DrawModels\n");
4146 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]);
4147 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);
4148 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);
4151 if (ent->model && ent->model->Draw != NULL)
4152 ent->model->Draw(ent);
4158 static void R_DrawModelsDepth(void)
4161 entity_render_t *ent;
4163 for (i = 0;i < r_refdef.scene.numentities;i++)
4165 if (!r_refdef.viewcache.entityvisible[i])
4167 ent = r_refdef.scene.entities[i];
4168 if (ent->model && ent->model->DrawDepth != NULL)
4169 ent->model->DrawDepth(ent);
4173 static void R_DrawModelsDebug(void)
4176 entity_render_t *ent;
4178 for (i = 0;i < r_refdef.scene.numentities;i++)
4180 if (!r_refdef.viewcache.entityvisible[i])
4182 ent = r_refdef.scene.entities[i];
4183 if (ent->model && ent->model->DrawDebug != NULL)
4184 ent->model->DrawDebug(ent);
4188 static void R_DrawModelsAddWaterPlanes(void)
4191 entity_render_t *ent;
4193 for (i = 0;i < r_refdef.scene.numentities;i++)
4195 if (!r_refdef.viewcache.entityvisible[i])
4197 ent = r_refdef.scene.entities[i];
4198 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4199 ent->model->DrawAddWaterPlanes(ent);
4203 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}};
4205 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4207 if (r_hdr_irisadaptation.integer)
4212 vec3_t diffusenormal;
4214 vec_t brightness = 0.0f;
4219 VectorCopy(r_refdef.view.forward, forward);
4220 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4222 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4223 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4224 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4225 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4226 d = DotProduct(forward, diffusenormal);
4227 brightness += VectorLength(ambient);
4229 brightness += d * VectorLength(diffuse);
4231 brightness *= 1.0f / c;
4232 brightness += 0.00001f; // make sure it's never zero
4233 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4234 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4235 current = r_hdr_irisadaptation_value.value;
4237 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4238 else if (current > goal)
4239 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4240 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4241 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4243 else if (r_hdr_irisadaptation_value.value != 1.0f)
4244 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4247 extern cvar_t r_lockvisibility;
4248 extern cvar_t r_lockpvs;
4250 static void R_View_SetFrustum(const int *scissor)
4253 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4254 vec3_t forward, left, up, origin, v;
4255 if(r_lockvisibility.integer || r_lockpvs.integer)
4259 // flipped x coordinates (because x points left here)
4260 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4261 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4262 // non-flipped y coordinates
4263 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4264 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4267 // we can't trust r_refdef.view.forward and friends in reflected scenes
4268 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4271 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4272 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4273 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4274 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4275 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4276 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4277 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4278 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4279 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4280 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4281 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4282 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4286 zNear = r_refdef.nearclip;
4287 nudge = 1.0 - 1.0 / (1<<23);
4288 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4289 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4290 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4291 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4292 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4293 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4294 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4295 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4301 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4302 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4303 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4304 r_refdef.view.frustum[0].dist = m[15] - m[12];
4306 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4307 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4308 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4309 r_refdef.view.frustum[1].dist = m[15] + m[12];
4311 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4312 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4313 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4314 r_refdef.view.frustum[2].dist = m[15] - m[13];
4316 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4317 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4318 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4319 r_refdef.view.frustum[3].dist = m[15] + m[13];
4321 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4322 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4323 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4324 r_refdef.view.frustum[4].dist = m[15] - m[14];
4326 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4327 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4328 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4329 r_refdef.view.frustum[5].dist = m[15] + m[14];
4332 if (r_refdef.view.useperspective)
4334 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4335 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]);
4336 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]);
4337 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]);
4338 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]);
4340 // then the normals from the corners relative to origin
4341 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4342 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4343 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4344 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4346 // in a NORMAL view, forward cross left == up
4347 // in a REFLECTED view, forward cross left == down
4348 // so our cross products above need to be adjusted for a left handed coordinate system
4349 CrossProduct(forward, left, v);
4350 if(DotProduct(v, up) < 0)
4352 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4353 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4354 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4355 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4358 // Leaving those out was a mistake, those were in the old code, and they
4359 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4360 // I couldn't reproduce it after adding those normalizations. --blub
4361 VectorNormalize(r_refdef.view.frustum[0].normal);
4362 VectorNormalize(r_refdef.view.frustum[1].normal);
4363 VectorNormalize(r_refdef.view.frustum[2].normal);
4364 VectorNormalize(r_refdef.view.frustum[3].normal);
4366 // make the corners absolute
4367 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4368 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4369 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4370 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4373 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4375 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4376 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4377 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4378 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4379 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4383 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4384 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4385 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4386 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4387 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4388 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4389 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4390 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4391 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4392 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4394 r_refdef.view.numfrustumplanes = 5;
4396 if (r_refdef.view.useclipplane)
4398 r_refdef.view.numfrustumplanes = 6;
4399 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4402 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4403 PlaneClassify(r_refdef.view.frustum + i);
4405 // LadyHavoc: note to all quake engine coders, Quake had a special case
4406 // for 90 degrees which assumed a square view (wrong), so I removed it,
4407 // Quake2 has it disabled as well.
4409 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4410 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4411 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4412 //PlaneClassify(&frustum[0]);
4414 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4415 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4416 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4417 //PlaneClassify(&frustum[1]);
4419 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4420 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4421 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4422 //PlaneClassify(&frustum[2]);
4424 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4425 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4426 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4427 //PlaneClassify(&frustum[3]);
4430 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4431 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4432 //PlaneClassify(&frustum[4]);
4435 static void R_View_UpdateWithScissor(const int *myscissor)
4437 R_Main_ResizeViewCache();
4438 R_View_SetFrustum(myscissor);
4439 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440 R_View_UpdateEntityVisible();
4443 static void R_View_Update(void)
4445 R_Main_ResizeViewCache();
4446 R_View_SetFrustum(NULL);
4447 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4448 R_View_UpdateEntityVisible();
4451 float viewscalefpsadjusted = 1.0f;
4453 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4455 const float *customclipplane = NULL;
4457 int /*rtwidth,*/ rtheight;
4458 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4460 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4461 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4462 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4463 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4464 dist = r_refdef.view.clipplane.dist;
4465 plane[0] = r_refdef.view.clipplane.normal[0];
4466 plane[1] = r_refdef.view.clipplane.normal[1];
4467 plane[2] = r_refdef.view.clipplane.normal[2];
4469 customclipplane = plane;
4472 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4473 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4475 if (!r_refdef.view.useperspective)
4476 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4477 else if (vid.stencil && r_useinfinitefarclip.integer)
4478 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4480 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4481 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4482 R_SetViewport(&r_refdef.view.viewport);
4485 void R_EntityMatrix(const matrix4x4_t *matrix)
4487 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4489 gl_modelmatrixchanged = false;
4490 gl_modelmatrix = *matrix;
4491 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4492 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4493 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4494 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4496 switch(vid.renderpath)
4498 case RENDERPATH_GL32:
4499 case RENDERPATH_GLES2:
4500 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4501 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4507 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4509 r_viewport_t viewport;
4513 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4514 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4515 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4516 R_SetViewport(&viewport);
4517 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4518 GL_Color(1, 1, 1, 1);
4519 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4520 GL_BlendFunc(GL_ONE, GL_ZERO);
4521 GL_ScissorTest(false);
4522 GL_DepthMask(false);
4523 GL_DepthRange(0, 1);
4524 GL_DepthTest(false);
4525 GL_DepthFunc(GL_LEQUAL);
4526 R_EntityMatrix(&identitymatrix);
4527 R_Mesh_ResetTextureState();
4528 GL_PolygonOffset(0, 0);
4529 switch(vid.renderpath)
4531 case RENDERPATH_GL32:
4532 case RENDERPATH_GLES2:
4533 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4536 GL_CullFace(GL_NONE);
4541 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4543 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4546 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4548 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4549 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4550 GL_Color(1, 1, 1, 1);
4551 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4552 GL_BlendFunc(GL_ONE, GL_ZERO);
4553 GL_ScissorTest(true);
4555 GL_DepthRange(0, 1);
4557 GL_DepthFunc(GL_LEQUAL);
4558 R_EntityMatrix(&identitymatrix);
4559 R_Mesh_ResetTextureState();
4560 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4561 switch(vid.renderpath)
4563 case RENDERPATH_GL32:
4564 case RENDERPATH_GLES2:
4565 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4568 GL_CullFace(r_refdef.view.cullface_back);
4573 R_RenderView_UpdateViewVectors
4576 void R_RenderView_UpdateViewVectors(void)
4578 // break apart the view matrix into vectors for various purposes
4579 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4580 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4581 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4582 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4583 // make an inverted copy of the view matrix for tracking sprites
4584 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4587 void R_RenderTarget_FreeUnused(qboolean force)
4589 unsigned int i, j, end;
4590 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4591 for (i = 0; i < end; i++)
4593 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4594 // free resources for rendertargets that have not been used for a while
4595 // (note: this check is run after the frame render, so any targets used
4596 // this frame will not be affected even at low framerates)
4597 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4600 R_Mesh_DestroyFramebufferObject(r->fbo);
4601 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4602 if (r->colortexture[j])
4603 R_FreeTexture(r->colortexture[j]);
4604 if (r->depthtexture)
4605 R_FreeTexture(r->depthtexture);
4606 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4611 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4613 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4617 y2 = (th - y - h) * ih;
4628 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4630 unsigned int i, j, end;
4631 r_rendertarget_t *r = NULL;
4633 // first try to reuse an existing slot if possible
4634 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4635 for (i = 0; i < end; i++)
4637 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4638 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4643 // no unused exact match found, so we have to make one in the first unused slot
4644 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4645 r->texturewidth = texturewidth;
4646 r->textureheight = textureheight;
4647 r->colortextype[0] = colortextype0;
4648 r->colortextype[1] = colortextype1;
4649 r->colortextype[2] = colortextype2;
4650 r->colortextype[3] = colortextype3;
4651 r->depthtextype = depthtextype;
4652 r->depthisrenderbuffer = depthisrenderbuffer;
4653 for (j = 0; j < 4; j++)
4654 if (r->colortextype[j])
4655 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4656 if (r->depthtextype)
4658 if (r->depthisrenderbuffer)
4659 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4661 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4663 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4665 r_refdef.stats[r_stat_rendertargets_used]++;
4666 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4667 r->lastusetime = host.realtime;
4668 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4672 static void R_Water_StartFrame(int viewwidth, int viewheight)
4674 int waterwidth, waterheight;
4676 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4679 // set waterwidth and waterheight to the water resolution that will be
4680 // used (often less than the screen resolution for faster rendering)
4681 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4682 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4684 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4685 waterwidth = waterheight = 0;
4687 // set up variables that will be used in shader setup
4688 r_fb.water.waterwidth = waterwidth;
4689 r_fb.water.waterheight = waterheight;
4690 r_fb.water.texturewidth = waterwidth;
4691 r_fb.water.textureheight = waterheight;
4692 r_fb.water.camerawidth = waterwidth;
4693 r_fb.water.cameraheight = waterheight;
4694 r_fb.water.screenscale[0] = 0.5f;
4695 r_fb.water.screenscale[1] = 0.5f;
4696 r_fb.water.screencenter[0] = 0.5f;
4697 r_fb.water.screencenter[1] = 0.5f;
4698 r_fb.water.enabled = waterwidth != 0;
4700 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4701 r_fb.water.numwaterplanes = 0;
4704 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4706 int planeindex, bestplaneindex, vertexindex;
4707 vec3_t mins, maxs, normal, center, v, n;
4708 vec_t planescore, bestplanescore;
4710 r_waterstate_waterplane_t *p;
4711 texture_t *t = R_GetCurrentTexture(surface->texture);
4713 rsurface.texture = t;
4714 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4715 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4716 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4718 // average the vertex normals, find the surface bounds (after deformvertexes)
4719 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4720 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4721 VectorCopy(n, normal);
4722 VectorCopy(v, mins);
4723 VectorCopy(v, maxs);
4724 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4726 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4727 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4728 VectorAdd(normal, n, normal);
4729 mins[0] = min(mins[0], v[0]);
4730 mins[1] = min(mins[1], v[1]);
4731 mins[2] = min(mins[2], v[2]);
4732 maxs[0] = max(maxs[0], v[0]);
4733 maxs[1] = max(maxs[1], v[1]);
4734 maxs[2] = max(maxs[2], v[2]);
4736 VectorNormalize(normal);
4737 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4739 VectorCopy(normal, plane.normal);
4740 VectorNormalize(plane.normal);
4741 plane.dist = DotProduct(center, plane.normal);
4742 PlaneClassify(&plane);
4743 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4745 // skip backfaces (except if nocullface is set)
4746 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4748 VectorNegate(plane.normal, plane.normal);
4750 PlaneClassify(&plane);
4754 // find a matching plane if there is one
4755 bestplaneindex = -1;
4756 bestplanescore = 1048576.0f;
4757 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4759 if(p->camera_entity == t->camera_entity)
4761 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4762 if (bestplaneindex < 0 || bestplanescore > planescore)
4764 bestplaneindex = planeindex;
4765 bestplanescore = planescore;
4769 planeindex = bestplaneindex;
4771 // if this surface does not fit any known plane rendered this frame, add one
4772 if (planeindex < 0 || bestplanescore > 0.001f)
4774 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4776 // store the new plane
4777 planeindex = r_fb.water.numwaterplanes++;
4778 p = r_fb.water.waterplanes + planeindex;
4780 // clear materialflags and pvs
4781 p->materialflags = 0;
4782 p->pvsvalid = false;
4783 p->camera_entity = t->camera_entity;
4784 VectorCopy(mins, p->mins);
4785 VectorCopy(maxs, p->maxs);
4789 // We're totally screwed.
4795 // merge mins/maxs when we're adding this surface to the plane
4796 p = r_fb.water.waterplanes + planeindex;
4797 p->mins[0] = min(p->mins[0], mins[0]);
4798 p->mins[1] = min(p->mins[1], mins[1]);
4799 p->mins[2] = min(p->mins[2], mins[2]);
4800 p->maxs[0] = max(p->maxs[0], maxs[0]);
4801 p->maxs[1] = max(p->maxs[1], maxs[1]);
4802 p->maxs[2] = max(p->maxs[2], maxs[2]);
4804 // merge this surface's materialflags into the waterplane
4805 p->materialflags |= t->currentmaterialflags;
4806 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4808 // merge this surface's PVS into the waterplane
4809 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4810 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4812 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4818 extern cvar_t r_drawparticles;
4819 extern cvar_t r_drawdecals;
4821 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4824 r_refdef_view_t originalview;
4825 r_refdef_view_t myview;
4826 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;
4827 r_waterstate_waterplane_t *p;
4829 r_rendertarget_t *rt;
4831 originalview = r_refdef.view;
4833 // lowquality hack, temporarily shut down some cvars and restore afterwards
4834 qualityreduction = r_water_lowquality.integer;
4835 if (qualityreduction > 0)
4837 if (qualityreduction >= 1)
4839 old_r_shadows = r_shadows.integer;
4840 old_r_worldrtlight = r_shadow_realtime_world.integer;
4841 old_r_dlight = r_shadow_realtime_dlight.integer;
4842 Cvar_SetValueQuick(&r_shadows, 0);
4843 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4844 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4846 if (qualityreduction >= 2)
4848 old_r_dynamic = r_dynamic.integer;
4849 old_r_particles = r_drawparticles.integer;
4850 old_r_decals = r_drawdecals.integer;
4851 Cvar_SetValueQuick(&r_dynamic, 0);
4852 Cvar_SetValueQuick(&r_drawparticles, 0);
4853 Cvar_SetValueQuick(&r_drawdecals, 0);
4857 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4859 p->rt_reflection = NULL;
4860 p->rt_refraction = NULL;
4861 p->rt_camera = NULL;
4865 r_refdef.view = originalview;
4866 r_refdef.view.showdebug = false;
4867 r_refdef.view.width = r_fb.water.waterwidth;
4868 r_refdef.view.height = r_fb.water.waterheight;
4869 r_refdef.view.useclipplane = true;
4870 myview = r_refdef.view;
4871 r_fb.water.renderingscene = true;
4872 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4874 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4877 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4879 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4880 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4882 r_refdef.view = myview;
4883 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4884 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4885 if(r_water_scissormode.integer)
4887 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4888 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4890 p->rt_reflection = NULL;
4891 p->rt_refraction = NULL;
4892 p->rt_camera = NULL;
4897 r_refdef.view.clipplane = p->plane;
4898 // reflected view origin may be in solid, so don't cull with it
4899 r_refdef.view.usevieworiginculling = false;
4900 // reverse the cullface settings for this render
4901 r_refdef.view.cullface_front = GL_FRONT;
4902 r_refdef.view.cullface_back = GL_BACK;
4903 // combined pvs (based on what can be seen from each surface center)
4904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4906 r_refdef.view.usecustompvs = true;
4908 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4910 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4913 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4914 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4915 GL_ScissorTest(false);
4916 R_ClearScreen(r_refdef.fogenabled);
4917 GL_ScissorTest(true);
4918 if(r_water_scissormode.integer & 2)
4919 R_View_UpdateWithScissor(myscissor);
4922 R_AnimCache_CacheVisibleEntities();
4923 if(r_water_scissormode.integer & 1)
4924 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4925 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4927 r_fb.water.hideplayer = false;
4928 p->rt_reflection = rt;
4931 // render the normal view scene and copy into texture
4932 // (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)
4933 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4935 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4936 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4938 r_refdef.view = myview;
4939 if(r_water_scissormode.integer)
4941 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4942 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4944 p->rt_reflection = NULL;
4945 p->rt_refraction = NULL;
4946 p->rt_camera = NULL;
4951 // combined pvs (based on what can be seen from each surface center)
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4954 r_refdef.view.usecustompvs = true;
4956 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4958 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4961 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4963 r_refdef.view.clipplane = p->plane;
4964 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4965 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4967 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4969 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4970 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4971 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4972 R_RenderView_UpdateViewVectors();
4973 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4975 r_refdef.view.usecustompvs = true;
4976 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);
4980 PlaneClassify(&r_refdef.view.clipplane);
4982 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4983 GL_ScissorTest(false);
4984 R_ClearScreen(r_refdef.fogenabled);
4985 GL_ScissorTest(true);
4986 if(r_water_scissormode.integer & 2)
4987 R_View_UpdateWithScissor(myscissor);
4990 R_AnimCache_CacheVisibleEntities();
4991 if(r_water_scissormode.integer & 1)
4992 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4993 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4995 r_fb.water.hideplayer = false;
4996 p->rt_refraction = rt;
4998 else if (p->materialflags & MATERIALFLAG_CAMERA)
5000 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5001 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5003 r_refdef.view = myview;
5005 r_refdef.view.clipplane = p->plane;
5006 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5007 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5009 r_refdef.view.width = r_fb.water.camerawidth;
5010 r_refdef.view.height = r_fb.water.cameraheight;
5011 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5012 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5013 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5014 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5016 if(p->camera_entity)
5018 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5019 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5022 // note: all of the view is used for displaying... so
5023 // there is no use in scissoring
5025 // reverse the cullface settings for this render
5026 r_refdef.view.cullface_front = GL_FRONT;
5027 r_refdef.view.cullface_back = GL_BACK;
5028 // also reverse the view matrix
5029 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
5030 R_RenderView_UpdateViewVectors();
5031 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5033 r_refdef.view.usecustompvs = true;
5034 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);
5037 // camera needs no clipplane
5038 r_refdef.view.useclipplane = false;
5039 // TODO: is the camera origin always valid? if so we don't need to clear this
5040 r_refdef.view.usevieworiginculling = false;
5042 PlaneClassify(&r_refdef.view.clipplane);
5044 r_fb.water.hideplayer = false;
5046 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5047 GL_ScissorTest(false);
5048 R_ClearScreen(r_refdef.fogenabled);
5049 GL_ScissorTest(true);
5051 R_AnimCache_CacheVisibleEntities();
5052 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5054 r_fb.water.hideplayer = false;
5059 r_fb.water.renderingscene = false;
5060 r_refdef.view = originalview;
5061 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5063 R_AnimCache_CacheVisibleEntities();
5066 r_refdef.view = originalview;
5067 r_fb.water.renderingscene = false;
5068 Cvar_SetValueQuick(&r_water, 0);
5069 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5071 // lowquality hack, restore cvars
5072 if (qualityreduction > 0)
5074 if (qualityreduction >= 1)
5076 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5077 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5078 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5080 if (qualityreduction >= 2)
5082 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5083 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5084 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5089 static void R_Bloom_StartFrame(void)
5091 int screentexturewidth, screentextureheight;
5092 textype_t textype = TEXTYPE_COLORBUFFER;
5095 // clear the pointers to rendertargets from last frame as they're stale
5096 r_fb.rt_screen = NULL;
5097 r_fb.rt_bloom = NULL;
5099 switch (vid.renderpath)
5101 case RENDERPATH_GL32:
5102 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5103 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5104 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5106 case RENDERPATH_GLES2:
5107 r_fb.usedepthtextures = false;
5111 if (r_viewscale_fpsscaling.integer)
5113 double actualframetime;
5114 double targetframetime;
5116 actualframetime = r_refdef.lastdrawscreentime;
5117 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5118 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5119 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5120 if (r_viewscale_fpsscaling_stepsize.value > 0)
5123 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5125 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5127 viewscalefpsadjusted += adjust;
5128 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5131 viewscalefpsadjusted = 1.0f;
5133 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5135 scale *= sqrt(vid.samples); // supersampling
5136 scale = bound(0.03125f, scale, 4.0f);
5137 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5138 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5139 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5140 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5142 // set bloomwidth and bloomheight to the bloom resolution that will be
5143 // used (often less than the screen resolution for faster rendering)
5144 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5145 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5146 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5147 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5148 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5150 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))
5152 Cvar_SetValueQuick(&r_bloom, 0);
5153 Cvar_SetValueQuick(&r_motionblur, 0);
5154 Cvar_SetValueQuick(&r_damageblur, 0);
5156 if (!r_bloom.integer)
5157 r_fb.bloomwidth = r_fb.bloomheight = 0;
5159 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5160 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5162 if (r_fb.ghosttexture)
5163 R_FreeTexture(r_fb.ghosttexture);
5164 r_fb.ghosttexture = NULL;
5166 r_fb.screentexturewidth = screentexturewidth;
5167 r_fb.screentextureheight = screentextureheight;
5168 r_fb.textype = textype;
5170 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5172 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5173 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);
5174 r_fb.ghosttexture_valid = false;
5178 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5180 r_refdef.view.clear = true;
5183 static void R_Bloom_MakeTexture(void)
5186 float xoffset, yoffset, r, brighten;
5187 float colorscale = r_bloom_colorscale.value;
5188 r_viewport_t bloomviewport;
5189 r_rendertarget_t *prev, *cur;
5190 textype_t textype = r_fb.rt_screen->colortextype[0];
5192 r_refdef.stats[r_stat_bloom]++;
5194 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5196 // scale down screen texture to the bloom texture size
5198 prev = r_fb.rt_screen;
5199 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5200 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5201 R_SetViewport(&bloomviewport);
5202 GL_CullFace(GL_NONE);
5203 GL_DepthTest(false);
5204 GL_BlendFunc(GL_ONE, GL_ZERO);
5205 GL_Color(colorscale, colorscale, colorscale, 1);
5206 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5207 // TODO: do boxfilter scale-down in shader?
5208 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5209 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5210 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5211 // we now have a properly scaled bloom image
5213 // multiply bloom image by itself as many times as desired to darken it
5214 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5215 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5218 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5219 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5221 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5223 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5224 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5225 GL_Color(1,1,1,1); // no fix factor supported here
5226 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5227 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5228 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5229 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5233 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5234 brighten = r_bloom_brighten.value;
5235 brighten = sqrt(brighten);
5237 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5239 for (dir = 0;dir < 2;dir++)
5242 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5243 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5244 // blend on at multiple vertical offsets to achieve a vertical blur
5245 // TODO: do offset blends using GLSL
5246 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5248 GL_BlendFunc(GL_ONE, GL_ZERO);
5250 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5252 for (x = -range;x <= range;x++)
5254 if (!dir){xoffset = 0;yoffset = x;}
5255 else {xoffset = x;yoffset = 0;}
5256 xoffset /= (float)prev->texturewidth;
5257 yoffset /= (float)prev->textureheight;
5258 // compute a texcoord array with the specified x and y offset
5259 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5260 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5261 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5262 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5263 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5264 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5265 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5266 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5267 // this r value looks like a 'dot' particle, fading sharply to
5268 // black at the edges
5269 // (probably not realistic but looks good enough)
5270 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5271 //r = brighten/(range*2+1);
5272 r = brighten / (range * 2 + 1);
5274 r *= (1 - x*x/(float)((range+1)*(range+1)));
5278 GL_Color(r, r, r, 1);
5280 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5282 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5283 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5285 GL_BlendFunc(GL_ONE, GL_ONE);
5290 // now we have the bloom image, so keep track of it
5291 r_fb.rt_bloom = cur;
5294 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5296 uint64_t permutation;
5297 float uservecs[4][4];
5298 rtexture_t *viewtexture;
5299 rtexture_t *bloomtexture;
5301 R_EntityMatrix(&identitymatrix);
5303 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5305 // declare variables
5306 float blur_factor, blur_mouseaccel, blur_velocity;
5307 static float blur_average;
5308 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5310 // set a goal for the factoring
5311 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5312 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5313 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5314 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5315 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5316 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5318 // from the goal, pick an averaged value between goal and last value
5319 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5320 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5322 // enforce minimum amount of blur
5323 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5325 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5327 // calculate values into a standard alpha
5328 cl.motionbluralpha = 1 - exp(-
5330 (r_motionblur.value * blur_factor / 80)
5332 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5335 max(0.0001, cl.time - cl.oldtime) // fps independent
5338 // randomization for the blur value to combat persistent ghosting
5339 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5340 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5343 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5344 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5346 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5347 GL_Color(1, 1, 1, cl.motionbluralpha);
5348 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5349 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5350 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5351 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5352 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5355 // updates old view angles for next pass
5356 VectorCopy(cl.viewangles, blur_oldangles);
5358 // copy view into the ghost texture
5359 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5360 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5361 r_fb.ghosttexture_valid = true;
5364 if (r_fb.bloomwidth)
5366 // make the bloom texture
5367 R_Bloom_MakeTexture();
5370 #if _MSC_VER >= 1400
5371 #define sscanf sscanf_s
5373 memset(uservecs, 0, sizeof(uservecs));
5374 if (r_glsl_postprocess_uservec1_enable.integer)
5375 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5376 if (r_glsl_postprocess_uservec2_enable.integer)
5377 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5378 if (r_glsl_postprocess_uservec3_enable.integer)
5379 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5380 if (r_glsl_postprocess_uservec4_enable.integer)
5381 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5383 // render to the screen fbo
5384 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5385 GL_Color(1, 1, 1, 1);
5386 GL_BlendFunc(GL_ONE, GL_ZERO);
5388 viewtexture = r_fb.rt_screen->colortexture[0];
5389 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5391 if (r_rendertarget_debug.integer >= 0)
5393 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5394 if (rt && rt->colortexture[0])
5396 viewtexture = rt->colortexture[0];
5397 bloomtexture = NULL;
5401 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5402 switch(vid.renderpath)
5404 case RENDERPATH_GL32:
5405 case RENDERPATH_GLES2:
5407 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5408 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5409 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5410 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5411 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5412 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5413 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5414 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5415 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5416 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]);
5417 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5418 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]);
5419 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]);
5420 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]);
5421 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]);
5422 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5423 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5424 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);
5425 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5428 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5429 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5432 matrix4x4_t r_waterscrollmatrix;
5434 void R_UpdateFog(void)
5437 if (gamemode == GAME_NEHAHRA)
5439 if (gl_fogenable.integer)
5441 r_refdef.oldgl_fogenable = true;
5442 r_refdef.fog_density = gl_fogdensity.value;
5443 r_refdef.fog_red = gl_fogred.value;
5444 r_refdef.fog_green = gl_foggreen.value;
5445 r_refdef.fog_blue = gl_fogblue.value;
5446 r_refdef.fog_alpha = 1;
5447 r_refdef.fog_start = 0;
5448 r_refdef.fog_end = gl_skyclip.value;
5449 r_refdef.fog_height = 1<<30;
5450 r_refdef.fog_fadedepth = 128;
5452 else if (r_refdef.oldgl_fogenable)
5454 r_refdef.oldgl_fogenable = false;
5455 r_refdef.fog_density = 0;
5456 r_refdef.fog_red = 0;
5457 r_refdef.fog_green = 0;
5458 r_refdef.fog_blue = 0;
5459 r_refdef.fog_alpha = 0;
5460 r_refdef.fog_start = 0;
5461 r_refdef.fog_end = 0;
5462 r_refdef.fog_height = 1<<30;
5463 r_refdef.fog_fadedepth = 128;
5468 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5469 r_refdef.fog_start = max(0, r_refdef.fog_start);
5470 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5472 if (r_refdef.fog_density && r_drawfog.integer)
5474 r_refdef.fogenabled = true;
5475 // this is the point where the fog reaches 0.9986 alpha, which we
5476 // consider a good enough cutoff point for the texture
5477 // (0.9986 * 256 == 255.6)
5478 if (r_fog_exp2.integer)
5479 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5481 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5482 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5483 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5484 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5485 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5486 R_BuildFogHeightTexture();
5487 // fog color was already set
5488 // update the fog texture
5489 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)
5490 R_BuildFogTexture();
5491 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5492 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5495 r_refdef.fogenabled = false;
5498 if (r_refdef.fog_density)
5500 r_refdef.fogcolor[0] = r_refdef.fog_red;
5501 r_refdef.fogcolor[1] = r_refdef.fog_green;
5502 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5504 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5505 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5506 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5507 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5511 VectorCopy(r_refdef.fogcolor, fogvec);
5512 // color.rgb *= ContrastBoost * SceneBrightness;
5513 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5514 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5515 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5516 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5521 void R_UpdateVariables(void)
5525 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5527 r_refdef.farclip = r_farclip_base.value;
5528 if (r_refdef.scene.worldmodel)
5529 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5530 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5532 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5533 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5534 r_refdef.polygonfactor = 0;
5535 r_refdef.polygonoffset = 0;
5537 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5538 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5539 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5540 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5541 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5542 if (r_refdef.scene.worldmodel)
5544 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5546 if (r_showsurfaces.integer)
5548 r_refdef.scene.rtworld = false;
5549 r_refdef.scene.rtworldshadows = false;
5550 r_refdef.scene.rtdlight = false;
5551 r_refdef.scene.rtdlightshadows = false;
5552 r_refdef.scene.lightmapintensity = 0;
5555 r_gpuskeletal = false;
5556 switch(vid.renderpath)
5558 case RENDERPATH_GL32:
5559 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5560 case RENDERPATH_GLES2:
5561 if(!vid_gammatables_trivial)
5563 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5565 // build GLSL gamma texture
5566 #define RAMPWIDTH 256
5567 unsigned short ramp[RAMPWIDTH * 3];
5568 unsigned char rampbgr[RAMPWIDTH][4];
5571 r_texture_gammaramps_serial = vid_gammatables_serial;
5573 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5574 for(i = 0; i < RAMPWIDTH; ++i)
5576 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5577 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5578 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5581 if (r_texture_gammaramps)
5583 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5587 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5593 // remove GLSL gamma texture
5599 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5600 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5606 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5607 if( scenetype != r_currentscenetype ) {
5608 // store the old scenetype
5609 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5610 r_currentscenetype = scenetype;
5611 // move in the new scene
5612 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5621 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5623 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5624 if( scenetype == r_currentscenetype ) {
5625 return &r_refdef.scene;
5627 return &r_scenes_store[ scenetype ];
5631 static int R_SortEntities_Compare(const void *ap, const void *bp)
5633 const entity_render_t *a = *(const entity_render_t **)ap;
5634 const entity_render_t *b = *(const entity_render_t **)bp;
5637 if(a->model < b->model)
5639 if(a->model > b->model)
5643 // TODO possibly calculate the REAL skinnum here first using
5645 if(a->skinnum < b->skinnum)
5647 if(a->skinnum > b->skinnum)
5650 // everything we compared is equal
5653 static void R_SortEntities(void)
5655 // below or equal 2 ents, sorting never gains anything
5656 if(r_refdef.scene.numentities <= 2)
5659 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5667 extern cvar_t r_shadow_bouncegrid;
5668 extern cvar_t v_isometric;
5669 extern void V_MakeViewIsometric(void);
5670 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5672 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5674 rtexture_t *viewdepthtexture = NULL;
5675 rtexture_t *viewcolortexture = NULL;
5676 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5678 // finish any 2D rendering that was queued
5681 if (r_timereport_active)
5682 R_TimeReport("start");
5683 r_textureframe++; // used only by R_GetCurrentTexture
5684 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5686 if(R_CompileShader_CheckStaticParms())
5687 R_GLSL_Restart_f(&cmd_client);
5689 if (!r_drawentities.integer)
5690 r_refdef.scene.numentities = 0;
5691 else if (r_sortentities.integer)
5694 R_AnimCache_ClearCache();
5696 /* adjust for stereo display */
5697 if(R_Stereo_Active())
5699 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);
5700 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5703 if (r_refdef.view.isoverlay)
5705 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5706 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5707 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5708 R_TimeReport("depthclear");
5710 r_refdef.view.showdebug = false;
5712 r_fb.water.enabled = false;
5713 r_fb.water.numwaterplanes = 0;
5715 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5717 r_refdef.view.matrix = originalmatrix;
5723 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5725 r_refdef.view.matrix = originalmatrix;
5729 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5730 if (v_isometric.integer && r_refdef.view.ismain)
5731 V_MakeViewIsometric();
5733 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5735 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5736 // in sRGB fallback, behave similar to true sRGB: convert this
5737 // value from linear to sRGB
5738 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5740 R_RenderView_UpdateViewVectors();
5742 R_Shadow_UpdateWorldLightSelection();
5744 // this will set up r_fb.rt_screen
5745 R_Bloom_StartFrame();
5747 // apply bloom brightness offset
5749 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5751 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5754 viewfbo = r_fb.rt_screen->fbo;
5755 viewdepthtexture = r_fb.rt_screen->depthtexture;
5756 viewcolortexture = r_fb.rt_screen->colortexture[0];
5759 viewwidth = r_fb.rt_screen->texturewidth;
5760 viewheight = r_fb.rt_screen->textureheight;
5763 R_Water_StartFrame(viewwidth, viewheight);
5766 if (r_timereport_active)
5767 R_TimeReport("viewsetup");
5769 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5771 // clear the whole fbo every frame - otherwise the driver will consider
5772 // it to be an inter-frame texture and stall in multi-gpu configurations
5774 GL_ScissorTest(false);
5775 R_ClearScreen(r_refdef.fogenabled);
5776 if (r_timereport_active)
5777 R_TimeReport("viewclear");
5779 r_refdef.view.clear = true;
5781 r_refdef.view.showdebug = true;
5784 if (r_timereport_active)
5785 R_TimeReport("visibility");
5787 R_AnimCache_CacheVisibleEntities();
5788 if (r_timereport_active)
5789 R_TimeReport("animcache");
5791 R_Shadow_UpdateBounceGridTexture();
5792 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5794 r_fb.water.numwaterplanes = 0;
5795 if (r_fb.water.enabled)
5796 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5798 // for the actual view render we use scissoring a fair amount, so scissor
5799 // test needs to be on
5801 GL_ScissorTest(true);
5802 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5803 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5804 r_fb.water.numwaterplanes = 0;
5806 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5807 GL_ScissorTest(false);
5809 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5810 if (r_timereport_active)
5811 R_TimeReport("blendview");
5813 r_refdef.view.matrix = originalmatrix;
5817 // go back to 2d rendering
5821 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5823 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5825 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5826 if (r_timereport_active)
5827 R_TimeReport("waterworld");
5830 // don't let sound skip if going slow
5831 if (r_refdef.scene.extraupdate)
5834 R_DrawModelsAddWaterPlanes();
5835 if (r_timereport_active)
5836 R_TimeReport("watermodels");
5838 if (r_fb.water.numwaterplanes)
5840 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5841 if (r_timereport_active)
5842 R_TimeReport("waterscenes");
5846 extern cvar_t cl_locs_show;
5847 static void R_DrawLocs(void);
5848 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5849 static void R_DrawModelDecals(void);
5850 extern qboolean r_shadow_usingdeferredprepass;
5851 extern int r_shadow_shadowmapatlas_modelshadows_size;
5852 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5854 qboolean shadowmapping = false;
5856 if (r_timereport_active)
5857 R_TimeReport("beginscene");
5859 r_refdef.stats[r_stat_renders]++;
5863 // don't let sound skip if going slow
5864 if (r_refdef.scene.extraupdate)
5867 R_MeshQueue_BeginScene();
5871 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);
5873 if (r_timereport_active)
5874 R_TimeReport("skystartframe");
5876 if (cl.csqc_vidvars.drawworld)
5878 // don't let sound skip if going slow
5879 if (r_refdef.scene.extraupdate)
5882 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5884 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5885 if (r_timereport_active)
5886 R_TimeReport("worldsky");
5889 if (R_DrawBrushModelsSky() && r_timereport_active)
5890 R_TimeReport("bmodelsky");
5892 if (skyrendermasked && skyrenderlater)
5894 // we have to force off the water clipping plane while rendering sky
5895 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5897 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5898 if (r_timereport_active)
5899 R_TimeReport("sky");
5903 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5904 r_shadow_viewfbo = viewfbo;
5905 r_shadow_viewdepthtexture = viewdepthtexture;
5906 r_shadow_viewcolortexture = viewcolortexture;
5907 r_shadow_viewx = viewx;
5908 r_shadow_viewy = viewy;
5909 r_shadow_viewwidth = viewwidth;
5910 r_shadow_viewheight = viewheight;
5912 R_Shadow_PrepareModelShadows();
5913 R_Shadow_PrepareLights();
5914 if (r_timereport_active)
5915 R_TimeReport("preparelights");
5917 // render all the shadowmaps that will be used for this view
5918 shadowmapping = R_Shadow_ShadowMappingEnabled();
5919 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5921 R_Shadow_DrawShadowMaps();
5922 if (r_timereport_active)
5923 R_TimeReport("shadowmaps");
5926 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5927 if (r_shadow_usingdeferredprepass)
5928 R_Shadow_DrawPrepass();
5930 // now we begin the forward pass of the view render
5931 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5933 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5934 if (r_timereport_active)
5935 R_TimeReport("worlddepth");
5937 if (r_depthfirst.integer >= 2)
5939 R_DrawModelsDepth();
5940 if (r_timereport_active)
5941 R_TimeReport("modeldepth");
5944 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5946 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5947 if (r_timereport_active)
5948 R_TimeReport("world");
5951 // don't let sound skip if going slow
5952 if (r_refdef.scene.extraupdate)
5956 if (r_timereport_active)
5957 R_TimeReport("models");
5959 // don't let sound skip if going slow
5960 if (r_refdef.scene.extraupdate)
5963 if (!r_shadow_usingdeferredprepass)
5965 R_Shadow_DrawLights();
5966 if (r_timereport_active)
5967 R_TimeReport("rtlights");
5970 // don't let sound skip if going slow
5971 if (r_refdef.scene.extraupdate)
5974 if (cl.csqc_vidvars.drawworld)
5976 R_DrawModelDecals();
5977 if (r_timereport_active)
5978 R_TimeReport("modeldecals");
5981 if (r_timereport_active)
5982 R_TimeReport("particles");
5985 if (r_timereport_active)
5986 R_TimeReport("explosions");
5989 if (r_refdef.view.showdebug)
5991 if (cl_locs_show.integer)
5994 if (r_timereport_active)
5995 R_TimeReport("showlocs");
5998 if (r_drawportals.integer)
6001 if (r_timereport_active)
6002 R_TimeReport("portals");
6005 if (r_showbboxes_client.value > 0)
6007 R_DrawEntityBBoxes(CLVM_prog);
6008 if (r_timereport_active)
6009 R_TimeReport("clbboxes");
6011 if (r_showbboxes.value > 0)
6013 R_DrawEntityBBoxes(SVVM_prog);
6014 if (r_timereport_active)
6015 R_TimeReport("svbboxes");
6019 if (r_transparent.integer)
6021 R_MeshQueue_RenderTransparent();
6022 if (r_timereport_active)
6023 R_TimeReport("drawtrans");
6026 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))
6028 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6029 if (r_timereport_active)
6030 R_TimeReport("worlddebug");
6031 R_DrawModelsDebug();
6032 if (r_timereport_active)
6033 R_TimeReport("modeldebug");
6036 if (cl.csqc_vidvars.drawworld)
6038 R_Shadow_DrawCoronas();
6039 if (r_timereport_active)
6040 R_TimeReport("coronas");
6043 // don't let sound skip if going slow
6044 if (r_refdef.scene.extraupdate)
6048 static const unsigned short bboxelements[36] =
6058 #define BBOXEDGES 13
6059 static const float bboxedges[BBOXEDGES][6] =
6062 { 0, 0, 0, 1, 1, 1 },
6064 { 0, 0, 0, 0, 1, 0 },
6065 { 0, 0, 0, 1, 0, 0 },
6066 { 0, 1, 0, 1, 1, 0 },
6067 { 1, 0, 0, 1, 1, 0 },
6069 { 0, 0, 1, 0, 1, 1 },
6070 { 0, 0, 1, 1, 0, 1 },
6071 { 0, 1, 1, 1, 1, 1 },
6072 { 1, 0, 1, 1, 1, 1 },
6074 { 0, 0, 0, 0, 0, 1 },
6075 { 1, 0, 0, 1, 0, 1 },
6076 { 0, 1, 0, 0, 1, 1 },
6077 { 1, 1, 0, 1, 1, 1 },
6080 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6082 int numvertices = BBOXEDGES * 8;
6083 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6084 int numtriangles = BBOXEDGES * 12;
6085 unsigned short elements[BBOXEDGES * 36];
6087 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6089 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6092 GL_DepthMask(false);
6093 GL_DepthRange(0, 1);
6094 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6096 for (edge = 0; edge < BBOXEDGES; edge++)
6098 for (i = 0; i < 3; i++)
6100 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6101 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6103 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6104 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6105 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6106 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6107 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6108 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6109 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6110 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6111 for (i = 0; i < 36; i++)
6112 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6114 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6115 if (r_refdef.fogenabled)
6117 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6119 f1 = RSurf_FogVertex(v);
6121 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6122 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6123 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6126 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6127 R_Mesh_ResetTextureState();
6128 R_SetupShader_Generic_NoTexture(false, false);
6129 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6132 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6134 // hacky overloading of the parameters
6135 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6138 prvm_edict_t *edict;
6140 GL_CullFace(GL_NONE);
6141 R_SetupShader_Generic_NoTexture(false, false);
6143 for (i = 0;i < numsurfaces;i++)
6145 edict = PRVM_EDICT_NUM(surfacelist[i]);
6146 switch ((int)PRVM_serveredictfloat(edict, solid))
6148 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6149 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6150 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6151 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6152 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6153 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6154 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6156 if (prog == CLVM_prog)
6157 color[3] *= r_showbboxes_client.value;
6159 color[3] *= r_showbboxes.value;
6160 color[3] = bound(0, color[3], 1);
6161 GL_DepthTest(!r_showdisabledepthtest.integer);
6162 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6166 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6169 prvm_edict_t *edict;
6175 for (i = 0; i < prog->num_edicts; i++)
6177 edict = PRVM_EDICT_NUM(i);
6178 if (edict->priv.server->free)
6180 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6181 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6183 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6185 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6186 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6190 static const int nomodelelement3i[24] =
6202 static const unsigned short nomodelelement3s[24] =
6214 static const float nomodelvertex3f[6*3] =
6224 static const float nomodelcolor4f[6*4] =
6226 0.0f, 0.0f, 0.5f, 1.0f,
6227 0.0f, 0.0f, 0.5f, 1.0f,
6228 0.0f, 0.5f, 0.0f, 1.0f,
6229 0.0f, 0.5f, 0.0f, 1.0f,
6230 0.5f, 0.0f, 0.0f, 1.0f,
6231 0.5f, 0.0f, 0.0f, 1.0f
6234 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6240 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);
6242 // this is only called once per entity so numsurfaces is always 1, and
6243 // surfacelist is always {0}, so this code does not handle batches
6245 if (rsurface.ent_flags & RENDER_ADDITIVE)
6247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6248 GL_DepthMask(false);
6250 else if (ent->alpha < 1)
6252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6253 GL_DepthMask(false);
6257 GL_BlendFunc(GL_ONE, GL_ZERO);
6260 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6261 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6262 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6263 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6264 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6265 for (i = 0, c = color4f;i < 6;i++, c += 4)
6267 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6268 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6269 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6272 if (r_refdef.fogenabled)
6274 for (i = 0, c = color4f;i < 6;i++, c += 4)
6276 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6278 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6279 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6280 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6283 // R_Mesh_ResetTextureState();
6284 R_SetupShader_Generic_NoTexture(false, false);
6285 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6286 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6289 void R_DrawNoModel(entity_render_t *ent)
6292 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6293 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6294 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6296 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6299 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6301 vec3_t right1, right2, diff, normal;
6303 VectorSubtract (org2, org1, normal);
6305 // calculate 'right' vector for start
6306 VectorSubtract (r_refdef.view.origin, org1, diff);
6307 CrossProduct (normal, diff, right1);
6308 VectorNormalize (right1);
6310 // calculate 'right' vector for end
6311 VectorSubtract (r_refdef.view.origin, org2, diff);
6312 CrossProduct (normal, diff, right2);
6313 VectorNormalize (right2);
6315 vert[ 0] = org1[0] + width * right1[0];
6316 vert[ 1] = org1[1] + width * right1[1];
6317 vert[ 2] = org1[2] + width * right1[2];
6318 vert[ 3] = org1[0] - width * right1[0];
6319 vert[ 4] = org1[1] - width * right1[1];
6320 vert[ 5] = org1[2] - width * right1[2];
6321 vert[ 6] = org2[0] - width * right2[0];
6322 vert[ 7] = org2[1] - width * right2[1];
6323 vert[ 8] = org2[2] - width * right2[2];
6324 vert[ 9] = org2[0] + width * right2[0];
6325 vert[10] = org2[1] + width * right2[1];
6326 vert[11] = org2[2] + width * right2[2];
6329 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)
6331 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6332 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6333 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6334 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6335 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6336 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6337 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6338 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6339 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6340 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6341 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6342 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6345 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6350 VectorSet(v, x, y, z);
6351 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6352 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6354 if (i == mesh->numvertices)
6356 if (mesh->numvertices < mesh->maxvertices)
6358 VectorCopy(v, vertex3f);
6359 mesh->numvertices++;
6361 return mesh->numvertices;
6367 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6371 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6372 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6373 e = mesh->element3i + mesh->numtriangles * 3;
6374 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6376 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6377 if (mesh->numtriangles < mesh->maxtriangles)
6382 mesh->numtriangles++;
6384 element[1] = element[2];
6388 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6392 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6393 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6394 e = mesh->element3i + mesh->numtriangles * 3;
6395 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6397 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6398 if (mesh->numtriangles < mesh->maxtriangles)
6403 mesh->numtriangles++;
6405 element[1] = element[2];
6409 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6410 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6412 int planenum, planenum2;
6415 mplane_t *plane, *plane2;
6417 double temppoints[2][256*3];
6418 // figure out how large a bounding box we need to properly compute this brush
6420 for (w = 0;w < numplanes;w++)
6421 maxdist = max(maxdist, fabs(planes[w].dist));
6422 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6423 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6424 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6428 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6429 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6431 if (planenum2 == planenum)
6433 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);
6436 if (tempnumpoints < 3)
6438 // generate elements forming a triangle fan for this polygon
6439 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6443 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6445 if(parms[0] == 0 && parms[1] == 0)
6447 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6448 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6453 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6456 index = parms[2] + rsurface.shadertime * parms[3];
6457 index -= floor(index);
6458 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6461 case Q3WAVEFUNC_NONE:
6462 case Q3WAVEFUNC_NOISE:
6463 case Q3WAVEFUNC_COUNT:
6466 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6467 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6468 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6469 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6470 case Q3WAVEFUNC_TRIANGLE:
6472 f = index - floor(index);
6485 f = parms[0] + parms[1] * f;
6486 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6487 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6491 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6498 matrix4x4_t matrix, temp;
6499 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6500 // it's better to have one huge fixup every 9 hours than gradual
6501 // degradation over time which looks consistently bad after many hours.
6503 // tcmod scroll in particular suffers from this degradation which can't be
6504 // effectively worked around even with floor() tricks because we don't
6505 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6506 // a workaround involving floor() would be incorrect anyway...
6507 shadertime = rsurface.shadertime;
6508 if (shadertime >= 32768.0f)
6509 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6510 switch(tcmod->tcmod)
6514 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6515 matrix = r_waterscrollmatrix;
6517 matrix = identitymatrix;
6519 case Q3TCMOD_ENTITYTRANSLATE:
6520 // this is used in Q3 to allow the gamecode to control texcoord
6521 // scrolling on the entity, which is not supported in darkplaces yet.
6522 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6524 case Q3TCMOD_ROTATE:
6525 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6526 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6527 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6530 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6532 case Q3TCMOD_SCROLL:
6533 // this particular tcmod is a "bug for bug" compatible one with regards to
6534 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6535 // specifically did the wrapping and so we must mimic that...
6536 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6537 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6538 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6540 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6541 w = (int) tcmod->parms[0];
6542 h = (int) tcmod->parms[1];
6543 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6545 idx = (int) floor(f * w * h);
6546 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6548 case Q3TCMOD_STRETCH:
6549 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6550 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6552 case Q3TCMOD_TRANSFORM:
6553 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6554 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6555 VectorSet(tcmat + 6, 0 , 0 , 1);
6556 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6557 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6559 case Q3TCMOD_TURBULENT:
6560 // this is handled in the RSurf_PrepareVertices function
6561 matrix = identitymatrix;
6565 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6568 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6570 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6571 char name[MAX_QPATH];
6572 skinframe_t *skinframe;
6573 unsigned char pixels[296*194];
6574 strlcpy(cache->name, skinname, sizeof(cache->name));
6575 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6576 if (developer_loading.integer)
6577 Con_Printf("loading %s\n", name);
6578 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6579 if (!skinframe || !skinframe->base)
6582 fs_offset_t filesize;
6584 f = FS_LoadFile(name, tempmempool, true, &filesize);
6587 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6588 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6592 cache->skinframe = skinframe;
6595 texture_t *R_GetCurrentTexture(texture_t *t)
6598 const entity_render_t *ent = rsurface.entity;
6599 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6600 q3shaderinfo_layer_tcmod_t *tcmod;
6601 float specularscale = 0.0f;
6603 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6604 return t->currentframe;
6605 t->update_lastrenderframe = r_textureframe;
6606 t->update_lastrenderentity = (void *)ent;
6608 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6609 t->camera_entity = ent->entitynumber;
6611 t->camera_entity = 0;
6613 // switch to an alternate material if this is a q1bsp animated material
6615 texture_t *texture = t;
6616 int s = rsurface.ent_skinnum;
6617 if ((unsigned int)s >= (unsigned int)model->numskins)
6619 if (model->skinscenes)
6621 if (model->skinscenes[s].framecount > 1)
6622 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6624 s = model->skinscenes[s].firstframe;
6627 t = t + s * model->num_surfaces;
6630 // use an alternate animation if the entity's frame is not 0,
6631 // and only if the texture has an alternate animation
6632 if (t->animated == 2) // q2bsp
6633 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6634 else if (rsurface.ent_alttextures && t->anim_total[1])
6635 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6637 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6639 texture->currentframe = t;
6642 // update currentskinframe to be a qw skin or animation frame
6643 if (rsurface.ent_qwskin >= 0)
6645 i = rsurface.ent_qwskin;
6646 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6648 r_qwskincache_size = cl.maxclients;
6650 Mem_Free(r_qwskincache);
6651 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6653 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6654 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6655 t->currentskinframe = r_qwskincache[i].skinframe;
6656 if (t->materialshaderpass && t->currentskinframe == NULL)
6657 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6659 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6660 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6661 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6662 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6664 t->currentmaterialflags = t->basematerialflags;
6665 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6666 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6667 t->currentalpha *= r_wateralpha.value;
6668 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6669 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6670 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6671 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6673 // decide on which type of lighting to use for this surface
6674 if (rsurface.entity->render_modellight_forced)
6675 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6676 if (rsurface.entity->render_rtlight_disabled)
6677 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6678 if (rsurface.entity->render_lightgrid)
6679 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6680 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6682 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6683 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6684 for (q = 0; q < 3; q++)
6686 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6687 t->render_modellight_lightdir_world[q] = q == 2;
6688 t->render_modellight_lightdir_local[q] = q == 2;
6689 t->render_modellight_ambient[q] = 1;
6690 t->render_modellight_diffuse[q] = 0;
6691 t->render_modellight_specular[q] = 0;
6692 t->render_lightmap_ambient[q] = 0;
6693 t->render_lightmap_diffuse[q] = 0;
6694 t->render_lightmap_specular[q] = 0;
6695 t->render_rtlight_diffuse[q] = 0;
6696 t->render_rtlight_specular[q] = 0;
6699 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6701 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6702 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6703 for (q = 0; q < 3; q++)
6705 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6706 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6707 t->render_modellight_lightdir_world[q] = q == 2;
6708 t->render_modellight_lightdir_local[q] = q == 2;
6709 t->render_modellight_diffuse[q] = 0;
6710 t->render_modellight_specular[q] = 0;
6711 t->render_lightmap_ambient[q] = 0;
6712 t->render_lightmap_diffuse[q] = 0;
6713 t->render_lightmap_specular[q] = 0;
6714 t->render_rtlight_diffuse[q] = 0;
6715 t->render_rtlight_specular[q] = 0;
6718 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6720 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6721 for (q = 0; q < 3; q++)
6723 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6724 t->render_modellight_lightdir_world[q] = q == 2;
6725 t->render_modellight_lightdir_local[q] = q == 2;
6726 t->render_modellight_ambient[q] = 0;
6727 t->render_modellight_diffuse[q] = 0;
6728 t->render_modellight_specular[q] = 0;
6729 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6730 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6731 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6732 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6733 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6736 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6738 // ambient + single direction light (modellight)
6739 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6740 for (q = 0; q < 3; q++)
6742 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6743 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6744 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6745 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6746 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6747 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6748 t->render_lightmap_ambient[q] = 0;
6749 t->render_lightmap_diffuse[q] = 0;
6750 t->render_lightmap_specular[q] = 0;
6751 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6752 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6757 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6758 for (q = 0; q < 3; q++)
6760 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6761 t->render_modellight_lightdir_world[q] = q == 2;
6762 t->render_modellight_lightdir_local[q] = q == 2;
6763 t->render_modellight_ambient[q] = 0;
6764 t->render_modellight_diffuse[q] = 0;
6765 t->render_modellight_specular[q] = 0;
6766 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6767 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6768 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6769 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6770 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6774 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6776 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6777 // attribute, we punt it to the lightmap path and hope for the best,
6778 // but lighting doesn't work.
6780 // FIXME: this is fine for effects but CSQC polygons should be subject
6782 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6783 for (q = 0; q < 3; q++)
6785 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6786 t->render_modellight_lightdir_world[q] = q == 2;
6787 t->render_modellight_lightdir_local[q] = q == 2;
6788 t->render_modellight_ambient[q] = 0;
6789 t->render_modellight_diffuse[q] = 0;
6790 t->render_modellight_specular[q] = 0;
6791 t->render_lightmap_ambient[q] = 0;
6792 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6793 t->render_lightmap_specular[q] = 0;
6794 t->render_rtlight_diffuse[q] = 0;
6795 t->render_rtlight_specular[q] = 0;
6799 for (q = 0; q < 3; q++)
6801 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6802 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6805 if (rsurface.ent_flags & RENDER_ADDITIVE)
6806 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6807 else if (t->currentalpha < 1)
6808 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6809 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6810 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6811 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6812 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6813 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6814 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6815 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6816 if (t->backgroundshaderpass)
6817 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6818 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6820 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6821 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6824 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6825 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6827 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6828 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6830 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6831 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6833 // there is no tcmod
6834 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6836 t->currenttexmatrix = r_waterscrollmatrix;
6837 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6839 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6841 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6842 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6845 if (t->materialshaderpass)
6846 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6847 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6849 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6850 if (t->currentskinframe->qpixels)
6851 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6852 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6853 if (!t->basetexture)
6854 t->basetexture = r_texture_notexture;
6855 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6856 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6857 t->nmaptexture = t->currentskinframe->nmap;
6858 if (!t->nmaptexture)
6859 t->nmaptexture = r_texture_blanknormalmap;
6860 t->glosstexture = r_texture_black;
6861 t->glowtexture = t->currentskinframe->glow;
6862 t->fogtexture = t->currentskinframe->fog;
6863 t->reflectmasktexture = t->currentskinframe->reflect;
6864 if (t->backgroundshaderpass)
6866 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6867 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6868 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6869 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6870 t->backgroundglosstexture = r_texture_black;
6871 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6872 if (!t->backgroundnmaptexture)
6873 t->backgroundnmaptexture = r_texture_blanknormalmap;
6874 // make sure that if glow is going to be used, both textures are not NULL
6875 if (!t->backgroundglowtexture && t->glowtexture)
6876 t->backgroundglowtexture = r_texture_black;
6877 if (!t->glowtexture && t->backgroundglowtexture)
6878 t->glowtexture = r_texture_black;
6882 t->backgroundbasetexture = r_texture_white;
6883 t->backgroundnmaptexture = r_texture_blanknormalmap;
6884 t->backgroundglosstexture = r_texture_black;
6885 t->backgroundglowtexture = NULL;
6887 t->specularpower = r_shadow_glossexponent.value;
6888 // TODO: store reference values for these in the texture?
6889 if (r_shadow_gloss.integer > 0)
6891 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6893 if (r_shadow_glossintensity.value > 0)
6895 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6896 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6897 specularscale = r_shadow_glossintensity.value;
6900 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6902 t->glosstexture = r_texture_white;
6903 t->backgroundglosstexture = r_texture_white;
6904 specularscale = r_shadow_gloss2intensity.value;
6905 t->specularpower = r_shadow_gloss2exponent.value;
6908 specularscale *= t->specularscalemod;
6909 t->specularpower *= t->specularpowermod;
6911 // lightmaps mode looks bad with dlights using actual texturing, so turn
6912 // off the colormap and glossmap, but leave the normalmap on as it still
6913 // accurately represents the shading involved
6914 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6916 t->basetexture = r_texture_grey128;
6917 t->pantstexture = r_texture_black;
6918 t->shirttexture = r_texture_black;
6919 if (gl_lightmaps.integer < 2)
6920 t->nmaptexture = r_texture_blanknormalmap;
6921 t->glosstexture = r_texture_black;
6922 t->glowtexture = NULL;
6923 t->fogtexture = NULL;
6924 t->reflectmasktexture = NULL;
6925 t->backgroundbasetexture = NULL;
6926 if (gl_lightmaps.integer < 2)
6927 t->backgroundnmaptexture = r_texture_blanknormalmap;
6928 t->backgroundglosstexture = r_texture_black;
6929 t->backgroundglowtexture = NULL;
6931 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6934 if (specularscale != 1.0f)
6936 for (q = 0; q < 3; q++)
6938 t->render_modellight_specular[q] *= specularscale;
6939 t->render_lightmap_specular[q] *= specularscale;
6940 t->render_rtlight_specular[q] *= specularscale;
6944 t->currentblendfunc[0] = GL_ONE;
6945 t->currentblendfunc[1] = GL_ZERO;
6946 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6948 t->currentblendfunc[0] = GL_SRC_ALPHA;
6949 t->currentblendfunc[1] = GL_ONE;
6951 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6953 t->currentblendfunc[0] = GL_SRC_ALPHA;
6954 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6956 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6958 t->currentblendfunc[0] = t->customblendfunc[0];
6959 t->currentblendfunc[1] = t->customblendfunc[1];
6965 rsurfacestate_t rsurface;
6967 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6969 dp_model_t *model = ent->model;
6970 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6972 rsurface.entity = (entity_render_t *)ent;
6973 rsurface.skeleton = ent->skeleton;
6974 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6975 rsurface.ent_skinnum = ent->skinnum;
6976 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;
6977 rsurface.ent_flags = ent->flags;
6978 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6979 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6980 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6981 rsurface.matrix = ent->matrix;
6982 rsurface.inversematrix = ent->inversematrix;
6983 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6984 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6985 R_EntityMatrix(&rsurface.matrix);
6986 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6987 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6988 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6989 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6990 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6991 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6992 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6993 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6994 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6995 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6996 if (ent->model->brush.submodel && !prepass)
6998 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6999 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7001 // if the animcache code decided it should use the shader path, skip the deform step
7002 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7003 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7004 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7005 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7006 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7007 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7009 if (ent->animcache_vertex3f)
7011 r_refdef.stats[r_stat_batch_entitycache_count]++;
7012 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7013 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7014 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7015 rsurface.modelvertex3f = ent->animcache_vertex3f;
7016 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7017 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7018 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7019 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7020 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7021 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7022 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7023 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7024 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7025 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7026 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7028 else if (wanttangents)
7030 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7031 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7032 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7033 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7034 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7035 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7036 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7037 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7038 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7039 rsurface.modelvertex3f_vertexbuffer = NULL;
7040 rsurface.modelvertex3f_bufferoffset = 0;
7041 rsurface.modelvertex3f_vertexbuffer = 0;
7042 rsurface.modelvertex3f_bufferoffset = 0;
7043 rsurface.modelsvector3f_vertexbuffer = 0;
7044 rsurface.modelsvector3f_bufferoffset = 0;
7045 rsurface.modeltvector3f_vertexbuffer = 0;
7046 rsurface.modeltvector3f_bufferoffset = 0;
7047 rsurface.modelnormal3f_vertexbuffer = 0;
7048 rsurface.modelnormal3f_bufferoffset = 0;
7050 else if (wantnormals)
7052 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7053 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7054 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7055 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7056 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7057 rsurface.modelsvector3f = NULL;
7058 rsurface.modeltvector3f = NULL;
7059 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7060 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7061 rsurface.modelvertex3f_vertexbuffer = NULL;
7062 rsurface.modelvertex3f_bufferoffset = 0;
7063 rsurface.modelvertex3f_vertexbuffer = 0;
7064 rsurface.modelvertex3f_bufferoffset = 0;
7065 rsurface.modelsvector3f_vertexbuffer = 0;
7066 rsurface.modelsvector3f_bufferoffset = 0;
7067 rsurface.modeltvector3f_vertexbuffer = 0;
7068 rsurface.modeltvector3f_bufferoffset = 0;
7069 rsurface.modelnormal3f_vertexbuffer = 0;
7070 rsurface.modelnormal3f_bufferoffset = 0;
7074 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7075 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7076 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7077 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7078 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7079 rsurface.modelsvector3f = NULL;
7080 rsurface.modeltvector3f = NULL;
7081 rsurface.modelnormal3f = NULL;
7082 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7083 rsurface.modelvertex3f_vertexbuffer = NULL;
7084 rsurface.modelvertex3f_bufferoffset = 0;
7085 rsurface.modelvertex3f_vertexbuffer = 0;
7086 rsurface.modelvertex3f_bufferoffset = 0;
7087 rsurface.modelsvector3f_vertexbuffer = 0;
7088 rsurface.modelsvector3f_bufferoffset = 0;
7089 rsurface.modeltvector3f_vertexbuffer = 0;
7090 rsurface.modeltvector3f_bufferoffset = 0;
7091 rsurface.modelnormal3f_vertexbuffer = 0;
7092 rsurface.modelnormal3f_bufferoffset = 0;
7094 rsurface.modelgeneratedvertex = true;
7098 if (rsurface.entityskeletaltransform3x4)
7100 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7101 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7102 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7103 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7107 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7108 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7109 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7110 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7112 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7113 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7114 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7115 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7116 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7117 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7118 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7119 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7120 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7121 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7122 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7123 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7124 rsurface.modelgeneratedvertex = false;
7126 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7127 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7128 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7129 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7130 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7131 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7132 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7133 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7134 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7135 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7136 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7137 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7138 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7139 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7140 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7141 rsurface.modelelement3i = model->surfmesh.data_element3i;
7142 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7143 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7144 rsurface.modelelement3s = model->surfmesh.data_element3s;
7145 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7146 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7147 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7148 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7149 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7150 rsurface.modelsurfaces = model->data_surfaces;
7151 rsurface.batchgeneratedvertex = false;
7152 rsurface.batchfirstvertex = 0;
7153 rsurface.batchnumvertices = 0;
7154 rsurface.batchfirsttriangle = 0;
7155 rsurface.batchnumtriangles = 0;
7156 rsurface.batchvertex3f = NULL;
7157 rsurface.batchvertex3f_vertexbuffer = NULL;
7158 rsurface.batchvertex3f_bufferoffset = 0;
7159 rsurface.batchsvector3f = NULL;
7160 rsurface.batchsvector3f_vertexbuffer = NULL;
7161 rsurface.batchsvector3f_bufferoffset = 0;
7162 rsurface.batchtvector3f = NULL;
7163 rsurface.batchtvector3f_vertexbuffer = NULL;
7164 rsurface.batchtvector3f_bufferoffset = 0;
7165 rsurface.batchnormal3f = NULL;
7166 rsurface.batchnormal3f_vertexbuffer = NULL;
7167 rsurface.batchnormal3f_bufferoffset = 0;
7168 rsurface.batchlightmapcolor4f = NULL;
7169 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7170 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7171 rsurface.batchtexcoordtexture2f = NULL;
7172 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7173 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7174 rsurface.batchtexcoordlightmap2f = NULL;
7175 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7176 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7177 rsurface.batchskeletalindex4ub = NULL;
7178 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7179 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7180 rsurface.batchskeletalweight4ub = NULL;
7181 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7182 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7183 rsurface.batchelement3i = NULL;
7184 rsurface.batchelement3i_indexbuffer = NULL;
7185 rsurface.batchelement3i_bufferoffset = 0;
7186 rsurface.batchelement3s = NULL;
7187 rsurface.batchelement3s_indexbuffer = NULL;
7188 rsurface.batchelement3s_bufferoffset = 0;
7189 rsurface.forcecurrenttextureupdate = false;
7192 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)
7194 rsurface.entity = r_refdef.scene.worldentity;
7195 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7196 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7197 // A better approach could be making this copy only once per frame.
7198 static entity_render_t custom_entity;
7200 custom_entity = *rsurface.entity;
7201 for (q = 0; q < 3; ++q) {
7202 float colormod = q == 0 ? r : q == 1 ? g : b;
7203 custom_entity.render_fullbright[q] *= colormod;
7204 custom_entity.render_modellight_ambient[q] *= colormod;
7205 custom_entity.render_modellight_diffuse[q] *= colormod;
7206 custom_entity.render_lightmap_ambient[q] *= colormod;
7207 custom_entity.render_lightmap_diffuse[q] *= colormod;
7208 custom_entity.render_rtlight_diffuse[q] *= colormod;
7210 custom_entity.alpha *= a;
7211 rsurface.entity = &custom_entity;
7213 rsurface.skeleton = NULL;
7214 rsurface.ent_skinnum = 0;
7215 rsurface.ent_qwskin = -1;
7216 rsurface.ent_flags = entflags;
7217 rsurface.shadertime = r_refdef.scene.time - shadertime;
7218 rsurface.modelnumvertices = numvertices;
7219 rsurface.modelnumtriangles = numtriangles;
7220 rsurface.matrix = *matrix;
7221 rsurface.inversematrix = *inversematrix;
7222 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7223 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7224 R_EntityMatrix(&rsurface.matrix);
7225 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7226 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7227 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7228 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7229 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7230 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7231 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7232 rsurface.frameblend[0].lerp = 1;
7233 rsurface.ent_alttextures = false;
7234 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7235 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7236 rsurface.entityskeletaltransform3x4 = NULL;
7237 rsurface.entityskeletaltransform3x4buffer = NULL;
7238 rsurface.entityskeletaltransform3x4offset = 0;
7239 rsurface.entityskeletaltransform3x4size = 0;
7240 rsurface.entityskeletalnumtransforms = 0;
7241 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7242 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7243 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7244 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7247 rsurface.modelvertex3f = (float *)vertex3f;
7248 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7249 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7250 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7252 else if (wantnormals)
7254 rsurface.modelvertex3f = (float *)vertex3f;
7255 rsurface.modelsvector3f = NULL;
7256 rsurface.modeltvector3f = NULL;
7257 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7261 rsurface.modelvertex3f = (float *)vertex3f;
7262 rsurface.modelsvector3f = NULL;
7263 rsurface.modeltvector3f = NULL;
7264 rsurface.modelnormal3f = NULL;
7266 rsurface.modelvertex3f_vertexbuffer = 0;
7267 rsurface.modelvertex3f_bufferoffset = 0;
7268 rsurface.modelsvector3f_vertexbuffer = 0;
7269 rsurface.modelsvector3f_bufferoffset = 0;
7270 rsurface.modeltvector3f_vertexbuffer = 0;
7271 rsurface.modeltvector3f_bufferoffset = 0;
7272 rsurface.modelnormal3f_vertexbuffer = 0;
7273 rsurface.modelnormal3f_bufferoffset = 0;
7274 rsurface.modelgeneratedvertex = true;
7275 rsurface.modellightmapcolor4f = (float *)color4f;
7276 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7277 rsurface.modellightmapcolor4f_bufferoffset = 0;
7278 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7279 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7280 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7281 rsurface.modeltexcoordlightmap2f = NULL;
7282 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7283 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7284 rsurface.modelskeletalindex4ub = NULL;
7285 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7286 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7287 rsurface.modelskeletalweight4ub = NULL;
7288 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7289 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7290 rsurface.modelelement3i = (int *)element3i;
7291 rsurface.modelelement3i_indexbuffer = NULL;
7292 rsurface.modelelement3i_bufferoffset = 0;
7293 rsurface.modelelement3s = (unsigned short *)element3s;
7294 rsurface.modelelement3s_indexbuffer = NULL;
7295 rsurface.modelelement3s_bufferoffset = 0;
7296 rsurface.modellightmapoffsets = NULL;
7297 rsurface.modelsurfaces = NULL;
7298 rsurface.batchgeneratedvertex = false;
7299 rsurface.batchfirstvertex = 0;
7300 rsurface.batchnumvertices = 0;
7301 rsurface.batchfirsttriangle = 0;
7302 rsurface.batchnumtriangles = 0;
7303 rsurface.batchvertex3f = NULL;
7304 rsurface.batchvertex3f_vertexbuffer = NULL;
7305 rsurface.batchvertex3f_bufferoffset = 0;
7306 rsurface.batchsvector3f = NULL;
7307 rsurface.batchsvector3f_vertexbuffer = NULL;
7308 rsurface.batchsvector3f_bufferoffset = 0;
7309 rsurface.batchtvector3f = NULL;
7310 rsurface.batchtvector3f_vertexbuffer = NULL;
7311 rsurface.batchtvector3f_bufferoffset = 0;
7312 rsurface.batchnormal3f = NULL;
7313 rsurface.batchnormal3f_vertexbuffer = NULL;
7314 rsurface.batchnormal3f_bufferoffset = 0;
7315 rsurface.batchlightmapcolor4f = NULL;
7316 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7317 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7318 rsurface.batchtexcoordtexture2f = NULL;
7319 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7320 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7321 rsurface.batchtexcoordlightmap2f = NULL;
7322 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7323 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7324 rsurface.batchskeletalindex4ub = NULL;
7325 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7326 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7327 rsurface.batchskeletalweight4ub = NULL;
7328 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7329 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7330 rsurface.batchelement3i = NULL;
7331 rsurface.batchelement3i_indexbuffer = NULL;
7332 rsurface.batchelement3i_bufferoffset = 0;
7333 rsurface.batchelement3s = NULL;
7334 rsurface.batchelement3s_indexbuffer = NULL;
7335 rsurface.batchelement3s_bufferoffset = 0;
7336 rsurface.forcecurrenttextureupdate = true;
7338 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7340 if ((wantnormals || wanttangents) && !normal3f)
7342 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7343 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7345 if (wanttangents && !svector3f)
7347 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7348 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7349 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7354 float RSurf_FogPoint(const float *v)
7356 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7357 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7358 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7359 float FogHeightFade = r_refdef.fogheightfade;
7361 unsigned int fogmasktableindex;
7362 if (r_refdef.fogplaneviewabove)
7363 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7365 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7366 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7367 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7370 float RSurf_FogVertex(const float *v)
7372 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7373 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7374 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7375 float FogHeightFade = rsurface.fogheightfade;
7377 unsigned int fogmasktableindex;
7378 if (r_refdef.fogplaneviewabove)
7379 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7381 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7382 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7383 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7386 void RSurf_UploadBuffersForBatch(void)
7388 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7389 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7390 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7391 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7392 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7393 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7394 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7395 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7396 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7397 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7398 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7399 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7400 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7401 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7402 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7403 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7404 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7405 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7406 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7407 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7409 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7410 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7411 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7412 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7414 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7415 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7416 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7417 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7418 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7419 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7420 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7421 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7422 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7423 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7426 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7429 for (i = 0;i < numelements;i++)
7430 outelement3i[i] = inelement3i[i] + adjust;
7433 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7434 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7442 int surfacefirsttriangle;
7443 int surfacenumtriangles;
7444 int surfacefirstvertex;
7445 int surfaceendvertex;
7446 int surfacenumvertices;
7447 int batchnumsurfaces = texturenumsurfaces;
7448 int batchnumvertices;
7449 int batchnumtriangles;
7452 qboolean dynamicvertex;
7455 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7458 q3shaderinfo_deform_t *deform;
7459 const msurface_t *surface, *firstsurface;
7460 if (!texturenumsurfaces)
7462 // find vertex range of this surface batch
7464 firstsurface = texturesurfacelist[0];
7465 firsttriangle = firstsurface->num_firsttriangle;
7466 batchnumvertices = 0;
7467 batchnumtriangles = 0;
7468 firstvertex = endvertex = firstsurface->num_firstvertex;
7469 for (i = 0;i < texturenumsurfaces;i++)
7471 surface = texturesurfacelist[i];
7472 if (surface != firstsurface + i)
7474 surfacefirstvertex = surface->num_firstvertex;
7475 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7476 surfacenumvertices = surface->num_vertices;
7477 surfacenumtriangles = surface->num_triangles;
7478 if (firstvertex > surfacefirstvertex)
7479 firstvertex = surfacefirstvertex;
7480 if (endvertex < surfaceendvertex)
7481 endvertex = surfaceendvertex;
7482 batchnumvertices += surfacenumvertices;
7483 batchnumtriangles += surfacenumtriangles;
7486 r_refdef.stats[r_stat_batch_batches]++;
7488 r_refdef.stats[r_stat_batch_withgaps]++;
7489 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7490 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7491 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7493 // we now know the vertex range used, and if there are any gaps in it
7494 rsurface.batchfirstvertex = firstvertex;
7495 rsurface.batchnumvertices = endvertex - firstvertex;
7496 rsurface.batchfirsttriangle = firsttriangle;
7497 rsurface.batchnumtriangles = batchnumtriangles;
7499 // check if any dynamic vertex processing must occur
7500 dynamicvertex = false;
7502 // we must use vertexbuffers for rendering, we can upload vertex buffers
7503 // easily enough but if the basevertex is non-zero it becomes more
7504 // difficult, so force dynamicvertex path in that case - it's suboptimal
7505 // but the most optimal case is to have the geometry sources provide their
7507 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7508 dynamicvertex = true;
7510 // a cvar to force the dynamic vertex path to be taken, for debugging
7511 if (r_batch_debugdynamicvertexpath.integer)
7515 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7516 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7517 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7518 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7520 dynamicvertex = true;
7523 // if there is a chance of animated vertex colors, it's a dynamic batch
7524 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7528 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7529 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7530 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7531 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7533 dynamicvertex = true;
7536 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7538 switch (deform->deform)
7541 case Q3DEFORM_PROJECTIONSHADOW:
7542 case Q3DEFORM_TEXT0:
7543 case Q3DEFORM_TEXT1:
7544 case Q3DEFORM_TEXT2:
7545 case Q3DEFORM_TEXT3:
7546 case Q3DEFORM_TEXT4:
7547 case Q3DEFORM_TEXT5:
7548 case Q3DEFORM_TEXT6:
7549 case Q3DEFORM_TEXT7:
7552 case Q3DEFORM_AUTOSPRITE:
7555 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7556 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7557 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7558 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7560 dynamicvertex = true;
7561 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7563 case Q3DEFORM_AUTOSPRITE2:
7566 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7567 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7568 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7569 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7571 dynamicvertex = true;
7572 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7574 case Q3DEFORM_NORMAL:
7577 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7578 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7579 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7580 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7582 dynamicvertex = true;
7583 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7586 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7587 break; // if wavefunc is a nop, ignore this transform
7590 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7591 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7592 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7593 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7595 dynamicvertex = true;
7596 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7598 case Q3DEFORM_BULGE:
7601 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7602 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7603 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7604 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7606 dynamicvertex = true;
7607 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7610 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7611 break; // if wavefunc is a nop, ignore this transform
7614 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7615 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7616 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7617 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7619 dynamicvertex = true;
7620 batchneed |= BATCHNEED_ARRAY_VERTEX;
7624 if (rsurface.texture->materialshaderpass)
7626 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7629 case Q3TCGEN_TEXTURE:
7631 case Q3TCGEN_LIGHTMAP:
7634 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7635 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7636 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7637 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7639 dynamicvertex = true;
7640 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7642 case Q3TCGEN_VECTOR:
7645 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7646 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7647 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7648 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7650 dynamicvertex = true;
7651 batchneed |= BATCHNEED_ARRAY_VERTEX;
7653 case Q3TCGEN_ENVIRONMENT:
7656 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7657 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7658 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7659 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7661 dynamicvertex = true;
7662 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7665 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7669 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7670 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7671 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7672 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7674 dynamicvertex = true;
7675 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7679 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7680 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7681 // we ensure this by treating the vertex batch as dynamic...
7682 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7686 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7687 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7688 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7689 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7691 dynamicvertex = true;
7694 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7695 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7696 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7698 rsurface.batchvertex3f = rsurface.modelvertex3f;
7699 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7700 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7701 rsurface.batchsvector3f = rsurface.modelsvector3f;
7702 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7703 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7704 rsurface.batchtvector3f = rsurface.modeltvector3f;
7705 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7706 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7707 rsurface.batchnormal3f = rsurface.modelnormal3f;
7708 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7709 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7710 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7711 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7712 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7713 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7714 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7715 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7716 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7717 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7718 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7719 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7720 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7721 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7722 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7723 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7724 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7725 rsurface.batchelement3i = rsurface.modelelement3i;
7726 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7727 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7728 rsurface.batchelement3s = rsurface.modelelement3s;
7729 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7730 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7731 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7732 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7733 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7734 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7735 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7737 // if any dynamic vertex processing has to occur in software, we copy the
7738 // entire surface list together before processing to rebase the vertices
7739 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7741 // if any gaps exist and we do not have a static vertex buffer, we have to
7742 // copy the surface list together to avoid wasting upload bandwidth on the
7743 // vertices in the gaps.
7745 // if gaps exist and we have a static vertex buffer, we can choose whether
7746 // to combine the index buffer ranges into one dynamic index buffer or
7747 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7749 // in many cases the batch is reduced to one draw call.
7751 rsurface.batchmultidraw = false;
7752 rsurface.batchmultidrawnumsurfaces = 0;
7753 rsurface.batchmultidrawsurfacelist = NULL;
7757 // static vertex data, just set pointers...
7758 rsurface.batchgeneratedvertex = false;
7759 // if there are gaps, we want to build a combined index buffer,
7760 // otherwise use the original static buffer with an appropriate offset
7763 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7764 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7765 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7766 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7767 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7769 rsurface.batchmultidraw = true;
7770 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7771 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7774 // build a new triangle elements array for this batch
7775 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7776 rsurface.batchfirsttriangle = 0;
7778 for (i = 0;i < texturenumsurfaces;i++)
7780 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7781 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7782 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7783 numtriangles += surfacenumtriangles;
7785 rsurface.batchelement3i_indexbuffer = NULL;
7786 rsurface.batchelement3i_bufferoffset = 0;
7787 rsurface.batchelement3s = NULL;
7788 rsurface.batchelement3s_indexbuffer = NULL;
7789 rsurface.batchelement3s_bufferoffset = 0;
7790 if (endvertex <= 65536)
7792 // make a 16bit (unsigned short) index array if possible
7793 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7794 for (i = 0;i < numtriangles*3;i++)
7795 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7800 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7801 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7802 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7803 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7808 // something needs software processing, do it for real...
7809 // we only directly handle separate array data in this case and then
7810 // generate interleaved data if needed...
7811 rsurface.batchgeneratedvertex = true;
7812 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7813 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7814 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7815 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7817 // now copy the vertex data into a combined array and make an index array
7818 // (this is what Quake3 does all the time)
7819 // we also apply any skeletal animation here that would have been done in
7820 // the vertex shader, because most of the dynamic vertex animation cases
7821 // need actual vertex positions and normals
7822 //if (dynamicvertex)
7824 rsurface.batchvertex3f = NULL;
7825 rsurface.batchvertex3f_vertexbuffer = NULL;
7826 rsurface.batchvertex3f_bufferoffset = 0;
7827 rsurface.batchsvector3f = NULL;
7828 rsurface.batchsvector3f_vertexbuffer = NULL;
7829 rsurface.batchsvector3f_bufferoffset = 0;
7830 rsurface.batchtvector3f = NULL;
7831 rsurface.batchtvector3f_vertexbuffer = NULL;
7832 rsurface.batchtvector3f_bufferoffset = 0;
7833 rsurface.batchnormal3f = NULL;
7834 rsurface.batchnormal3f_vertexbuffer = NULL;
7835 rsurface.batchnormal3f_bufferoffset = 0;
7836 rsurface.batchlightmapcolor4f = NULL;
7837 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7838 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7839 rsurface.batchtexcoordtexture2f = NULL;
7840 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7841 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7842 rsurface.batchtexcoordlightmap2f = NULL;
7843 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7844 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7845 rsurface.batchskeletalindex4ub = NULL;
7846 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7847 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7848 rsurface.batchskeletalweight4ub = NULL;
7849 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7850 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7851 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7852 rsurface.batchelement3i_indexbuffer = NULL;
7853 rsurface.batchelement3i_bufferoffset = 0;
7854 rsurface.batchelement3s = NULL;
7855 rsurface.batchelement3s_indexbuffer = NULL;
7856 rsurface.batchelement3s_bufferoffset = 0;
7857 rsurface.batchskeletaltransform3x4buffer = NULL;
7858 rsurface.batchskeletaltransform3x4offset = 0;
7859 rsurface.batchskeletaltransform3x4size = 0;
7860 // we'll only be setting up certain arrays as needed
7861 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7862 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7863 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7864 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7865 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7867 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7868 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7870 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7871 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7872 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7873 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7874 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7875 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7876 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7878 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7879 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7883 for (i = 0;i < texturenumsurfaces;i++)
7885 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7886 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7887 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7888 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7889 // copy only the data requested
7890 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7892 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7894 if (rsurface.batchvertex3f)
7895 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7897 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7899 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7901 if (rsurface.modelnormal3f)
7902 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7904 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7906 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7908 if (rsurface.modelsvector3f)
7910 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7911 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7915 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7916 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7919 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7921 if (rsurface.modellightmapcolor4f)
7922 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7924 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7926 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7928 if (rsurface.modeltexcoordtexture2f)
7929 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7931 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7933 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7935 if (rsurface.modeltexcoordlightmap2f)
7936 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7938 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7940 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7942 if (rsurface.modelskeletalindex4ub)
7944 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7945 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7949 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7950 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7951 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7952 for (j = 0;j < surfacenumvertices;j++)
7957 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7958 numvertices += surfacenumvertices;
7959 numtriangles += surfacenumtriangles;
7962 // generate a 16bit index array as well if possible
7963 // (in general, dynamic batches fit)
7964 if (numvertices <= 65536)
7966 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7967 for (i = 0;i < numtriangles*3;i++)
7968 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7971 // since we've copied everything, the batch now starts at 0
7972 rsurface.batchfirstvertex = 0;
7973 rsurface.batchnumvertices = batchnumvertices;
7974 rsurface.batchfirsttriangle = 0;
7975 rsurface.batchnumtriangles = batchnumtriangles;
7978 // apply skeletal animation that would have been done in the vertex shader
7979 if (rsurface.batchskeletaltransform3x4)
7981 const unsigned char *si;
7982 const unsigned char *sw;
7984 const float *b = rsurface.batchskeletaltransform3x4;
7985 float *vp, *vs, *vt, *vn;
7987 float m[3][4], n[3][4];
7988 float tp[3], ts[3], tt[3], tn[3];
7989 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7990 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7991 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7992 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7993 si = rsurface.batchskeletalindex4ub;
7994 sw = rsurface.batchskeletalweight4ub;
7995 vp = rsurface.batchvertex3f;
7996 vs = rsurface.batchsvector3f;
7997 vt = rsurface.batchtvector3f;
7998 vn = rsurface.batchnormal3f;
7999 memset(m[0], 0, sizeof(m));
8000 memset(n[0], 0, sizeof(n));
8001 for (i = 0;i < batchnumvertices;i++)
8003 t[0] = b + si[0]*12;
8006 // common case - only one matrix
8020 else if (sw[2] + sw[3])
8023 t[1] = b + si[1]*12;
8024 t[2] = b + si[2]*12;
8025 t[3] = b + si[3]*12;
8026 w[0] = sw[0] * (1.0f / 255.0f);
8027 w[1] = sw[1] * (1.0f / 255.0f);
8028 w[2] = sw[2] * (1.0f / 255.0f);
8029 w[3] = sw[3] * (1.0f / 255.0f);
8030 // blend the matrices
8031 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8032 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8033 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8034 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8035 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8036 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8037 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8038 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8039 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8040 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8041 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8042 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8047 t[1] = b + si[1]*12;
8048 w[0] = sw[0] * (1.0f / 255.0f);
8049 w[1] = sw[1] * (1.0f / 255.0f);
8050 // blend the matrices
8051 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8052 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8053 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8054 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8055 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8056 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8057 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8058 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8059 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8060 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8061 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8062 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8066 // modify the vertex
8068 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8069 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8070 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8074 // the normal transformation matrix is a set of cross products...
8075 CrossProduct(m[1], m[2], n[0]);
8076 CrossProduct(m[2], m[0], n[1]);
8077 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8079 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8080 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8081 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8082 VectorNormalize(vn);
8087 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8088 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8089 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8090 VectorNormalize(vs);
8093 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8094 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8095 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8096 VectorNormalize(vt);
8101 rsurface.batchskeletaltransform3x4 = NULL;
8102 rsurface.batchskeletalnumtransforms = 0;
8105 // q1bsp surfaces rendered in vertex color mode have to have colors
8106 // calculated based on lightstyles
8107 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8109 // generate color arrays for the surfaces in this list
8114 const unsigned char *lm;
8115 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8116 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8117 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8119 for (i = 0;i < texturenumsurfaces;i++)
8121 surface = texturesurfacelist[i];
8122 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8123 surfacenumvertices = surface->num_vertices;
8124 if (surface->lightmapinfo->samples)
8126 for (j = 0;j < surfacenumvertices;j++)
8128 lm = surface->lightmapinfo->samples + offsets[j];
8129 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8130 VectorScale(lm, scale, c);
8131 if (surface->lightmapinfo->styles[1] != 255)
8133 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8135 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8136 VectorMA(c, scale, lm, c);
8137 if (surface->lightmapinfo->styles[2] != 255)
8140 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8141 VectorMA(c, scale, lm, c);
8142 if (surface->lightmapinfo->styles[3] != 255)
8145 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8146 VectorMA(c, scale, lm, c);
8153 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);
8159 for (j = 0;j < surfacenumvertices;j++)
8161 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8168 // if vertices are deformed (sprite flares and things in maps, possibly
8169 // water waves, bulges and other deformations), modify the copied vertices
8171 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8174 switch (deform->deform)
8177 case Q3DEFORM_PROJECTIONSHADOW:
8178 case Q3DEFORM_TEXT0:
8179 case Q3DEFORM_TEXT1:
8180 case Q3DEFORM_TEXT2:
8181 case Q3DEFORM_TEXT3:
8182 case Q3DEFORM_TEXT4:
8183 case Q3DEFORM_TEXT5:
8184 case Q3DEFORM_TEXT6:
8185 case Q3DEFORM_TEXT7:
8188 case Q3DEFORM_AUTOSPRITE:
8189 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8190 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8191 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8192 VectorNormalize(newforward);
8193 VectorNormalize(newright);
8194 VectorNormalize(newup);
8195 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8196 // rsurface.batchvertex3f_vertexbuffer = NULL;
8197 // rsurface.batchvertex3f_bufferoffset = 0;
8198 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8199 // rsurface.batchsvector3f_vertexbuffer = NULL;
8200 // rsurface.batchsvector3f_bufferoffset = 0;
8201 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8202 // rsurface.batchtvector3f_vertexbuffer = NULL;
8203 // rsurface.batchtvector3f_bufferoffset = 0;
8204 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8205 // rsurface.batchnormal3f_vertexbuffer = NULL;
8206 // rsurface.batchnormal3f_bufferoffset = 0;
8207 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8208 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8209 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8210 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8211 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);
8212 // a single autosprite surface can contain multiple sprites...
8213 for (j = 0;j < batchnumvertices - 3;j += 4)
8215 VectorClear(center);
8216 for (i = 0;i < 4;i++)
8217 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8218 VectorScale(center, 0.25f, center);
8219 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8220 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8221 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8222 for (i = 0;i < 4;i++)
8224 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8225 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8228 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8229 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8230 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);
8232 case Q3DEFORM_AUTOSPRITE2:
8233 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8234 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8235 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8236 VectorNormalize(newforward);
8237 VectorNormalize(newright);
8238 VectorNormalize(newup);
8239 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8240 // rsurface.batchvertex3f_vertexbuffer = NULL;
8241 // rsurface.batchvertex3f_bufferoffset = 0;
8243 const float *v1, *v2;
8253 memset(shortest, 0, sizeof(shortest));
8254 // a single autosprite surface can contain multiple sprites...
8255 for (j = 0;j < batchnumvertices - 3;j += 4)
8257 VectorClear(center);
8258 for (i = 0;i < 4;i++)
8259 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8260 VectorScale(center, 0.25f, center);
8261 // find the two shortest edges, then use them to define the
8262 // axis vectors for rotating around the central axis
8263 for (i = 0;i < 6;i++)
8265 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8266 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8267 l = VectorDistance2(v1, v2);
8268 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8270 l += (1.0f / 1024.0f);
8271 if (shortest[0].length2 > l || i == 0)
8273 shortest[1] = shortest[0];
8274 shortest[0].length2 = l;
8275 shortest[0].v1 = v1;
8276 shortest[0].v2 = v2;
8278 else if (shortest[1].length2 > l || i == 1)
8280 shortest[1].length2 = l;
8281 shortest[1].v1 = v1;
8282 shortest[1].v2 = v2;
8285 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8286 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8287 // this calculates the right vector from the shortest edge
8288 // and the up vector from the edge midpoints
8289 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8290 VectorNormalize(right);
8291 VectorSubtract(end, start, up);
8292 VectorNormalize(up);
8293 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8294 VectorSubtract(rsurface.localvieworigin, center, forward);
8295 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8296 VectorNegate(forward, forward);
8297 VectorReflect(forward, 0, up, forward);
8298 VectorNormalize(forward);
8299 CrossProduct(up, forward, newright);
8300 VectorNormalize(newright);
8301 // rotate the quad around the up axis vector, this is made
8302 // especially easy by the fact we know the quad is flat,
8303 // so we only have to subtract the center position and
8304 // measure distance along the right vector, and then
8305 // multiply that by the newright vector and add back the
8307 // we also need to subtract the old position to undo the
8308 // displacement from the center, which we do with a
8309 // DotProduct, the subtraction/addition of center is also
8310 // optimized into DotProducts here
8311 l = DotProduct(right, center);
8312 for (i = 0;i < 4;i++)
8314 v1 = rsurface.batchvertex3f + 3*(j+i);
8315 f = DotProduct(right, v1) - l;
8316 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8320 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8322 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8323 // rsurface.batchnormal3f_vertexbuffer = NULL;
8324 // rsurface.batchnormal3f_bufferoffset = 0;
8325 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8327 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8329 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8330 // rsurface.batchsvector3f_vertexbuffer = NULL;
8331 // rsurface.batchsvector3f_bufferoffset = 0;
8332 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8333 // rsurface.batchtvector3f_vertexbuffer = NULL;
8334 // rsurface.batchtvector3f_bufferoffset = 0;
8335 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);
8338 case Q3DEFORM_NORMAL:
8339 // deform the normals to make reflections wavey
8340 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8341 rsurface.batchnormal3f_vertexbuffer = NULL;
8342 rsurface.batchnormal3f_bufferoffset = 0;
8343 for (j = 0;j < batchnumvertices;j++)
8346 float *normal = rsurface.batchnormal3f + 3*j;
8347 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8348 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8349 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8350 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8351 VectorNormalize(normal);
8353 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8355 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8356 // rsurface.batchsvector3f_vertexbuffer = NULL;
8357 // rsurface.batchsvector3f_bufferoffset = 0;
8358 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8359 // rsurface.batchtvector3f_vertexbuffer = NULL;
8360 // rsurface.batchtvector3f_bufferoffset = 0;
8361 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);
8365 // deform vertex array to make wavey water and flags and such
8366 waveparms[0] = deform->waveparms[0];
8367 waveparms[1] = deform->waveparms[1];
8368 waveparms[2] = deform->waveparms[2];
8369 waveparms[3] = deform->waveparms[3];
8370 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8371 break; // if wavefunc is a nop, don't make a dynamic vertex array
8372 // this is how a divisor of vertex influence on deformation
8373 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8374 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8375 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8376 // rsurface.batchvertex3f_vertexbuffer = NULL;
8377 // rsurface.batchvertex3f_bufferoffset = 0;
8378 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8379 // rsurface.batchnormal3f_vertexbuffer = NULL;
8380 // rsurface.batchnormal3f_bufferoffset = 0;
8381 for (j = 0;j < batchnumvertices;j++)
8383 // if the wavefunc depends on time, evaluate it per-vertex
8386 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8387 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8389 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8391 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8392 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8393 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8395 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8396 // rsurface.batchsvector3f_vertexbuffer = NULL;
8397 // rsurface.batchsvector3f_bufferoffset = 0;
8398 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8399 // rsurface.batchtvector3f_vertexbuffer = NULL;
8400 // rsurface.batchtvector3f_bufferoffset = 0;
8401 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);
8404 case Q3DEFORM_BULGE:
8405 // deform vertex array to make the surface have moving bulges
8406 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8407 // rsurface.batchvertex3f_vertexbuffer = NULL;
8408 // rsurface.batchvertex3f_bufferoffset = 0;
8409 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8410 // rsurface.batchnormal3f_vertexbuffer = NULL;
8411 // rsurface.batchnormal3f_bufferoffset = 0;
8412 for (j = 0;j < batchnumvertices;j++)
8414 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8415 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8417 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8418 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8419 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8421 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8422 // rsurface.batchsvector3f_vertexbuffer = NULL;
8423 // rsurface.batchsvector3f_bufferoffset = 0;
8424 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8425 // rsurface.batchtvector3f_vertexbuffer = NULL;
8426 // rsurface.batchtvector3f_bufferoffset = 0;
8427 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);
8431 // deform vertex array
8432 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8433 break; // if wavefunc is a nop, don't make a dynamic vertex array
8434 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8435 VectorScale(deform->parms, scale, waveparms);
8436 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8437 // rsurface.batchvertex3f_vertexbuffer = NULL;
8438 // rsurface.batchvertex3f_bufferoffset = 0;
8439 for (j = 0;j < batchnumvertices;j++)
8440 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8445 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8447 // generate texcoords based on the chosen texcoord source
8448 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8451 case Q3TCGEN_TEXTURE:
8453 case Q3TCGEN_LIGHTMAP:
8454 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8455 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8456 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8457 if (rsurface.batchtexcoordlightmap2f)
8458 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8460 case Q3TCGEN_VECTOR:
8461 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8462 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8463 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8464 for (j = 0;j < batchnumvertices;j++)
8466 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8467 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8470 case Q3TCGEN_ENVIRONMENT:
8471 // make environment reflections using a spheremap
8472 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8473 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8474 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8475 for (j = 0;j < batchnumvertices;j++)
8477 // identical to Q3A's method, but executed in worldspace so
8478 // carried models can be shiny too
8480 float viewer[3], d, reflected[3], worldreflected[3];
8482 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8483 // VectorNormalize(viewer);
8485 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8487 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8488 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8489 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8490 // note: this is proportinal to viewer, so we can normalize later
8492 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8493 VectorNormalize(worldreflected);
8495 // note: this sphere map only uses world x and z!
8496 // so positive and negative y will LOOK THE SAME.
8497 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8498 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8502 // the only tcmod that needs software vertex processing is turbulent, so
8503 // check for it here and apply the changes if needed
8504 // and we only support that as the first one
8505 // (handling a mixture of turbulent and other tcmods would be problematic
8506 // without punting it entirely to a software path)
8507 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8509 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8510 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8511 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8512 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8513 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8514 for (j = 0;j < batchnumvertices;j++)
8516 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);
8517 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8523 void RSurf_DrawBatch(void)
8525 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8526 // through the pipeline, killing it earlier in the pipeline would have
8527 // per-surface overhead rather than per-batch overhead, so it's best to
8528 // reject it here, before it hits glDraw.
8529 if (rsurface.batchnumtriangles == 0)
8532 // batch debugging code
8533 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8539 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8540 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8543 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8545 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8547 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8548 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);
8555 if (rsurface.batchmultidraw)
8557 // issue multiple draws rather than copying index data
8558 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8559 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8560 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8561 for (i = 0;i < numsurfaces;)
8563 // combine consecutive surfaces as one draw
8564 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8565 if (surfacelist[j] != surfacelist[k] + 1)
8567 firstvertex = surfacelist[i]->num_firstvertex;
8568 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8569 firsttriangle = surfacelist[i]->num_firsttriangle;
8570 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8571 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);
8577 // there is only one consecutive run of index data (may have been combined)
8578 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);
8582 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8584 // pick the closest matching water plane
8585 int planeindex, vertexindex, bestplaneindex = -1;
8589 r_waterstate_waterplane_t *p;
8590 qboolean prepared = false;
8592 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8594 if(p->camera_entity != rsurface.texture->camera_entity)
8599 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8601 if(rsurface.batchnumvertices == 0)
8604 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8606 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8607 d += fabs(PlaneDiff(vert, &p->plane));
8609 if (bestd > d || bestplaneindex < 0)
8612 bestplaneindex = planeindex;
8615 return bestplaneindex;
8616 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8617 // this situation though, as it might be better to render single larger
8618 // batches with useless stuff (backface culled for example) than to
8619 // render multiple smaller batches
8622 void RSurf_SetupDepthAndCulling(void)
8624 // submodels are biased to avoid z-fighting with world surfaces that they
8625 // may be exactly overlapping (avoids z-fighting artifacts on certain
8626 // doors and things in Quake maps)
8627 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8628 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8629 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8630 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8633 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8637 float p[3], mins[3], maxs[3];
8639 // transparent sky would be ridiculous
8640 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8642 R_SetupShader_Generic_NoTexture(false, false);
8643 skyrenderlater = true;
8644 RSurf_SetupDepthAndCulling();
8647 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8648 if (r_sky_scissor.integer)
8650 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8651 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8653 Matrix4x4_Transform(&rsurface.matrix, v, p);
8656 if (mins[0] > p[0]) mins[0] = p[0];
8657 if (mins[1] > p[1]) mins[1] = p[1];
8658 if (mins[2] > p[2]) mins[2] = p[2];
8659 if (maxs[0] < p[0]) maxs[0] = p[0];
8660 if (maxs[1] < p[1]) maxs[1] = p[1];
8661 if (maxs[2] < p[2]) maxs[2] = p[2];
8665 VectorCopy(p, mins);
8666 VectorCopy(p, maxs);
8669 if (!R_ScissorForBBox(mins, maxs, scissor))
8673 if (skyscissor[0] > scissor[0])
8675 skyscissor[2] += skyscissor[0] - scissor[0];
8676 skyscissor[0] = scissor[0];
8678 if (skyscissor[1] > scissor[1])
8680 skyscissor[3] += skyscissor[1] - scissor[1];
8681 skyscissor[1] = scissor[1];
8683 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8684 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8685 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8686 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8689 Vector4Copy(scissor, skyscissor);
8693 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8694 // skymasking on them, and Quake3 never did sky masking (unlike
8695 // software Quake and software Quake2), so disable the sky masking
8696 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8697 // and skymasking also looks very bad when noclipping outside the
8698 // level, so don't use it then either.
8699 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8701 R_Mesh_ResetTextureState();
8702 if (skyrendermasked)
8704 R_SetupShader_DepthOrShadow(false, false, false);
8705 // depth-only (masking)
8706 GL_ColorMask(0, 0, 0, 0);
8707 // just to make sure that braindead drivers don't draw
8708 // anything despite that colormask...
8709 GL_BlendFunc(GL_ZERO, GL_ONE);
8710 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8711 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8715 R_SetupShader_Generic_NoTexture(false, false);
8717 GL_BlendFunc(GL_ONE, GL_ZERO);
8718 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8719 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8720 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8723 if (skyrendermasked)
8724 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8726 R_Mesh_ResetTextureState();
8727 GL_Color(1, 1, 1, 1);
8730 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8731 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8732 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8734 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8738 // render screenspace normalmap to texture
8740 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8745 // bind lightmap texture
8747 // water/refraction/reflection/camera surfaces have to be handled specially
8748 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8750 int start, end, startplaneindex;
8751 for (start = 0;start < texturenumsurfaces;start = end)
8753 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8754 if(startplaneindex < 0)
8756 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8757 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8761 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8763 // now that we have a batch using the same planeindex, render it
8764 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8766 // render water or distortion background
8768 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8770 // blend surface on top
8771 GL_DepthMask(false);
8772 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8775 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8777 // render surface with reflection texture as input
8778 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8779 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8786 // render surface batch normally
8787 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8788 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8792 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8796 int texturesurfaceindex;
8798 const msurface_t *surface;
8799 float surfacecolor4f[4];
8801 // R_Mesh_ResetTextureState();
8802 R_SetupShader_Generic_NoTexture(false, false);
8804 GL_BlendFunc(GL_ONE, GL_ZERO);
8805 GL_DepthMask(writedepth);
8807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8811 surface = texturesurfacelist[texturesurfaceindex];
8812 k = (int)(((size_t)surface) / sizeof(msurface_t));
8813 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8814 for (j = 0;j < surface->num_vertices;j++)
8816 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8820 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8824 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8827 RSurf_SetupDepthAndCulling();
8828 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8830 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8833 switch (vid.renderpath)
8835 case RENDERPATH_GL32:
8836 case RENDERPATH_GLES2:
8837 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8843 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8846 int texturenumsurfaces, endsurface;
8848 const msurface_t *surface;
8849 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8851 RSurf_ActiveModelEntity(ent, true, true, false);
8853 if (r_transparentdepthmasking.integer)
8855 qboolean setup = false;
8856 for (i = 0;i < numsurfaces;i = j)
8859 surface = rsurface.modelsurfaces + surfacelist[i];
8860 texture = surface->texture;
8861 rsurface.texture = R_GetCurrentTexture(texture);
8862 rsurface.lightmaptexture = NULL;
8863 rsurface.deluxemaptexture = NULL;
8864 rsurface.uselightmaptexture = false;
8865 // scan ahead until we find a different texture
8866 endsurface = min(i + 1024, numsurfaces);
8867 texturenumsurfaces = 0;
8868 texturesurfacelist[texturenumsurfaces++] = surface;
8869 for (;j < endsurface;j++)
8871 surface = rsurface.modelsurfaces + surfacelist[j];
8872 if (texture != surface->texture)
8874 texturesurfacelist[texturenumsurfaces++] = surface;
8876 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8878 // render the range of surfaces as depth
8882 GL_ColorMask(0,0,0,0);
8885 GL_BlendFunc(GL_ONE, GL_ZERO);
8887 // R_Mesh_ResetTextureState();
8889 RSurf_SetupDepthAndCulling();
8890 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8891 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8892 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8896 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8899 for (i = 0;i < numsurfaces;i = j)
8902 surface = rsurface.modelsurfaces + surfacelist[i];
8903 texture = surface->texture;
8904 rsurface.texture = R_GetCurrentTexture(texture);
8905 // scan ahead until we find a different texture
8906 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8907 texturenumsurfaces = 0;
8908 texturesurfacelist[texturenumsurfaces++] = surface;
8909 rsurface.lightmaptexture = surface->lightmaptexture;
8910 rsurface.deluxemaptexture = surface->deluxemaptexture;
8911 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8912 for (;j < endsurface;j++)
8914 surface = rsurface.modelsurfaces + surfacelist[j];
8915 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8917 texturesurfacelist[texturenumsurfaces++] = surface;
8919 // render the range of surfaces
8920 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8922 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8925 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8927 // transparent surfaces get pushed off into the transparent queue
8928 int surfacelistindex;
8929 const msurface_t *surface;
8930 vec3_t tempcenter, center;
8931 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8933 surface = texturesurfacelist[surfacelistindex];
8934 if (r_transparent_sortsurfacesbynearest.integer)
8936 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8937 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8938 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8942 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8943 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8944 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8946 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8947 if (rsurface.entity->transparent_offset) // transparent offset
8949 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8950 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8951 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8953 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);
8957 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8959 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8961 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8963 RSurf_SetupDepthAndCulling();
8964 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8965 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8966 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8970 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8974 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8976 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8979 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8981 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8982 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8984 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8986 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8987 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8988 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8990 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8992 // in the deferred case, transparent surfaces were queued during prepass
8993 if (!r_shadow_usingdeferredprepass)
8994 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8998 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8999 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9004 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9008 R_FrameData_SetMark();
9009 // break the surface list down into batches by texture and use of lightmapping
9010 for (i = 0;i < numsurfaces;i = j)
9013 // texture is the base texture pointer, rsurface.texture is the
9014 // current frame/skin the texture is directing us to use (for example
9015 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9016 // use skin 1 instead)
9017 texture = surfacelist[i]->texture;
9018 rsurface.texture = R_GetCurrentTexture(texture);
9019 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9021 // if this texture is not the kind we want, skip ahead to the next one
9022 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9026 if(depthonly || prepass)
9028 rsurface.lightmaptexture = NULL;
9029 rsurface.deluxemaptexture = NULL;
9030 rsurface.uselightmaptexture = false;
9031 // simply scan ahead until we find a different texture or lightmap state
9032 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9037 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9038 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9039 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9040 // simply scan ahead until we find a different texture or lightmap state
9041 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9044 // render the range of surfaces
9045 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9047 R_FrameData_ReturnToMark();
9050 float locboxvertex3f[6*4*3] =
9052 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9053 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9054 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9055 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9056 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9057 1,0,0, 0,0,0, 0,1,0, 1,1,0
9060 unsigned short locboxelements[6*2*3] =
9070 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9073 cl_locnode_t *loc = (cl_locnode_t *)ent;
9075 float vertex3f[6*4*3];
9077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9078 GL_DepthMask(false);
9079 GL_DepthRange(0, 1);
9080 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9082 GL_CullFace(GL_NONE);
9083 R_EntityMatrix(&identitymatrix);
9085 // R_Mesh_ResetTextureState();
9088 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9089 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9090 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9091 surfacelist[0] < 0 ? 0.5f : 0.125f);
9093 if (VectorCompare(loc->mins, loc->maxs))
9095 VectorSet(size, 2, 2, 2);
9096 VectorMA(loc->mins, -0.5f, size, mins);
9100 VectorCopy(loc->mins, mins);
9101 VectorSubtract(loc->maxs, loc->mins, size);
9104 for (i = 0;i < 6*4*3;)
9105 for (j = 0;j < 3;j++, i++)
9106 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9108 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9109 R_SetupShader_Generic_NoTexture(false, false);
9110 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9113 void R_DrawLocs(void)
9116 cl_locnode_t *loc, *nearestloc;
9118 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9119 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9121 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9122 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9126 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9128 if (decalsystem->decals)
9129 Mem_Free(decalsystem->decals);
9130 memset(decalsystem, 0, sizeof(*decalsystem));
9133 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, unsigned int decalsequence)
9139 // expand or initialize the system
9140 if (decalsystem->maxdecals <= decalsystem->numdecals)
9142 decalsystem_t old = *decalsystem;
9143 qboolean useshortelements;
9144 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9145 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9146 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)));
9147 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9148 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9149 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9150 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9151 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9152 if (decalsystem->numdecals)
9153 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9155 Mem_Free(old.decals);
9156 for (i = 0;i < decalsystem->maxdecals*3;i++)
9157 decalsystem->element3i[i] = i;
9158 if (useshortelements)
9159 for (i = 0;i < decalsystem->maxdecals*3;i++)
9160 decalsystem->element3s[i] = i;
9163 // grab a decal and search for another free slot for the next one
9164 decals = decalsystem->decals;
9165 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9166 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9168 decalsystem->freedecal = i;
9169 if (decalsystem->numdecals <= i)
9170 decalsystem->numdecals = i + 1;
9172 // initialize the decal
9174 decal->triangleindex = triangleindex;
9175 decal->surfaceindex = surfaceindex;
9176 decal->decalsequence = decalsequence;
9177 decal->color4f[0][0] = c0[0];
9178 decal->color4f[0][1] = c0[1];
9179 decal->color4f[0][2] = c0[2];
9180 decal->color4f[0][3] = 1;
9181 decal->color4f[1][0] = c1[0];
9182 decal->color4f[1][1] = c1[1];
9183 decal->color4f[1][2] = c1[2];
9184 decal->color4f[1][3] = 1;
9185 decal->color4f[2][0] = c2[0];
9186 decal->color4f[2][1] = c2[1];
9187 decal->color4f[2][2] = c2[2];
9188 decal->color4f[2][3] = 1;
9189 decal->vertex3f[0][0] = v0[0];
9190 decal->vertex3f[0][1] = v0[1];
9191 decal->vertex3f[0][2] = v0[2];
9192 decal->vertex3f[1][0] = v1[0];
9193 decal->vertex3f[1][1] = v1[1];
9194 decal->vertex3f[1][2] = v1[2];
9195 decal->vertex3f[2][0] = v2[0];
9196 decal->vertex3f[2][1] = v2[1];
9197 decal->vertex3f[2][2] = v2[2];
9198 decal->texcoord2f[0][0] = t0[0];
9199 decal->texcoord2f[0][1] = t0[1];
9200 decal->texcoord2f[1][0] = t1[0];
9201 decal->texcoord2f[1][1] = t1[1];
9202 decal->texcoord2f[2][0] = t2[0];
9203 decal->texcoord2f[2][1] = t2[1];
9204 TriangleNormal(v0, v1, v2, decal->plane);
9205 VectorNormalize(decal->plane);
9206 decal->plane[3] = DotProduct(v0, decal->plane);
9209 extern cvar_t cl_decals_bias;
9210 extern cvar_t cl_decals_models;
9211 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9212 // baseparms, parms, temps
9213 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9218 const float *vertex3f;
9219 const float *normal3f;
9221 float points[2][9][3];
9228 e = rsurface.modelelement3i + 3*triangleindex;
9230 vertex3f = rsurface.modelvertex3f;
9231 normal3f = rsurface.modelnormal3f;
9235 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9237 index = 3*e[cornerindex];
9238 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9243 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9245 index = 3*e[cornerindex];
9246 VectorCopy(vertex3f + index, v[cornerindex]);
9251 //TriangleNormal(v[0], v[1], v[2], normal);
9252 //if (DotProduct(normal, localnormal) < 0.0f)
9254 // clip by each of the box planes formed from the projection matrix
9255 // if anything survives, we emit the decal
9256 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]);
9259 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]);
9262 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]);
9265 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]);
9268 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]);
9271 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]);
9274 // some part of the triangle survived, so we have to accept it...
9277 // dynamic always uses the original triangle
9279 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9281 index = 3*e[cornerindex];
9282 VectorCopy(vertex3f + index, v[cornerindex]);
9285 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9287 // convert vertex positions to texcoords
9288 Matrix4x4_Transform(projection, v[cornerindex], temp);
9289 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9290 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9291 // calculate distance fade from the projection origin
9292 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9293 f = bound(0.0f, f, 1.0f);
9294 c[cornerindex][0] = r * f;
9295 c[cornerindex][1] = g * f;
9296 c[cornerindex][2] = b * f;
9297 c[cornerindex][3] = 1.0f;
9298 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9301 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);
9303 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9304 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);
9306 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, unsigned int decalsequence)
9308 matrix4x4_t projection;
9309 decalsystem_t *decalsystem;
9312 const msurface_t *surface;
9313 const msurface_t *surfaces;
9314 const int *surfacelist;
9315 const texture_t *texture;
9318 int surfacelistindex;
9321 float localorigin[3];
9322 float localnormal[3];
9330 int bih_triangles_count;
9331 int bih_triangles[256];
9332 int bih_surfaces[256];
9334 decalsystem = &ent->decalsystem;
9336 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9338 R_DecalSystem_Reset(&ent->decalsystem);
9342 if (!model->brush.data_leafs && !cl_decals_models.integer)
9344 if (decalsystem->model)
9345 R_DecalSystem_Reset(decalsystem);
9349 if (decalsystem->model != model)
9350 R_DecalSystem_Reset(decalsystem);
9351 decalsystem->model = model;
9353 RSurf_ActiveModelEntity(ent, true, false, false);
9355 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9356 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9357 VectorNormalize(localnormal);
9358 localsize = worldsize*rsurface.inversematrixscale;
9359 localmins[0] = localorigin[0] - localsize;
9360 localmins[1] = localorigin[1] - localsize;
9361 localmins[2] = localorigin[2] - localsize;
9362 localmaxs[0] = localorigin[0] + localsize;
9363 localmaxs[1] = localorigin[1] + localsize;
9364 localmaxs[2] = localorigin[2] + localsize;
9366 //VectorCopy(localnormal, planes[4]);
9367 //VectorVectors(planes[4], planes[2], planes[0]);
9368 AnglesFromVectors(angles, localnormal, NULL, false);
9369 AngleVectors(angles, planes[0], planes[2], planes[4]);
9370 VectorNegate(planes[0], planes[1]);
9371 VectorNegate(planes[2], planes[3]);
9372 VectorNegate(planes[4], planes[5]);
9373 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9374 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9375 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9376 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9377 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9378 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9383 matrix4x4_t forwardprojection;
9384 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9385 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9390 float projectionvector[4][3];
9391 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9392 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9393 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9394 projectionvector[0][0] = planes[0][0] * ilocalsize;
9395 projectionvector[0][1] = planes[1][0] * ilocalsize;
9396 projectionvector[0][2] = planes[2][0] * ilocalsize;
9397 projectionvector[1][0] = planes[0][1] * ilocalsize;
9398 projectionvector[1][1] = planes[1][1] * ilocalsize;
9399 projectionvector[1][2] = planes[2][1] * ilocalsize;
9400 projectionvector[2][0] = planes[0][2] * ilocalsize;
9401 projectionvector[2][1] = planes[1][2] * ilocalsize;
9402 projectionvector[2][2] = planes[2][2] * ilocalsize;
9403 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9404 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9405 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9406 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9410 dynamic = model->surfmesh.isanimated;
9411 numsurfacelist = model->nummodelsurfaces;
9412 surfacelist = model->sortedmodelsurfaces;
9413 surfaces = model->data_surfaces;
9416 bih_triangles_count = -1;
9419 if(model->render_bih.numleafs)
9420 bih = &model->render_bih;
9421 else if(model->collision_bih.numleafs)
9422 bih = &model->collision_bih;
9425 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9426 if(bih_triangles_count == 0)
9428 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9430 if(bih_triangles_count > 0)
9432 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9434 surfaceindex = bih_surfaces[triangleindex];
9435 surface = surfaces + surfaceindex;
9436 texture = surface->texture;
9439 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9441 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9443 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9448 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9450 surfaceindex = surfacelist[surfacelistindex];
9451 surface = surfaces + surfaceindex;
9452 // check cull box first because it rejects more than any other check
9453 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9455 // skip transparent surfaces
9456 texture = surface->texture;
9459 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9461 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9463 numtriangles = surface->num_triangles;
9464 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9465 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9470 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9471 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, unsigned int decalsequence)
9473 int renderentityindex;
9476 entity_render_t *ent;
9478 worldmins[0] = worldorigin[0] - worldsize;
9479 worldmins[1] = worldorigin[1] - worldsize;
9480 worldmins[2] = worldorigin[2] - worldsize;
9481 worldmaxs[0] = worldorigin[0] + worldsize;
9482 worldmaxs[1] = worldorigin[1] + worldsize;
9483 worldmaxs[2] = worldorigin[2] + worldsize;
9485 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9487 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9489 ent = r_refdef.scene.entities[renderentityindex];
9490 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9493 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9497 typedef struct r_decalsystem_splatqueue_s
9504 unsigned int decalsequence;
9506 r_decalsystem_splatqueue_t;
9508 int r_decalsystem_numqueued = 0;
9509 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9511 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)
9513 r_decalsystem_splatqueue_t *queue;
9515 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9518 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9519 VectorCopy(worldorigin, queue->worldorigin);
9520 VectorCopy(worldnormal, queue->worldnormal);
9521 Vector4Set(queue->color, r, g, b, a);
9522 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9523 queue->worldsize = worldsize;
9524 queue->decalsequence = cl.decalsequence++;
9527 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9530 r_decalsystem_splatqueue_t *queue;
9532 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9533 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);
9534 r_decalsystem_numqueued = 0;
9537 extern cvar_t cl_decals_max;
9538 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9541 decalsystem_t *decalsystem = &ent->decalsystem;
9543 unsigned int killsequence;
9548 if (!decalsystem->numdecals)
9551 if (r_showsurfaces.integer)
9554 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9556 R_DecalSystem_Reset(decalsystem);
9560 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9561 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9563 if (decalsystem->lastupdatetime)
9564 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9567 decalsystem->lastupdatetime = r_refdef.scene.time;
9568 numdecals = decalsystem->numdecals;
9570 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9572 if (decal->color4f[0][3])
9574 decal->lived += frametime;
9575 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9577 memset(decal, 0, sizeof(*decal));
9578 if (decalsystem->freedecal > i)
9579 decalsystem->freedecal = i;
9583 decal = decalsystem->decals;
9584 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9587 // collapse the array by shuffling the tail decals into the gaps
9590 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9591 decalsystem->freedecal++;
9592 if (decalsystem->freedecal == numdecals)
9594 decal[decalsystem->freedecal] = decal[--numdecals];
9597 decalsystem->numdecals = numdecals;
9601 // if there are no decals left, reset decalsystem
9602 R_DecalSystem_Reset(decalsystem);
9606 extern skinframe_t *decalskinframe;
9607 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9610 decalsystem_t *decalsystem = &ent->decalsystem;
9619 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9622 numdecals = decalsystem->numdecals;
9626 if (r_showsurfaces.integer)
9629 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9631 R_DecalSystem_Reset(decalsystem);
9635 // if the model is static it doesn't matter what value we give for
9636 // wantnormals and wanttangents, so this logic uses only rules applicable
9637 // to a model, knowing that they are meaningless otherwise
9638 RSurf_ActiveModelEntity(ent, false, false, false);
9640 decalsystem->lastupdatetime = r_refdef.scene.time;
9642 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9644 // update vertex positions for animated models
9645 v3f = decalsystem->vertex3f;
9646 c4f = decalsystem->color4f;
9647 t2f = decalsystem->texcoord2f;
9648 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9650 if (!decal->color4f[0][3])
9653 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9657 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9660 // update color values for fading decals
9661 if (decal->lived >= cl_decals_time.value)
9662 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9666 c4f[ 0] = decal->color4f[0][0] * alpha;
9667 c4f[ 1] = decal->color4f[0][1] * alpha;
9668 c4f[ 2] = decal->color4f[0][2] * alpha;
9670 c4f[ 4] = decal->color4f[1][0] * alpha;
9671 c4f[ 5] = decal->color4f[1][1] * alpha;
9672 c4f[ 6] = decal->color4f[1][2] * alpha;
9674 c4f[ 8] = decal->color4f[2][0] * alpha;
9675 c4f[ 9] = decal->color4f[2][1] * alpha;
9676 c4f[10] = decal->color4f[2][2] * alpha;
9679 t2f[0] = decal->texcoord2f[0][0];
9680 t2f[1] = decal->texcoord2f[0][1];
9681 t2f[2] = decal->texcoord2f[1][0];
9682 t2f[3] = decal->texcoord2f[1][1];
9683 t2f[4] = decal->texcoord2f[2][0];
9684 t2f[5] = decal->texcoord2f[2][1];
9686 // update vertex positions for animated models
9687 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9689 e = rsurface.modelelement3i + 3*decal->triangleindex;
9690 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9691 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9692 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9696 VectorCopy(decal->vertex3f[0], v3f);
9697 VectorCopy(decal->vertex3f[1], v3f + 3);
9698 VectorCopy(decal->vertex3f[2], v3f + 6);
9701 if (r_refdef.fogenabled)
9703 alpha = RSurf_FogVertex(v3f);
9704 VectorScale(c4f, alpha, c4f);
9705 alpha = RSurf_FogVertex(v3f + 3);
9706 VectorScale(c4f + 4, alpha, c4f + 4);
9707 alpha = RSurf_FogVertex(v3f + 6);
9708 VectorScale(c4f + 8, alpha, c4f + 8);
9719 r_refdef.stats[r_stat_drawndecals] += numtris;
9721 // now render the decals all at once
9722 // (this assumes they all use one particle font texture!)
9723 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);
9724 // R_Mesh_ResetTextureState();
9725 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9726 GL_DepthMask(false);
9727 GL_DepthRange(0, 1);
9728 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9730 GL_CullFace(GL_NONE);
9731 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9732 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9733 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9737 static void R_DrawModelDecals(void)
9741 // fade faster when there are too many decals
9742 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9743 for (i = 0;i < r_refdef.scene.numentities;i++)
9744 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9746 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9747 for (i = 0;i < r_refdef.scene.numentities;i++)
9748 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9749 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9751 R_DecalSystem_ApplySplatEntitiesQueue();
9753 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9754 for (i = 0;i < r_refdef.scene.numentities;i++)
9755 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9757 r_refdef.stats[r_stat_totaldecals] += numdecals;
9759 if (r_showsurfaces.integer || !r_drawdecals.integer)
9762 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9764 for (i = 0;i < r_refdef.scene.numentities;i++)
9766 if (!r_refdef.viewcache.entityvisible[i])
9768 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9769 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9773 static void R_DrawDebugModel(void)
9775 entity_render_t *ent = rsurface.entity;
9776 int i, j, flagsmask;
9777 const msurface_t *surface;
9778 dp_model_t *model = ent->model;
9780 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9783 if (r_showoverdraw.value > 0)
9785 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9786 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9787 R_SetupShader_Generic_NoTexture(false, false);
9788 GL_DepthTest(false);
9789 GL_DepthMask(false);
9790 GL_DepthRange(0, 1);
9791 GL_BlendFunc(GL_ONE, GL_ONE);
9792 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9794 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9796 rsurface.texture = R_GetCurrentTexture(surface->texture);
9797 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9799 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9800 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9801 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9802 GL_Color(c, 0, 0, 1.0f);
9803 else if (ent == r_refdef.scene.worldentity)
9804 GL_Color(c, c, c, 1.0f);
9806 GL_Color(0, c, 0, 1.0f);
9807 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9811 rsurface.texture = NULL;
9814 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9816 // R_Mesh_ResetTextureState();
9817 R_SetupShader_Generic_NoTexture(false, false);
9818 GL_DepthRange(0, 1);
9819 GL_DepthTest(!r_showdisabledepthtest.integer);
9820 GL_DepthMask(false);
9821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9823 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9827 qboolean cullbox = false;
9828 const q3mbrush_t *brush;
9829 const bih_t *bih = &model->collision_bih;
9830 const bih_leaf_t *bihleaf;
9831 float vertex3f[3][3];
9832 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9833 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9835 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9837 switch (bihleaf->type)
9840 brush = model->brush.data_brushes + bihleaf->itemindex;
9841 if (brush->colbrushf && brush->colbrushf->numtriangles)
9843 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);
9844 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9845 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9848 case BIH_COLLISIONTRIANGLE:
9849 triangleindex = bihleaf->itemindex;
9850 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9851 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9852 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9853 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);
9854 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9855 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9857 case BIH_RENDERTRIANGLE:
9858 triangleindex = bihleaf->itemindex;
9859 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9860 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9861 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9862 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);
9863 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9864 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9870 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9873 if (r_showtris.value > 0 && qglPolygonMode)
9875 if (r_showdisabledepthtest.integer)
9877 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9878 GL_DepthMask(false);
9882 GL_BlendFunc(GL_ONE, GL_ZERO);
9885 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9886 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9888 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9890 rsurface.texture = R_GetCurrentTexture(surface->texture);
9891 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9893 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9894 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9895 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9896 else if (ent == r_refdef.scene.worldentity)
9897 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9899 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9900 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9904 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9905 rsurface.texture = NULL;
9909 // FIXME! implement r_shownormals with just triangles
9910 if (r_shownormals.value != 0 && qglBegin)
9914 if (r_showdisabledepthtest.integer)
9916 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9917 GL_DepthMask(false);
9921 GL_BlendFunc(GL_ONE, GL_ZERO);
9924 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9926 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9928 rsurface.texture = R_GetCurrentTexture(surface->texture);
9929 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9931 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9933 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9935 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9937 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9938 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9939 qglVertex3f(v[0], v[1], v[2]);
9940 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9941 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9942 qglVertex3f(v[0], v[1], v[2]);
9945 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9947 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9949 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9950 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9951 qglVertex3f(v[0], v[1], v[2]);
9952 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9953 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9954 qglVertex3f(v[0], v[1], v[2]);
9957 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9959 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9961 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9962 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9963 qglVertex3f(v[0], v[1], v[2]);
9964 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9965 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9966 qglVertex3f(v[0], v[1], v[2]);
9969 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9971 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9973 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9974 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9975 qglVertex3f(v[0], v[1], v[2]);
9976 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9977 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9978 qglVertex3f(v[0], v[1], v[2]);
9985 rsurface.texture = NULL;
9991 int r_maxsurfacelist = 0;
9992 const msurface_t **r_surfacelist = NULL;
9993 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9995 int i, j, endj, flagsmask;
9996 dp_model_t *model = ent->model;
9997 msurface_t *surfaces;
9998 unsigned char *update;
9999 int numsurfacelist = 0;
10003 if (r_maxsurfacelist < model->num_surfaces)
10005 r_maxsurfacelist = model->num_surfaces;
10007 Mem_Free((msurface_t **)r_surfacelist);
10008 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10011 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10012 RSurf_ActiveModelEntity(ent, false, false, false);
10014 RSurf_ActiveModelEntity(ent, true, true, true);
10015 else if (depthonly)
10016 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10018 RSurf_ActiveModelEntity(ent, true, true, false);
10020 surfaces = model->data_surfaces;
10021 update = model->brushq1.lightmapupdateflags;
10023 // update light styles
10024 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10026 model_brush_lightstyleinfo_t *style;
10027 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10029 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10031 int *list = style->surfacelist;
10032 style->value = r_refdef.scene.lightstylevalue[style->style];
10033 for (j = 0;j < style->numsurfaces;j++)
10034 update[list[j]] = true;
10039 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10043 R_DrawDebugModel();
10044 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10048 rsurface.lightmaptexture = NULL;
10049 rsurface.deluxemaptexture = NULL;
10050 rsurface.uselightmaptexture = false;
10051 rsurface.texture = NULL;
10052 rsurface.rtlight = NULL;
10053 numsurfacelist = 0;
10054 // add visible surfaces to draw list
10055 if (ent == r_refdef.scene.worldentity)
10057 // for the world entity, check surfacevisible
10058 for (i = 0;i < model->nummodelsurfaces;i++)
10060 j = model->sortedmodelsurfaces[i];
10061 if (r_refdef.viewcache.world_surfacevisible[j])
10062 r_surfacelist[numsurfacelist++] = surfaces + j;
10067 // for ui we have to preserve the order of surfaces
10068 for (i = 0; i < model->nummodelsurfaces; i++)
10069 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10073 // add all surfaces
10074 for (i = 0; i < model->nummodelsurfaces; i++)
10075 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10077 // don't do anything if there were no surfaces
10078 if (!numsurfacelist)
10080 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10083 // update lightmaps if needed
10087 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10092 R_BuildLightMap(ent, surfaces + j);
10097 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10099 // add to stats if desired
10100 if (r_speeds.integer && !skysurfaces && !depthonly)
10102 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10103 for (j = 0;j < numsurfacelist;j++)
10104 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10107 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10110 void R_DebugLine(vec3_t start, vec3_t end)
10112 dp_model_t *mod = CL_Mesh_UI();
10114 int e0, e1, e2, e3;
10115 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10116 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10117 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10120 // transform to screen coords first
10121 Vector4Set(w[0], start[0], start[1], start[2], 1);
10122 Vector4Set(w[1], end[0], end[1], end[2], 1);
10123 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10124 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10125 x1 = s[0][0] * vid_conwidth.value / vid.width;
10126 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10127 x2 = s[1][0] * vid_conwidth.value / vid.width;
10128 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10129 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10131 // add the line to the UI mesh for drawing later
10133 // width is measured in real pixels
10134 if (fabs(x2 - x1) > fabs(y2 - y1))
10137 offsety = 0.5f * width * vid_conheight.value / vid.height;
10141 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10144 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10145 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10146 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10147 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10148 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10149 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10150 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10155 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10157 static texture_t texture;
10159 // fake enough texture and surface state to render this geometry
10161 texture.update_lastrenderframe = -1; // regenerate this texture
10162 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10163 texture.basealpha = 1.0f;
10164 texture.currentskinframe = skinframe;
10165 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10166 texture.offsetmapping = OFFSETMAPPING_OFF;
10167 texture.offsetscale = 1;
10168 texture.specularscalemod = 1;
10169 texture.specularpowermod = 1;
10170 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10172 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10175 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, qboolean ui)
10177 static msurface_t surface;
10178 const msurface_t *surfacelist = &surface;
10180 // fake enough texture and surface state to render this geometry
10181 surface.texture = texture;
10182 surface.num_triangles = numtriangles;
10183 surface.num_firsttriangle = firsttriangle;
10184 surface.num_vertices = numvertices;
10185 surface.num_firstvertex = firstvertex;
10188 rsurface.texture = R_GetCurrentTexture(surface.texture);
10189 rsurface.lightmaptexture = NULL;
10190 rsurface.deluxemaptexture = NULL;
10191 rsurface.uselightmaptexture = false;
10192 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);